In the previous update, I introduced a scenario editor to Solar Nations which allows you to customize the existing scenarios or create your own to play with. This time, I have sought to expand this feature with new functionality which should expand the horizons of what can be created within Solar Nations exponentially. Introducing the Defines Editor, an in game mod builder which allows you to customize the more basic aspects of the game and create all sorts of new stuff!
Using the defines editor, you can create new ship classes, buildings, upgrades, and eventually, events and decisions (that is what I'm currently working on) which allows for an unprecedented level of customizability without any programming knowledge necessary! Furthermore, it streamlines the process for myself on the back-end, which should make it easier for me to create content for new updates like this one.
The defines editor is modular, in a way, which allows it to be easily adapted to different data types which represent the objects and systems found within Solar Nations. As a result, new types of functionality, once added, will also be integrated into the defines editor which should give aspiring modders plenty of tools to work with, considering the engine I am using is rather unfriendly when it comes to mods.
Unfortunately, that is all I have for now, as most of the work that has been done over the last week has been mostly back end stuff, but I have been working on a great simplification to the event logic which should allow for both a drastic increase in the number of events but also make them intuitive enough to be opened up for modifications using this interface!
Big News! Update 1.2: Empires of Man
It's been a while, more than initially planned on account of real life occasionally getting in the way- but my commitment to Solar Nations remains as strong as ever, and I am happy to reveal that Empires of Man has been in the works for a while now so that I have enough to show you all in order to make it worth the wait.
To start, I would like to introduce the first of many changes- and although it's a small one, I'm sure many of you will appreciate it:
Font Size Increase
Clearly the most important of all updates, the font size has been increased! (Along with some GUI modifications to prevent clipping on some monitors)
On to the real meat of 1.2. The economy of Solar Nations is something I always felt was kind of lacking, and so in order to remedy the situation there is a new building system which makes further use of the galaxy map in order to more closely intertwine the economic and military aspects of the game. You can see here the process of constructing a "building" (planets are buildings now). Once construction finishes, it provides resources according to both it's own production and that of adjacent buildings. Radii like that of the Black Hole in the image provides some bonuses (or downsides) to constructing buildings there, so that is something you will have to plan around.
That Black Hole also has the effect of slowing ships within it's vicinity down a great deal, and could be instrumental in military campaigns for this reason- as you could guard the area surrounding the hole to force your enemy to move through it's snare.
Furthermore, there are some other important QoL features implemented in 1.2, including an outliner and some changes to the internal structure of the game, which gives us the ability to display more proper tooltips for various things, such as techs. Now you don't have to wonder what the cryptic "unlocks buildings" text says! How kind of me.
Anyway, there will be more later, and I've got more work to do. Next time I will be going over the Factions overhaul and the addition of subject empires.
Update 1 bug patch
Fixed bug where fleet headers sometimes are inaccurate. This fix was supposed to be pushed 3 days ago but due to mismanagement I forgot.
Update 1 broadcast
Tune in to see gameplay of Solar Nations update 1 from 5PM to 7PM today
Major Update 1 is OUT NOW + Surprise!
The release of Major Update 1 is an important step in the development of Solar Nations. For the next week, you can pick up the game for 50% off and enjoy the new content for a good price! Though in hindsight I think many of these features should have been in the game on release day, it is nonetheless great to see them in the game!
In addition, I have a surprise for you!
Overhauled Event Logic + Decisions
Something I have been working on intermittently over the development of Update 1 was an event logic system to replace the (not very good) event system we were currently using. New event logic has been added that allows among other things:
Events with multiple options each with effects!
Useful tooltips which tell you what you need to do
Transparent achievement logic
I have big things planned for the event system, and this was a necessary step in the accomplishment of those plans. For now though, the system is merely a replacement for the older and clunkier system, and is mainly concerned with achievements.
Remember to join our discord, I promise I won't spam you with notifications! (Report bugs here as well)
In addition, I will be livestreaming Solar Nations on Wednesday from 5-7PM CDT.
Major Update 1 Patch Notes
The following is the (probably incomplete) changelog for Update 1 which will be releasing on October 4.
Major features include
Multiplayer!
All-new scenario editor which allows the player absolute control over the world
New Scenario: Battle of Armageddon - 1405DE
All-new nicer looking tooltips with icons
Naval experience multiplicatively increases fleet attack and HP
Traditions
Faction system overhaul
Other changes
Around 100 new regions added to the map outside of the Domain
4 New levels of technology
End date moved from 1400 -> 1600
Cohesion now drifts upward at a static rate of ~.25/year
Energy production increased doubly by development
Updated tutorial tooltips
Load custom flags for the scenario editor!
Rebalanced naval professionalism reform
New Resource: Hypermatter
New Upgrade: Covalence Infrastructure (+20% resource base production)
Various new modifiers
Reforms now affected by legislature support
Republics can no longer pass reforms without faction support
Bugfixes
Fixed diplomacy bug when loading saves (opinions would change drastically when loading the game)
Fixed occasional cosmetic bugs over loaded savegames
Major Update 1 News: Electoral Gridlock
Welcome back, today the object of discussion is the new role that factions will play in Solar Nations after major update 1. I have always felt a little let down by the current factions system as I believe it inadequately represents the idea that factions are the sort of pillars on which your Empire is built. Now, I have devised a new system which should not only fit this purpose better, but also offer new and interesting gameplay.
Instead of only having 1-4 factions which each give bonuses or penalties based on loyalty, nearly every faction in the game is present in every civilization.
But only 1-4 of those factions make up that civilization's ruling coalition; the factions which actually provide bonuses, but also get to vote on reforms.
Reform stability cost is heavily influenced by the legislative support for the reform.
Republics cannot even pass reforms without majority legislative support.
Faction power is now mostly determined by modifiers rather than a base value.
Factions can be added or removed from the ruling coalition more easily than before, but there are consequences for this tyranny.
Cool pie chart
This certainly changes a lot of the calculus surrounding reforms, as each faction differs in what reforms it favors or opposes. Generally, this is intuitive from what the faction's expressed ethos are (the militarists support military professionalism), but other times a little experimentation is required in order to properly piece together a functional state. And If worst comes to worst, you can always kick out the dissidents!
But be careful, as the non-ruling factions are always somewhat disloyal, and the level of popular support for your government impacts how stable your country is in the long run!
Major Update 1 News: Industrial Re-revolution + Release Date!
Welcome back, today we will be discussing the new Era of technology coming in Solar Nations Update 1.1, which releases on October 4, as well as the new playable scenario included in that time period.
In the 13th century, the turmoil of the Centauran Wars created the perfect condition for the emergence of a powerful new form of industry. City-sized machines, capable of transforming energy into pure forms of matter, and vise versa, began to appear across the whole of known space. While initially vulnerable and kept afloat only by the generous subsidy of powerful centralized governments, Matter-Energy Covalence quickly matured, and thrust mankind into a new age of prosperity!
Construct these powerful machines, which guzzle the novel resource Hypermatter, and build your economy to never before seen heights! Each level of "Covalence Indsustry" gives a whopping 10% base resource production (applies multiplicatively with other modifiers!), but causes the region to consume significant amounts of Hypermatter, which must be harvested from the depths of hyperspace at great cost.
However, like the atom, Hypermatter also boasts some more nefarious uses. Theoretically, it is possible to use the immense density and unusual properties of this substance to trigger a Higgs-field collapse and bring about the destruction of the universe!
Will you use the power of Hypermatter for good or bad? The choice is yours in this new scenario!
Major Update 1 News: Extreme editing!
Along with the other features coming in update 1.1, we are proud to present the addition of an in-game editor to Solar Nations! It can be entered at any time when playing single player and gives the player complete control over the universe as well as the ability to create custom scenarios and share them with other players!
Access the scenario editor at any time through the pause menu.
Edit resource stockpiles, flags, names and more!
Once opened, the scenario editor freezes time and allows for the player to set the date manually, in addition to other important specifications about the world. There are special GUIs activated in place of the normal ones for both regions and units.
Other features include:
Regions can have their upgrades, ownership, population, and development quickly and easily customized
Units can be created, have strength and experience levels set, as well as be placed wherever the player feels is necessary
Empires can be created and almost every element about them can be customized
You can even customize the title screen appearance of the Scenario and add your own custom lore and description text to the playable countries! After hitting "save scenario", your new scenario will be saved to a file that is accessible in the games directory under the Saved/Savegames folder (they are distinguished from saved games by their name). Once saved, they appear on the title screen just like any other scenario.
Aside from that, you may have noticed a brand new resource. I can't disclose at this time what it's purpose is, but you will hear more about it shortly!
Major Update 1 News: Tooltip Mania!
It's time to talk about the lifeblood of any strategy game, the tooltips! Now, I know what you're thinking, but these unsung heroes are responsible for bringing strategy games to life by helping players understand what that cool looking button actually does.
It goes without saying that Solar Nations' relationship with tooltips hasn't been the best, and that is something I have sought to rectify. Using a couple of new discoveries, the tooltips of Solar Nations will be getting a huge makeover in Major Update 1, which will make them more colorful and readable!
Faction loyalty tutorial
Economic focus tooltip
As you can see, the new tooltips are alot more in line with the UI "art style" and also have a new visual flare to them which will make them easier to read. In addition, tutorial tooltips are now in bullet point format in order to avoid daunting paragraphs.
Government window
The new tooltips also allow for conditions to be displayed in a more aesthetically pleasing format, which opens the door to many new and exciting mechanics (one of which you might be able to pick out from the picture).