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RE: [REL 0.9.2] Star Trek - The Picard Era

 
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RE: [REL 0.9.2] Star Trek - The Picard Era - 9/2/2012 8:18:46 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Tanaka, check your PM for my email address. There is nothing in the mod that could prevent you from building a base or ship, but I'll take a look.

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Post #: 661
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 3:09:30 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: Igard

Tanaka, check your PM for my email address. There is nothing in the mod that could prevent you from building a base or ship, but I'll take a look.


Thanks Igard save sent!

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(in reply to Igard)
Post #: 662
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 3:52:05 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Tanaka, I see the problem you're having.

Note that you have a maximum size limit for bases built away from colonies. I don't think there is a limit to the design size of bases built at a colony. You can read the design limits for ships and bases on the designs screen (the screen that lists all your current designs).

However the game will not warn you if you design a base over the size limit since bases are (I think) limitless if you build them at a colony.

It's easier with ships, since the design screen gives you a warning if you exceed the limit as you add more components.

Perhaps this is a flaw with the game, I don't know, but it's not an issue with the mod. It's just the way things are with the game.

Hope this clears things up. Just keep an eye on those maximum design sizes and try not to go over them. If you're not sure where to look for these let me know.


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(in reply to Tanaka)
Post #: 663
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 2:39:52 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
Having looked through your mod and read the Legends modding guide I cant seem to find the answers to;

What happens when you run out of the characters that have been pre-defined in the, for example, federation.txt in the characters folder?

Is there a limit on shipsets? can you add more than the 21 in the base DW?

Is there a way to ensure certain portraits are used for different character types? Like a set for leaders, scientists etc when characters are created randomly?

Thanks

Darkspire

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(in reply to Igard)
Post #: 664
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 8:34:06 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Darkspire

What happens when you run out of the characters that have been pre-defined in the, for example, federation.txt in the characters folder?


That's when the game resorts back to its randomly generated characters, such as Than Bendu.

Obviously it would be ideal if we could create our own randomly generated names for each race, but the game only allows us to do this for each family.

Another thing I would like to see is the ability to enter a '?' random value for character stats. This would allow us to create hundreds or thousands of characters alot easier.

quote:

Is there a limit on shipsets? can you add more than the 21 in the base DW?


I believe that 50 is the current limit.

quote:

Is there a way to ensure certain portraits are used for different character types? Like a set for leaders, scientists etc when characters are created randomly?


Not when they are created randomly, no. This is why I went through a great deal of trouble to create so many generic characters for the Picard Era.

It has been discussed before about having a set of images for each race's character type. It would be a nice feature to have.

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Post #: 665
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 8:50:45 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
Thankyou that makes things much clearer.

You say that the when the predefined list is exhausted that it reverts to a random selection, so the images would be random from the races folder? in this case the federation?

I notice you didnt use the agentnames.txt, designs.txt and shipnames.txt, was there a reason for this?

Sorry for all the questions, Im a bear with a brain that needs filling

Darkspire



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Post #: 666
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 9:20:57 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Darkspire

Thankyou that makes things much clearer.


No probs mate!

quote:

You say that the when the predefined list is exhausted that it reverts to a random selection, so the images would be random from the races folder? in this case the federation?


The image reverts to the race image located in the raceImages folder. So it can only be 1 image used for each race's random characters (the same as the race image).

quote:

I notice you didnt use the agentnames.txt, designs.txt and shipnames.txt, was there a reason for this?


I didn't use the agentnames.txt because it only creates character names for each race family (humanoid, insectoid ect). This doesn't really work for Trek since most races are humanoid. However I think there is only 1 rodent race, the Yridians, so I could have done it for them, but it seemed rather irrelevant to do so for a minor race.

I've encountered many bugs when using the designnames.txt file. I'll try it again sometime, but it's already been a source of much frustration. I'll wait for someone else to use it successfully before I try again.

The shipnames.txt file only names ships for the player's faction. So if I create a list of Federation names like Enterprise, Defiant, Lakota, then starting a game with Klingons, I'd get cruisers and cap ships with those names.

quote:

Sorry for all the questions, Im a bear with a brain that needs filling


Not at all. I don't mind!


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Post #: 667
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/4/2012 10:21:17 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
Thank you again this is a great help, Ive added a leader, spy and an admiral for the Kiadians with your help.

How about the races? Has that limit been increased?

Also the flagshapes, has the limit for that been increased?

Im asking this because ive followed Haree78's Distant Worlds Extended mod for moons and the issue of limits was always being raised.

Ive looked into what you spoke of regards the designs.txt, only 14 sets of names allowed?? so we have 21 ship classes in the images folder (not counting the others folder), 22 races in the races folder and 14 sets of names in the designs text, who did the testing for the modding? do hope they fix this, maybe by allowing that in the designs.txt that the line number with the names matches the ship folder in the images folder?

So in a perfect world we would like the races, ship sets and designs.txt to have a limit of 50?

+1 for a set of images for each class of character and the ? to allow random settings for the characters, having been sitting here editing those files those would be my right at the top of the list for suggestions along with the problem I mentioned above.

Darkspire

I found these on uncle Google, then had to learn how to erase the background with my aging PSP9

My added Leader, Spy and Admiral







< Message edited by Darkspire -- 9/5/2012 12:20:31 AM >


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Post #: 668
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 12:18:09 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: Darkspire

Ive looked into what you spoke of regards the designs.txt, only 14 sets of names allowed?? so we have 21 ship classes in the images folder (not counting the others folder), 22 races in the races folder and 14 sets of names in the designs text, who did the beta for the modding do hope they fix this, maybe by allowing that in the designs.txt that the line number with the names matches the folder in the images folder?

Darkspire


Darkspire;
Concerning the designs.txt file, Legends version 1.7.0.1 removed the 14 name set limit.
DesignNamesIndex value in race files was changed for modding purposes (new maximum is 50, not 13)
So you can mod the designs.txt file and increase up to 50 name sets. Just keep in mind the same internal file structure/format must be used. i.e.:
'Each line is a single "family" of design names used by a single empire - there should ALWAYS be a minimum of 14 families, each on a separate line
'If you modify the file, place your modified version in the 'Customization' folder - do NOT overwrite the original file in the game folder.

Hope this clarifies things for you!

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Darkspire)
Post #: 669
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 12:30:38 AM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
Thought everyone had gone So I added a bit to my post

How about the ships? Looks like Ive just got what I wanted with the designs.txt!
Have the limits for the races, ship, flagshapes been increased as well?

If like me you are always looking for names (ive now got fifty lines to fill )

This is fully editable, been using it for years, very easy to use

NameMage

This ones for Igard, for all the help and feedback, ive lost hours on this site and the site links at the bottom

Star Trek Site

Darkspire

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Post #: 670
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 12:56:18 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: Igard

Tanaka, I see the problem you're having.

Note that you have a maximum size limit for bases built away from colonies. I don't think there is a limit to the design size of bases built at a colony. You can read the design limits for ships and bases on the designs screen (the screen that lists all your current designs).

However the game will not warn you if you design a base over the size limit since bases are (I think) limitless if you build them at a colony.

It's easier with ships, since the design screen gives you a warning if you exceed the limit as you add more components.

Perhaps this is a flaw with the game, I don't know, but it's not an issue with the mod. It's just the way things are with the game.

Hope this clears things up. Just keep an eye on those maximum design sizes and try not to go over them. If you're not sure where to look for these let me know.




Got it I see now thanks! This should be more clear your right!

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Post #: 671
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 5:33:46 PM   
FlashXAron_slith

 

Posts: 139
Joined: 5/14/2012
Status: offline
Hi there,

was playing your mod and have to say THANK YOU !

But now I have a technical problem ... after around the 50th colony I got an error ... and now some planets are not accessable ... seems the stack is corrupt !

Could this be a problem with the mod or with the last patch from DW ?
Think it is from the main game , anyway was already close to win that game :-) and everything already a routine !

(in reply to Tanaka)
Post #: 672
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 5:42:06 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
What size was the map (eg 1400 stars) and how big (eg 15x15)?

Darkspire

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Post #: 673
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/5/2012 9:25:19 PM   
FlashXAron_slith

 

Posts: 139
Joined: 5/14/2012
Status: offline
... everything maximum , only rare colonies ...

using Win7 64bit, 16GByte RAM ... German OS

was able to play until that point --- I think already played 30h or so :-)
It is even possible to continue to play after the error !

ERROR ->

Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.ArgumentNullException: Der Wert darf nicht NULL sein.
Parametername: image
bei System.Drawing.Graphics.DrawImage(Image image, Int32 x, Int32 y, Int32 width, Int32 height)
bei System.Drawing.Graphics.DrawImage(Image image, Rectangle rect)
bei DistantWorlds.Controls.CharacterTroopListIconView.PrescaleImage(Bitmap originalBitmap, Int32 width, Int32 height)
bei DistantWorlds.Controls.CharacterTroopListIconView.AddCacheCharacterImage(Character character, CharacterImageCache characterImageCache, Int32& imageIndex)
bei DistantWorlds.Controls.CharacterTroopListIconView.GenerateCharacterItems(CharacterList characters, Int32 indexStart, Int32 imageOffset, String textPrefix, CharacterImageCache characterImageCache)
bei DistantWorlds.Controls.CharacterTroopListIconView.BindData(Empire locationEmpire, CharacterList characters, CharacterList invadingCharacters, TroopList troops, TroopList troopsToRecruit, TroopList invadingTroops, CharacterImageCache characterImageCache)
bei DistantWorlds.Main.r4Nssn7ZhR(Object , EventArgs )
bei DistantWorlds.Main.aOKsGIbfcw(Habitat )
bei DistantWorlds.Main.UcgWBOYRp5(Object , EventArgs )
bei System.Windows.Forms.Control.OnClick(EventArgs e)
bei System.Windows.Forms.Button.OnClick(EventArgs e)
bei DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
bei DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
bei System.Windows.Forms.Button.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
mscorlib
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
DistantWorlds
Assembly-Version: 1.7.0.16.
Win32-Version: 1.7.0.16.
CodeBase: file:///D:/GamesWin/DistantWorlds/DistantWorlds.exe.
----------------------------------------
System
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
System.Windows.Forms
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
DistantWorlds.Controls
Assembly-Version: 1.7.0.16.
Win32-Version: 1.7.0.16.
CodeBase: file:///D:/GamesWin/DistantWorlds/DistantWorlds.exe.
----------------------------------------
DistantWorlds.Types
Assembly-Version: 1.7.0.16.
Win32-Version: 1.7.0.16.
CodeBase: file:///D:/GamesWin/DistantWorlds/DistantWorlds.exe.
----------------------------------------
WindowsBase
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.6920.5448 built by: Win7SP1GDR.
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll.
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly-Version: 1.0.2902.0.
Win32-Version: 5.04.00.2904.
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll.
----------------------------------------
AxInterop.WMPLib
Assembly-Version: 1.0.0.0.
Win32-Version: 1.0.0.0.
CodeBase: file:///D:/GamesWin/DistantWorlds/AxInterop.WMPLib.DLL.
----------------------------------------
System.Windows.Forms.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
mscorlib.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400).
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
Interop.WMPLib
Assembly-Version: 1.0.0.0.
Win32-Version: 1.0.0.0.
CodeBase: file:///D:/GamesWin/DistantWorlds/Interop.WMPLib.DLL.
----------------------------------------
System.Deployment
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll.
----------------------------------------
System.Deployment.resources
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Deployment.resources/2.0.0.0_de_b03f5f7f11d50a3a/System.Deployment.resources.dll.
----------------------------------------
Microsoft.VisualBasic
Assembly-Version: 8.0.0.0.
Win32-Version: 8.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll.
----------------------------------------
PresentationCore
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.6920.5448 built by: Win7SP1GDR.
CodeBase: file:///C:/Windows/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll.
----------------------------------------
Microsoft.DirectX
Assembly-Version: 1.0.2902.0.
Win32-Version: 5.04.00.2904.
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll.
----------------------------------------
Accessibility
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.4927 (NetFXspW7.050727-4900).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll.
----------------------------------------
Ionic.Zip
Assembly-Version: 1.9.1.5.
Win32-Version: 1.9.1.5.
CodeBase: file:///D:/GamesWin/DistantWorlds/Ionic.Zip.DLL.
----------------------------------------
System.Runtime.Serialization
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.4506.5420 (Win7SP1.030729-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Serialization/3.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll.
----------------------------------------
System.Xml
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
SMDiagnostics
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.4506.5420 (Win7SP1.030729-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/SMDiagnostics/3.0.0.0__b77a5c561934e089/SMDiagnostics.dll.
----------------------------------------
System.Configuration
Assembly-Version: 2.0.0.0.
Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll.
----------------------------------------
system.runtime.serialization.resources
Assembly-Version: 3.0.0.0.
Win32-Version: 3.0.4506.4926 (NetFXw7.030729-4900).
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Serialization.resources/3.0.0.0_de_b77a5c561934e089/System.Runtime.Serialization.resources.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.




< Message edited by FlashXAron -- 9/5/2012 9:49:00 PM >

(in reply to Darkspire)
Post #: 674
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/6/2012 1:58:10 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Flash, sorry to hear you're having problems. Sounds like you had a good game going. Do you have a save that you could upload? If so, how long/when after the save point do you experience the error?

I've only got 4GB ram and the new patch seems to be running very stable for me. Though I haven't gone 30 hours into a game in a long time!

If you do have a save file, could you upload it to gamefront.com, or mediafire.com. I'll take a look. You can PM me if you want, or upload it here so others can test.

_____________________________


(in reply to FlashXAron_slith)
Post #: 675
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/6/2012 6:19:56 PM   
McMike


Posts: 14
Joined: 9/6/2012
From: deep dark forest of Germany
Status: offline
Hello Igard

Can you please upload the Version 1.4a for Distant Worlds only again?

(in reply to Igard)
Post #: 676
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/6/2012 9:19:48 PM   
FlashXAron_slith

 

Posts: 139
Joined: 5/14/2012
Status: offline
Hi there,

thank you for the offer ... it seems it has repaired itself ! How ?

I think maybe because I built now around 30 new planets the last 4 hours of gameplay :-)
or beacause I deleted around 700 troops to replace them with clone troops and now I only have built around 200

As I said it was ehen I opended the FIRST PLANET (Homeworld) it was telling me something like , NULL is forbidden ... I am sure it was some STACK problem and as I deleted around 600 troops, it has now enough pointers left.

So it is for sure not your MOD but the bug is in the MAIN Program ... too many pointers somehow ...

So have to conquer the galaxy with fewer troops :-)

Thank you

(in reply to McMike)
Post #: 677
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/7/2012 1:15:09 AM   
FlashXAron_slith

 

Posts: 139
Joined: 5/14/2012
Status: offline
ht
tp:
//
www
.gamefront.
com
/files
/22220769/
The+Federation+2809-01-14.zip


idiotic forum, still not allowed to post links

... so the bug occured once again ...
press F2 and you have it !

(in reply to FlashXAron_slith)
Post #: 678
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/7/2012 3:54:40 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
loaded and tested with original and mod.

Certain planets are no longer showing up in the selection panel when clicked on in the main view or selected with previous/next colony button.

F2 will not load due to the fact that these planets are creating null exceptions because the object has an attribute that no longer exists.

I even tried to delete all troops and cycle thru and build troops when the selection panel went dark. It accepts the builds but will not display f2.

Something in the construction yards nulling?

Darn , hope you have a previous auto save and sorry for the bad luck.

< Message edited by pipewrench -- 9/7/2012 4:11:22 AM >

(in reply to FlashXAron_slith)
Post #: 679
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/7/2012 9:46:43 AM   
FlashXAron_slith

 

Posts: 139
Joined: 5/14/2012
Status: offline
... it isn't that problematic, you could continue even when the bug occurs.
and somehow I found always a workaround still to give the needed planet orders.

to open the colony screen, I choose a planet and double click it in the left-below window ... now all of them are accessable APART the Homeplanet ...
at least you could give orders to the homeplanet with the previous/next colony buttons !

(in reply to Pipewrench)
Post #: 680
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/12/2012 11:28:04 PM   
jpinard

 

Posts: 500
Joined: 4/19/2004
Status: offline
Which file should we be using for the latest version of Legends? The Shackturi one from the original post?
Thanks!

(in reply to FlashXAron_slith)
Post #: 681
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/13/2012 8:55:12 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
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jpinard, the latest is The Picard Era 0.9.2. It's the first link on the original post.

Sorry I haven't been around much lately folks. Trying to busy myself with other things and hope that I can push myself to work more on this and the Kirk era.

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(in reply to jpinard)
Post #: 682
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/14/2012 12:31:16 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline

quote:

ORIGINAL: Igard

jpinard, the latest is The Picard Era 0.9.2. It's the first link on the original post.

Sorry I haven't been around much lately folks. Trying to busy myself with other things and hope that I can push myself to work more on this and the Kirk era.


Doooo iiit, doooo iiiit Igard!

(in reply to Igard)
Post #: 683
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/28/2012 5:32:21 AM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
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I don't know about how powerful modding support that we have in Legend, but say, can we modded the tech? If no then I have nothing to say. But, if yes, then I think this mod could re-balance the tech a bit. What I means with re-balance is that the special tech that now become a choice-able tech for everyone. They are too powerful that make me to avoid the other techs

< Message edited by Brainsucker -- 9/28/2012 5:35:41 AM >

(in reply to HectorOfTroy)
Post #: 684
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/28/2012 9:21:55 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Brainsucker, we can't mod tech yet unfortunately. If I could I would change lots of things.

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Post #: 685
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/28/2012 10:32:26 PM   
McMike


Posts: 14
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From: deep dark forest of Germany
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It is planned that the technologies can be edited?

When can we expect the version 1.0 ?

(in reply to Igard)
Post #: 686
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/29/2012 5:40:41 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: McMike

It is planned that the technologies can be edited?



I don't know if there are plans to make tech modable. I hope Elliot will do it, but it's been a wish for a very long time now.

quote:



When can we expect the version 1.0 ?


I haven't done much else to this mod, so there wouldn't be any real changes in a 1.0 version. I had plans to put something special in the 1.0 version.

Right now, I'd rather wait until we see what mod support the next expansion will bring.

Perhaps there will be an announcment by the devs this weekend.....


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(in reply to McMike)
Post #: 687
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/30/2012 3:19:09 PM   
McMike


Posts: 14
Joined: 9/6/2012
From: deep dark forest of Germany
Status: offline
Thanx for the infos Igard. It is possible to make each race have their own real home system? I dont like it when I start with the Federation in the Cardassia system...I look forward to this special in Version 1.0.

lg mike

(in reply to Igard)
Post #: 688
RE: [REL 0.9.2] Star Trek - The Picard Era - 9/30/2012 7:58:45 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Unfortunately, it's still not possible to have the races start every game in their home systems.

It's top of the list on the Modder's wishlist thread. It really is one of those things that should've been done long ago.

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(in reply to McMike)
Post #: 689
RE: [REL 0.9.2] Star Trek - The Picard Era - 10/7/2012 5:44:27 PM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
I think this mod lack of one starship image. That is USS Stargazer of the Constelation Class; Picard's first ship. Because this is Picard Era, and Picard Era started from his leadership of USS Stargazer.

< Message edited by Brainsucker -- 10/8/2012 1:36:56 AM >

(in reply to Igard)
Post #: 690
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