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Human Revolution - 2/18/2013 11:42:23 PM   
Antiscamp


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Joined: 5/14/2012
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A Distant Worlds Mod by Antiscamp

Version 2.0



DOWNLOAD FOR UNIVERSE

DOWNLOAD FOR SHADOWS
DOWNLOAD FOR LEGENDS




HUMAN REVOLUTION
A Distant Worlds Mod by Antiscamp

V 2.0




ABOUT THE MOD

Distant Worlds Shadows is required (If you're using Legends, follow the appropriate download link above for the Legends Only Version).

The Human Revolution mod adds five new races to Distant Worlds and edits one. The standard human race is edited to reflect the background story of this mod, and three more interesting races are also added. This was done because I personally found the human race in DW quite plain and boring. It did not provide for good gameplay, in my opinion, and as an AI adversary seldom proposed any resistance either. That is about to change - the humans have got company.

To intall, throw the Human Revolution folder in your Matrix Games/Distant Worlds/customization folder and tick the mod in the Themes list from the main game menu.



GALACTIC NEWSNET OPTIONAL ADDON

The Galactic Newsnet optional addon adds news channel screens for several events and reports in Distant Worlds featuring real screenshots of the beautiful newsanchor Mélissa Theuriau. This addon is suitable when playing any human race.

NOTE: This mod will replace the original files, so please make sure you backup your originals to easily go back to vanilla state. This mod changes the appearance of the game, not only in the Human Revolution mod, but altogether. To be able to quickly revert to the previous state, be sure to do the backup procedure described here in full. The files are found in the OptionalGalacticNewsnet folder in the HumanRevolution folder. Because it replaces originals, it is kept as an optional addon.

Please backup the following folders before install: messages and events. They're both found in Matrix Games/Distant Worlds/images/ui. If you want to revert to the previous state, just copy those two folders back into the ui folder. Install the Galactic Newsnet by dragging and dropping the optional addon folder into your Matrix Games/Distant Worlds/images/ui folder. Overwrite when asked. When reverting to the original state, do this again but with the folders you backupped earlier instead.





STATISTICS - SOME TIPS

I found no logical way to provide an in-game galactopedia article for each of the races. Therefore, I've included the statistics of the races in the Human Revolution folder as jpg's. Open them in any application, and if you need to know their statistics in-game, Alt-Tab to Windows and study the .jpg's.

In the Human Revolution folder you'll also find an extensive text file named Human Revolution Background.txt, which tells the story of the races, their background and their relationships.



CREDITS

This mod is created with my previous Eva Matriarchy mod as foundation and the Eva Matriarchy race is also included in this Human Revolution mod with some balancing and tweaks.

Credits for this mod go to CodeForce for an excellent game. Thanks go to the artists Israel Llona (http://isra2007.deviantart.com/) for the sexy and beautiful Eva race portrait picture, and to Kaosmos (http://www.kaosmos.com.ar/) for the Merch picture, and for their permissions for me to use their art in this way. Also, Kalthaniell with his DW mod Kalthaniell's Shipyard where I got the excellent shipset (http://www.matrixgames.com/forums/tm.asp?m=2845072).

Special thanks go to Mugais for the work on the unique characters and ship design names! Thanks to all who have made comments and suggestions. Special thanks to Larry Monte aka StarLab for using this mod in one of his Let's Plays (http://www.youtube.com/watch?v=nWlTJHwNS1k&list=PLzEZx9zuF9_4YE6SjyawMFYE-WOQkKSEF&index=1).

Report any issues to me. There's more balancing to be done! Human Revolution has its own thread on the Matrix Forums (http://www.matrixgames.com/forums/tm.asp?m=3272873). Have fun!




Antiscamp, February-May 2013



SCREENSHOTS SHADOWS














SCREENSHOTS LEGENDS





Antiscamp, February 2013

< Message edited by Antiscamp -- 5/24/2014 6:30:32 AM >


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RE: Human Revolution - 2/18/2013 11:42:36 PM   
Antiscamp


Posts: 345
Joined: 5/14/2012
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HUMAN REVOLUTION -- BACKGROUND STORY
The Human Races




--THE HUMANS--



HISTORY

Old Sol was steeped in history, as it was the birthplace of Mankind. The Humans were known for their curiosity, being more individualistic in nature than other races. This also led them to explore space at an early date, but the individualism, in turn, led to great internal struggles and tribalism as opportunism and egoism was often in the centre of human development and held them back. In this, we also see the reasons why Mankind broke up in so many different, yet similar, but competing factions.

Although Mankind has had a few golden ages where their economic interests have been kept in phase with their development as a society, they have been known to be quick to fall back in their egoistic nature and let their business interests take over. Their businessnature has led to flourishing trade with the other empires though and massive winnings for human corporations. "They have an absurd idea that you need to pay to live on the planet where you were born", said one Eva observer. "And that's why we broke away".



POLITICS AND LEADERSHIP

Due to their racially individualistic nature, Humans prefer democratic or republican government styles, however, because of their interest in monetary issues, they often let their democratic freedoms fall prey to great corporate interests, and it is known that Human states, unchecked, often develop into corporate dictatorships with the democratic institutions just as an outward facade to justify their existence.

Humans have an interest in law and order - since it is good for business - but with their economic thinking, law and justice often lives in the danger of becoming the tools of the Human corporations and not as it was intended, a means of defending the individual against injustice. It has led to an absurd system where the big corporations and business sectors set the rules, the state and government enforce these rules and the individual citizens blindly follow, hypnotized by their entertainment and mega media.



POPULATION AND SETTLEMENTS

Humans are versatile. They gladly inhabit every type of planet and adapt quickly to their surroundings. They do prefer continental, balanced and temperate environments though, where their great cities, business centres and industries flourish. They are known for creating the most impressive megalopolises in the galaxy. Some of their cities have been known to reach hundreds of millions of inhabitants.

Poverty and wealth go hand-in-hand in Human society; one part of a human planet can be a huge shacktown while another, just kilometres away, may be a centre for immense luxury and beauty. Unlike other races, Humans seem to accept this with the justification that "it's every man's duty to go as far as his abilities can take him" and that all Humans have the opportunity to rise from abject poverty to extreme wealth. The Human population has a great need of entertainment and stimuli, often of primitive and basic nature; they enjoy luxury and have an unsatiable taste for gold.

Human society works mostly according to the family principle; genetic engineering, cloning and cybernetics are seen with distrust. Humans value diversity and individualism above other. Being employed within the business sectors of Human society is considered the optimal career for any Human. Military and scientific careers are also encouraged and a system where the best are rewarded richly has led to many great people appearing in these areas. Humans may seem gullible and rash, and other races often judge them prematurely, but when Humans put their minds to it, they can achieve truly great things.



FOREIGN RELATIONS

The Humans try to stay on the good side of every other empire. They have a few races they instinctively dislike; most often simply just because Humans deem them ugly or physically frightening. War is not good for business, the Humans think, but if they see resources they want and need or other opportunities, they will use their armed forces without hesitating to seize those. It is said about the humans that all wars in their history have been fought over the access to resources.

Human curiosity has led them to successfully explore the galaxy and make first contact with others and they take great pride in exploration and expansion. They successfully employ ambassadors and spies to influence other empires.



WARFARE

Humans justify all their wars with greater philosophies than just grabbing a few resources, and often turn their fighting into grand-scale crusades, making them fierce enemies. However, they easily tire of war as soon as the body bags start coming back home.




--THE MERCHS--



HISTORY

During the days when Sol was still ruled by tribal factions called nations, the planetwide wars were frequent between Humans and soon spread into space as Mankind took its first fledgling steps out into the solar system and the galaxy. As on all frontiers, pirates and mercenaries followed in the steps of peaceful settlers. The local tribal wars were ended by international and corporate treaties and laws, making many former soldiers unemployed but still unsuitable for life in peace and prosperity, and it was these old soldiers who took up arms and became pirates and private mercenaries. From these illegal elements grew an organization called The Merchs.

The war that followed in space between law enforcement and these Merchs ended in the Merchs being soundly defeated. The remnants of them were placed in penal colony far from Sol and on an inhospitable swampy planet simply called "Punishment". As the situation in the galaxy deteriorated and contact was finally lost with Sol, the old prison guards soon joined the prisoners and created an independent state (they even renamed their system into the better sounding "Refuge"). This was the beginning of a militaristic and dangerous dictatorship, for and by criminals.

they have developed a culture of honour. Honour is more important to the Merch than law and order. One Sol ambassador called the Merch culture "honour among thieves".



POLITICS AND LEADERSHIP

The Merch state is run by a despotic ruler appointed by a military council of admirals and generals. There is a strong hierarchy where the entire population is ranked according to military grades. Politics in Merch territory is quite straightforward: "Do as you're told or be shot", so there is absolutely no political debate in the Merch state, since opinions against the upper ranks is considered insubordination and punishable by dishonourable death.

There are no sports in Merch territory, other than the ones associated with hunting and killing. One strange phenomenon though has been that every area on their planets is considered responsible for one of the fleet's starships. This has made the Merchs compete in who has the best starship and whose ship destroys the most enemies. Almost like Humans betting on their home team in the annual Holoball. The merchs have gone to great lengths to broadcast live ship battles when they occur to their populace. This also means that the population takes responsibility for "their ship" and pay for parts of its maintenance, leading to the state having lower maintenance costs for its fleets.



POPULATION AND SETTLEMENTS

The Merchs do not inhabit planet surfaces. They build colonies below ground, well protected, like huge bunkers. On the surface, they train for war and raise all kinds of fierce beasts for hunting.

On their swampy marsh home planet, the Merchs have developed to become great hunters and they are trained in the art of war since they are born. At the age of fifteen, all Merch children are sent up to the surface and abandoned deep in the swamps left only a knife. There they're supposed to survive for three weeks before they're brought back. Those who survive the test among the fierce swamp beasts, and in the inhospitable climate, are considered worthy of becoming part of society. It is a kind of adulthood test where the strong survive and are worthy, while the week perish and are thus rooted out. This also means that population growth on Merch planets is low, because many perish already during the tests of a harsh childhood.

The military is the usual career choice for Merchs, and that is where the honour is. Being a space trader is also considered a good job, while they frown upon jobs like in the areas of medicine and research. There is a very small intellectual class in their empire; education is lacks, although they do maintain at least one great university (mostly dedicated to the history of war though).



FOREIGN RELATIONS

There are not many in the galaxy the Merchs get along with. They particularly despise their human brothers who once imprisoned them, but also the Eva. They have an admiration for civilizations like the Mortalen and Boskara though. The Merchs are aggressive and soon to go to war, however, if managed to get a treaty with, they will stay by their word since it's considered honourable to keep what you've promised. They are very dependable allies, but mighty and dangerous adversaries.



WARFARE

The Merchs tend to equip their ships with missiles and beam weapons. They field some of the best land troops in the galaxy. Fleeing from a battle is considered a deadly sin by the Merchs. Therefore, Merch troops and ships will sooner fight to the death than retreat. Merchs sometimes also make up independent pirate factions.




--THE CYBORGS--


HISTORY

It has been widely debated whether the cyborgs are to be placed in the humanoid race family or not. While it is true that most of the cyborgs nowadays have implants and body changes that make them more machine than human, many of them also choose not to add body enhancements more than the obligatory brain implants that they are supplied with at birth. Also, their physical brains are still organic and indeed just as human as the Merchs' or the Evas'. The cyborgs themselves consider their race the utmost evolutionary development of the human race and they see themselves as the true inheritors of human history and tradition. They are not androids without feelings or senses, but are also capable of one thing that separates them surely from machine: "human error".

The Cyborg history began in the early days of human space exploration when space travel demaned a strong physique. It became necessary for some to change organic body parts into more effective ones, and connect their minds to the computers of their ships. That is how the Nexus began. A computer system was developed back in those days that connected all these space travellers to a central database; this soon developed into an intelligently thinking AI, which actually tried to take control over the whole human race. When this takeover was discovered, the humans removed The Nexus, as well as all those connected to it to another system and let it set up an independent base there. There was never any bloodshed between the humans and the Cyborgs though, and it all went peacefully.



POLITICS AND LEADERSHIP

The Nexus rules the Cyborg with what is best seen as a Hive Mind, though it has been improved over time to provide a stable, peaceful and "good" form of government environment for the citizens of the civilization. There is nothing evil in the Nexus, as humans back at Sol often think, but nothing good either - only practicality, logic and functionality. All Cyborgs are connected to the Nexus since birth; all get their standard implant. Cyborgs disconnected from the Nexus, for one reason or other, are still able to operate independently though, since their organic brains are still very much intact and often even upgraded with intellectual capabilities.

The Nexus supplies the population with its demands and needs; it decides between war and peace and runs the every-day business of government. It appoints leaders for the fleets, armies and diplomatic and scientific institutions. It also provides for the entertainment needs of the citizens. There are no theatres, games or films in the usual manner in the Cyborg empire; they all have entertainment readily downloadable in their minds; there are also extensive databases with all sorts of details on human history and science which all Cyborgs have access to. This makes them appear super intelligent, because they can download information directly into their minds, and relate that in seconds. See it as a central computer to which all the citizens of the empire are connected.



POPULATION AND SETTLEMENTS

Not all Cyborgs choose to completely manipulate and change the biological bodies they were born with. There are large layers of Cyborg society that consider only the brain implant necessary and don't change anything else at all. Then there are others who go ahead and improve on just about anything, making them indeed more machine than man. Only the brain and spine are considered no-go areas and those are not changed or replaced under any circumstances.

The Cyborgs only use planet surfaces for mining, agriculture (yes, cyborgs need to eat) and other resource harvesting. They live on their space stations and in their shielded spaceports. One cyborg does not require a whole lot of living space; only a small pod where all the basic needs are provided.

Most of Cyborg society is geared towards intellectual pursuits and research.



FOREIGN RELATIONS

The Cyborgs intend to stay out of the affairs of others. They are isolationist and appear shy. They rarely make treaties with other empires and they are reluctant to go to war. War is decided upon by the Nexus and often just in extreme cases where the empire needs to defend itself from the aggressions of others. they have no biases towards other races; they consider such illogical, but rather continually create a policy towards others depending on how their interactions with these other races go. Sometimes they find it necessary to trade with others, but if they can stay out of any agreements, they will.



WARFARE

The Cyborgs are forced to equip their spaceships with weapons to defend themselves in a dangerous galaxy. They usually choose to put their efforts in torpedo weapons as well as properly shielding their ships.




--THE EVA--


HISTORY

The Eva began as an independent race engineered by human scientists. The Eva were engineered to be perfect females; created as beautiful and satisfying, they also quickly took on the abilities of being manipulative and scheming. The genetic engineering had also given them an intellect superior to that of their human creators, and while they slowly grasped the shortcomings of human society, they also started to make resistance against what were effectively their slave masters - the male humans.

After some time they formed their own organization and model society - what they called "The Matriarchy", a system ruled by a despotic Queen who was periodically elected amongst the best of The Eva. On their planets they also quickly turned the slavery forced upon them against their former masters, and in Eva society men were soon held as lower ranking and only kept for labour and entertainment for The Eva women. Eva children were produced by genetic engineering and cloning, leading to a population explosion as Eva laboratories produced large numbers of perfect females intended for the high positions in their society, as well as males genetically engineered to constitute the workforce. In The Matriarchy, it was believed that women were genetically destined and better suited to rule, while men were better suited for labour.



POLITICS AND LEADERSHIP

The Eva prefer the government style of Monarchy where the Queen is elected among the best candidates. The Queen also holds the highest spiritual office in the Matriarchy and also commands the armed forces. The Queen is chosen for life.

There is a strong feeling of patriotism in the Eva Empire and assimilated races are also included in this, in fact, assimilation on conquered or settled planets have gone well through Eva history and the Eva are very open and friendly to integrating new cultures into their Empire. Most often though, they start treating the female part of the integrated populations as leaders and think the males are secondary. There are many examples where such has not been the case though and where males of different races have risen to high offices within the Eva Empire.

The Eva do not allow major economic coprorations to form. This, because of an experiment in their history when they were near to being enslaved by their own corporations and it all ended in a bloody revolution. Eva women are industrious businessladies though and maintain small to mid sized businesses which trade with the other empires and keep the economy going.

There have been examples of Eva colonies that have chosen other forms of government, but Monarchy is preferred.



POPULATION AND SETTLEMENTS

The Eva are an intelligent, scientific race but they are also vain. They preferably inhabit continental planets, where they like to live on beautiful little estates in meticulously designed rural terrain environments. Their planets often end up looking like paradise and works of art, because they enjoy beauty and cleanliness. They also erect great city centres for administration; where most Evas work within the high offices such as in military and government. The shopping in these city centres is of course well-catered for.

They have a fondness of certain luxury goods. From the rare Bifurian Silk they produce magnificent clothes and fashion, which gives their society a large development boost. Gold to produce jewelry from makes them very happy, and Vodkol heightens their reproduction rate. There's a saying in the galaxy: "There's nothing as feisty as an Eva on Vodkol". In conjunction with the fact that The Eva genetically produce perfect working males, they have developed excellent mining equipment and work methods.



FOREIGN RELATIONS

Diplomatically The Eva are unreliable allies; they have committment issues. They are suspicious and slightly aggressive towards their neighbours, and when it comes to fighting, they're rather cautious. They like to strike when they're completely ready and where it hurts. The Eva don't like the male dominated humanoid states at all; especially humans and Kiadians. They do get along with the Securans and Sluken though, because those societies remind them of their own. The Evas really like the Atuuk. Just because they're so fuzzy and cute.



WARFARE

The Eva tend to go for phasers and torpedo weapons when equipping their ships for combat. They make excellent ground soldiers, because there is a strong gun-glorification culture in the Eva society. Only females are allowed to enter their Valkyrie Regiments; this has historical reasons from the days when the Eva overturned their slavemasters and had to learn how to defend themselves. Melee combat is glorified and most Evas are trained in this way, however, leadership of the armed ground forces has been lacks and they produce fewer great generals than other cultures.




--THE GRUN--

HISTORY

The way the Human economy often worked, often led to a greedy struggle for resources and the mass production that drained planets where Humans were settled. Oftentimes this led to the creation of environmental political factions who tried to persuade governments and corporations to ease the enormous pressure on the planetary eco systems. When peaceful protests did not work, these political factions often turned militant or extreme. In the end, they gathered under one banner and founded "The Grun". The main purpose of the organization was for environmentalists to settle, and indeed care for, their own planets. They collected large parts of the fringe elements of Human society.

The Grun soon proved to be an effective government. They established their own utopian settlements and colonized peacefully in a loose union, confederate kind of way, although they remained under one central organization. Freedom of speech was considered the only holy thing within their political life. Economics, spiritual life and government were held separate in a rigorously controlled way to avoid doing the same mistakes they considered their Human brothers had been doing. Soon, they also saw the need for proper defense forces since pirate attacks and other empires were pressing on their borders, and so the Grun State was born.



POLITICS AND LEADERSHIP

The Grun are led by the Central Organization, a parliament elected in free elections. The Central Organization also has ministers of government who are also elected among the best of Grun society. The Central Organization has no control over the single colonies of the Grun empire though. Each colony makes its own internal decisions and rule themselves autonomously, while the Central Organization's task is to conduct the foreign policy, united front outwards, overall economy and military affairs.

Ownership of land is prohibited in all Grun territory, one of the few laws that is active on all planets of the confederation. Economic activities are frowned upon, and a large part of the Grun colonies have no currency system at all and function with other economic systems. This has led to economic experimentation and theorizing which has sometimes failed miserably and on other occasions been successes.

There are several greater religious sects active within Grun territory because spiritual freedom is also law. Some of these sects have been causing trouble, not only for the Grun organization, but also for others.



POPULATION AND SETTLEMENTS

The Grun tend to live in smaller settlements spread out over large areas. They generally prefer to keep their planets rural, and major cities are kept at a minimum. The only greater cities reaching inhabitant levels over ten million are found in their home system, and those are the great centres of administration and government. They keep their planets tidy; resource management is strict as to not suck the planets they live on dry.

They have no general cultural similarities between colonies or even settlements on the single planets. The Grun encourage diversity and their people creating unique settlements and communities. This also means that there is a substantial movement of people between colonies. Exclusion of other races is not even heard of in Grun society, and all other races are naturally assimilated and settled as they move in.

The Grun legalize all sorts of drugs which has led to problems in some cases. Knowledge and learning is considered more important than economics and military, leading to many Gruns seeking scientific careers instead. The Grun have produced som great scientists through the years. They generally settle continental, temperate planets but Grun settlements can flourish in other environments as well.



FOREIGN RELATIONS

The Grun go into contact with other empires, races and peoples with an open mind. They are excellent diplomats and do try to get along with everybody. They only feel suspicious against purely fascist governments as well as pirate factions and rogue states. They encourage tourism, to let other peoples come and see how they live and learn more about them. "Tourism is a diplomatic tool", as one Grun official said.



WARFARE

While reluctant to go to war, the Grun are able to defend their settlements if need be. They generally tend to equip their warships defensively with proper shields and countermeasures. Offensive warfare in all forms is considered out of the question. They are reluctant and not very hardy fighters, but when defending their own places in the universe, they can turn into fierce beasts.




--THE FASCE--

HISTORY

The Fasce developed out of fascist governments in human history. Due to great problems with such political beliefs, humans in general felt disgust for them and they went out into space to create their own ideal society as they saw it. What they created was pretty much a feudal police state with rigorous control of its citizens and a hatred for all other races in the galaxy than humans. They based their society on Human superiority and enforced enslavement on other races. These policies early on led to clashes with other human states as well.

From the beginning, there was a substantial opposition in Fasce territory, which also led to the big brother society they have in place today. The Fasce started implanting a chip on every child to keep control. The government grew immense, centralised and bueraucratic beyond any reason. Scientific progress was slowed because of this, but military growth was at a high.



POLITICS AND LEADERSHIP

The Fasce base their entire civilization on what they consider being the law of Human evolution; the strong survive and the weak perish. This has lead to intense competition within their economic and political life. They have an admiration for strong leaders who take what they want.

Their preferred government style is a feudal dictatorship with a powerful dictator at the very top surrounded by an entourage of a selected few. All their businesses are run in similar manner.



POPULATIONS AND SETTLEMENTS

The Fasce build great cities and industrial complexes. Often, their planets are completely unsettled outside the cities. It is easier to control the population if they are concentrated. The mega cities are racked with class differences between rich and poor; in general, the higher up you live in a Fasce city, the higher you are in society. The rich live at the top of the great skyscrapers, while the really poor and useless live in the underground bunkers. It is very hard for someone who comes from the underground to climb that very physical ladder of society, leading to all sorts of social problems within Fasce society.

All Fasce children are implanted with a chip which keeps track of them and even registers their physical feelings and well-being. Fasce cities are also filled with surveillance cameras to keep the population in check. Open political demonstrations and forming of movements are forbidden. Patriotism is strong and encouraged.



FOREIGN RELATIONS

The Fasce have a hatred against all other races other than those of the Human race family. They are prejudgemental beyond logic. They even have ideologies and scientific research in place to prove their theories about Human superiority. This has led them to become isolated even from their Human brothers. They go into first contact with other races with suspicion and fear; and during their contacts with other civilizations, they only tend to conspire to bring about the others' downfall.



WARFARE

Warfare is idealized in Fasce society. There is a worship of war heroes and great achievements in war. Young men and women are raised with the tales of war and are pumped full with war glorofication through Fasce entertainment. The Fasce equip their fleets offensively and are very glad to go to war. When the war heroes return they are celebrated for days in great "Triumphs", paraded through the streets and medals and decorations are bestowed; and the heroic fallen are remembered like gods. There is an admiration for the military uniform and all military symbolism.


< Message edited by Antiscamp -- 2/28/2013 7:37:57 PM >


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RE: Human Revolution - 2/18/2013 11:42:49 PM   
Antiscamp


Posts: 345
Joined: 5/14/2012
Status: offline












< Message edited by Antiscamp -- 2/28/2013 7:41:53 PM >


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RE: Human Revolution - 2/19/2013 3:39:22 PM   
Fishers of Men


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This is thought out and presented well. An excellent addition to the pantheon of players in our Distant Worlds drama.

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RE: Human Revolution - 2/19/2013 5:17:28 PM   
Antiscamp


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Thank you, Fishers of Men



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RE: Human Revolution - 2/19/2013 6:32:10 PM   
Yskonyn


Posts: 189
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Can this be run in conjunction with DW Extended?
If so, I am definately going to try it.
Thans for the work and sharing!

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RE: Human Revolution - 2/19/2013 7:11:12 PM   
Antiscamp


Posts: 345
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No, it is an own theme right now. I'm considering doing a modmod though and joining these races with those in DW Extended. That will be in the future though possibly after I've also updated this for Shadows.

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RE: Human Revolution - 2/19/2013 8:35:49 PM   
Yskonyn


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Ok no problem! I appreciate your hard work no less

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RE: Human Revolution - 2/19/2013 9:08:48 PM   
StarLab


Posts: 844
Joined: 8/27/2012
From: Ontario, Canada
Status: offline
quote:

ORIGINAL: Antiscamp

No, it is an own theme right now. I'm considering doing a modmod though and joining these races with those in DW Extended. That will be in the future though possibly after I've also updated this for Shadows.


It would be nice to be able to run multiple mods - although this may open up cross-compatibility issues if one mod overwrites settings or features of another.

I'm not a modder so I have no idea if this would even be technically possible as a future addition... (Shadows wishlist?)

EDIT: Nice work here, btw! :)

< Message edited by StarLab -- 2/19/2013 9:09:30 PM >


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RE: Human Revolution - 2/19/2013 10:04:52 PM   
Antiscamp


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As I take it, it all comes down to the "Themes" system. This makes it so that you can have many mods installed, but only one of them active at a time. It's a system that has many pros and a few cons. The pros being that it really makes mod compatibility less of an issue, and one of the cons, that you can't have all the Themes active at any one point.

Graphics mods such as GEM are exceptions since they alter the original files in the original folders. My Human Revolution doesn't change the game at all unless you have the HR Theme activated! This also means that you can have both DW Extended and Human Revolution installed and play games with both of them, just not at the same time but different saves. You just switch between the Themes. Right now, that's my own game setup.

I modded Civlization series and at least for the 4th and 5th installments of that series, modding works in pretty much the same way as it does in DW. The most common way for modders to get around those theme restrictions is to merge mods. In Civ4 we used to call smaller mods merging into larger modmods (mods of mods, really). That is what I need to do with my Human Revolution and DW Extended if I want them to work together in one single game session and save.

That merge and creation of a modmod will be a future issue. Right now, I want to work on my races, balance them with care and see what Shadows brings to the table in the modding area. But it's surely something I'm interested in, because I love the variation and game experience DW Extended supplies.

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Post #: 10
RE: Human Revolution - 2/23/2013 10:52:41 PM   
StarLab


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Now that my LP is finished, going to give this a look-see!

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RE: Human Revolution - 2/23/2013 10:54:14 PM   
Antiscamp


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Sounds excellent. Be sure to tell me your comments and suggestions. :)

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RE: Human Revolution - 2/24/2013 2:57:42 AM   
StarLab


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Welp! The Merchs kicked my butt by 2757.06.23! Played as humans.

Wanna see? I recorded it! hehehe...

Now, the butt-kicking was my own fault. I cranked the difficulty as follows:

8x8 - 250 stars - Spiral
Difficulty: Very Hard
Aggression: Chaos
Colony Prevalence: Scarce
Home system: Harsh
Corruption: Very High
6 Empires: Distant
Cyborg, Merchs, and Eva: All right next door to me.

So take my defeat using your mod with a grain of salt. I actually dubbed the series "Let's Get Insane with Distant Worlds Legends" - in reference to the insane game settings.

I knew I wouldn't last long! :)

The mod looks good though. Will try a sane game with it tomorrow and throw you some better feedback. Thx


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RE: Human Revolution - 2/24/2013 8:48:31 AM   
Antiscamp


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LOL! Yes, I want to see that video.

I had the Eva next door to me in my last game. I played the Merchs and the two don't like each other at all. I had a twenty year war against them, and when I came out of that, the Ackdarians had risen unchecked and went straight onto game victory. It was one of my best games ever although I didn't win.

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RE: Human Revolution - 2/24/2013 2:20:00 PM   
StarLab


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quote:

ORIGINAL: Antiscamp

LOL! Yes, I want to see that video.


I'll send it up today. It should be published sometime this evening (EST).

Just wishing the game would have lasted a BIT longer though.

quote:

I had the Eva next door to me in my last game. I played the Merchs and the two don't like each other at all. I had a twenty year war against them, and when I came out of that, the Ackdarians had risen unchecked and went straight onto game victory. It was one of my best games ever although I didn't win.


I generally don't play to win. I play to play! Victory is like putting icing on a cake you've already eaten.

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RE: Human Revolution - 2/24/2013 6:18:18 PM   
Igard


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quote:

ORIGINAL: StarLab

I generally don't play to win. I play to play! Victory is like putting icing on a cake you've already eaten.


I'm the same. When I see the victory screen appear, I usually say "Get out the way silly pop-up!" and close it without looking.

Great micro-managing vids btw. I've not watched them all, but I'll definately skim through them. Looks interesting.

Antiscamp, fine work on this mod. Loving all the backstory!

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RE: Human Revolution - 2/24/2013 8:00:38 PM   
StarLab


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quote:

ORIGINAL: StarLab


quote:

ORIGINAL: Antiscamp

LOL! Yes, I want to see that video.


I'll send it up today. It should be published sometime this evening (EST).


Just published it. Youtube should alert you if you have those alerts turned on.

Or Click Here

PS: Having good fun with this mod. I keep sending my Intel Agents to the Eva... They're ALWAYS late in returning! Wonder why?





< Message edited by StarLab -- 2/24/2013 8:30:15 PM >


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RE: Human Revolution - 2/24/2013 11:35:52 PM   
Antiscamp


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Thanks, Igard. I'm having real fun creating stuff for this game too.

Thanks for the videos, StarLab. They were great! And yeah, the Eva emply special, very effective, forms of counter intelligence.

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RE: Human Revolution - 2/25/2013 3:24:57 AM   
StarLab


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Quick question... (Maybe I missed something)

Is it normal that the Merchs never trade? This is the third game now and the only thing I ever see on their trade screen is the word "Money"... (Of which they never have any...)

Haven't played the Eva yet, but this has happened when playing the Cyborgs and Humans.



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RE: Human Revolution - 2/25/2013 6:30:22 AM   
Antiscamp


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In my current game, the only thing I can get out of them in trade is 10.000 creds, but at least they have that to trade. They seem to be entirely bankrupt in your games. I should look into how to make them better at their economics. Thanks for the report.

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RE: Human Revolution - 2/25/2013 6:28:14 PM   
StarLab


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quote:

ORIGINAL: Antiscamp

In my current game, the only thing I can get out of them in trade is 10.000 creds, but at least they have that to trade. They seem to be entirely bankrupt in your games. I should look into how to make them better at their economics. Thanks for the report.


No problem. :)

Welp! Back to my Cyborg game... Took me 13 hours to play 13 game years yesterday. (Nano-Management?? )

Fun stuff!

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RE: Human Revolution - 2/25/2013 7:04:12 PM   
StarLab


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Interesting Update....

Just came across a 2nd Merch race... and they have 279,000 to trade. Offered them a tech and trade went fine.

So went back to check the 1st Merch race...

quote:

Money
10 credits
100 credits
1000 credits


Looked like they had some money. However, clicking on any of these does nothing:

quote:

Offered Items (0)


I'll keep checking and report back.

Also, I'll attach a save file. See if it happens for you also.


Attachment (1)

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RE: Human Revolution - 2/25/2013 9:12:06 PM   
Antiscamp


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Wow. I'm going to check your save file. Glad the trading seemed to go well with the second Merchs though. That means there's not a problem with the race as such.

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RE: Human Revolution - 2/25/2013 9:19:07 PM   
StarLab


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Been checking since...

The 1st Merch's are back to having nothing (no mention of monetary amounts - just the word money). I've done subsequent trades with the second and all is well.

EDIT: And may I just say, "Holy Fleet Admirals, Batman!" I now have 8 of them!

< Message edited by StarLab -- 2/25/2013 9:20:36 PM >


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RE: Human Revolution - 2/25/2013 9:33:22 PM   
Antiscamp


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I went into the editor to check on the money situation. The Merchs who won't trade actually have over 10.000. They won't trade in your save game on my end either. I tried setting the Dhayuut to 12.000 and then they wouldn't trade either. I will have to check my other save games as well and see if any civs (vanilla or modded) trade when they're just around 10.000... Weird.

EDIT: Wow. This is the weirdest thing. I gave the Dhayuut 50.000 in the game editor and now they trade, but only for 30.000. I now think the game saves 20.000 for each civ as reserves not to make them go bankrupt because of trading... It would make sense.

< Message edited by Antiscamp -- 2/25/2013 9:39:08 PM >


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RE: Human Revolution - 2/25/2013 9:41:39 PM   
StarLab


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Might be the game itself and not your mod at fault. Just coincidence I've come across it now... It might have been there all along as I usually tend to ignore small cash deals. (If not over 100,000, I don't bother...)

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RE: Human Revolution - 2/25/2013 9:45:06 PM   
Antiscamp


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Yeah, me too. I always thought I took all of their cash when I did big deals with them before, but we now learned that there's actually a safety function in there to keep them from going totally bankrupt. LOL, as you said in your videos, you learn something new about this game all the time.

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RE: Human Revolution - 2/27/2013 12:11:25 AM   
StarLab


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Okay, that was fun! Just finished that game. Mod played fine.

The 1st Merch race fell early so I didn't get many more trade opportunities with them.

Left the Eva until last just because they were nice to look at!

Good work. Thanks!

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RE: Human Revolution - 2/27/2013 6:40:07 AM   
Antiscamp


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Sounds excellent. I'm currently doing two more races for it and there'll be some other goodies in the next version as well.

The two new races will represent extremes. One is a diplomatic, friendly environmentalist hippie type race. The other is a fascist, feudal sort of police state which has problems with all other races in the galaxy than human. It's just fun creating factions and experiment with the files to get them to behave just as well or badly as I want.

God, I should be working on my mega mod with a whole new worldspace and hundreds of fans for Skyrim, but here I am with 65 downloads just because I'm having so much fun with it. I also started creating this mod to do a Let's Play with, but I always think of new stuff to add, so the LP hasn't materialized yet because of my constant tweaking. That's modding for you.

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Post #: 29
RE: Human Revolution - 2/27/2013 12:04:32 PM   
StarLab


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Sounds great! I shall be watching for updates!

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