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RE: Distant Worlds Extended 2.0.2 released 38 races

 
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RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 3:07:46 AM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
I just discovered this great mod but cant get it to run as with an earlier viewer says i can select the 2.02 addition but it does not change anything. As well as i have the .20 beta add on. What do i do now? I'm not the most PC savvy person.

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(in reply to Haree78)
Post #: 151
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 8:07:05 AM   
Antiscamp


Posts: 345
Joined: 5/14/2012
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As you said on the other thread, you should really consider adding this mod to ModDB. Having it there is also a great way to show off Distant Worlds to a larger audience (mods are not only shown off on Mod DB, but also IndieDB, which creates a great, big audience.), and show that we actually have an imaginative and productive modding community around this game. My mod is not getting a whole lot of downloads over there, but it is getting a fair bit of attention, so I think it's actually raising some interest for DW as a whole. There are only four mods in the ModDB database for Distant Worlds mods right now. With DW Extended you could probably do some real good on ModDB.

Distant Worlds Extended is one of my absolute favourite mods. I like what you've done with it to add diversity and variety and you inspired my Human Revolution. Keep it up!

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Post #: 152
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 9:36:33 AM   
Bingeling

 

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Joined: 8/12/2010
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quote:

ORIGINAL: sventhebold

I just discovered this great mod but cant get it to run as with an earlier viewer says i can select the 2.02 addition but it does not change anything. As well as i have the .20 beta add on. What do i do now? I'm not the most PC savvy person.

I think you are confused with version. 2.02 is the version of this mod, which is independent of the DW versions (but require legends).

So just use 2.02 (link at the end of first post), place the files so that the mod's man folder i in the customization folder (as described), and select the mod from the menu in Distant Worlds.

(in reply to sventhebold)
Post #: 153
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:29:16 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Well i did that last night and sent the files into images but it did not over write any thing. Nor did the game change.
Now what am i doing wrong?

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Post #: 154
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:37:23 PM   
StarLab


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From: Ontario, Canada
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quote:

ORIGINAL: sventhebold

Well i did that last night and sent the files into images but it did not over write any thing. Nor did the game change.
Now what am i doing wrong?


Hi sventhebold

You need to put the files from the mod into the 'Customization' folder, not 'images'.

Once finished, boot the game and go into 'Themes' from the main menu and you should be able to select and load the mod from there.

Let us know how you make out.

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(in reply to sventhebold)
Post #: 155
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:43:55 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Oh crap i'm mixing apples and oranges. I was thinking about the gem mod. my bad.
Try again.
That was the problem i was having with the gem mod i was extracting the files but they dont
overwrite they just sit there.

< Message edited by sventhebold -- 3/2/2013 5:46:44 PM >


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Post #: 156
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:45:58 PM   
Bingeling

 

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Images? :) There are non image folder involved, but I can give some images to illustrate the simple steps.

Darn size issues...

1: Download 2.0.2 (see opening post).

2: Navigate to the customization folder inside the Distant World folder, and open the zip file downloaded.

http://bildr.no/view/1405485

3: Drag the folder with the extension so it ends up alongside the original mod.

http://bildr.no/view/1405483

4: Then launch the game and select the mod in theme selection.

http://bildr.no/view/1405486

< Message edited by Bingeling -- 3/2/2013 5:49:44 PM >

(in reply to sventhebold)
Post #: 157
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:52:19 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Nope. The file extracts and the game launches. no problem. Got to Themes and select the mod and start the game. But the new races are not listed.

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Post #: 158
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 5:57:12 PM   
Bingeling

 

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Make sure you press the "switch theme" button.

The game will think long and hard about what to do, then return to the main menu.

After this, selecting "new game" will show new race portraits, and a long list of races (the mod ones).
To return to the standard game, switch back to the normal stuff the same way.

(in reply to sventhebold)
Post #: 159
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 6:03:34 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Nope. Did the switch theme. Pressed the button. It chewed on it for awhile and went to new game. No new players came to the screen.
I have done this several times since last night. I was wondering if i was tired and missed something then but. no joy.

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Post #: 160
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 6:10:50 PM   
Bingeling

 

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I did exactly what I described here. Nothing more apart form restarting the game once since I shut it down after the first image. But that won't matter at all.

Just move the download files into the Customization folder. Then launch and select. The only trap I can think of, is if you don't have legends installed.

The change was striking for me, since I went to "new game" and met the new race portrait for (default) humans on the empire select screen.

If this seems familiar, I suggest you delete the Extended folder, and try gain. Maybe something is corrupt? The download should be 60-ish megabytes and take some time.

(in reply to sventhebold)
Post #: 161
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 7:10:50 PM   
Haree78


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Joined: 5/18/2010
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@Bingeling
You are a hero, thanks a lot for trying to help sventhebold, unfortunately I cannot offer any more help than has already been said.

@Antiscamp
I've created the page, uploaded, made all sorts of images and then it says it requires me to upload 3 screen shots for the mod to be accepted and I simply can't upload screen shots with the version I have right now as I am under NDA! So can't go on that site for some time :(

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Post #: 162
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 7:16:42 PM   
Antiscamp


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Joined: 5/14/2012
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Oh my. Evil NDA.

Don't worry - I just got a great idea! We can all make screenshots for you. You can make it a fun thing too. Make a competition thread where you ask people to submit their best screenies of Extended and that the three best ones get published on ModDB as a prize.

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Post #: 163
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 7:19:56 PM   
Haree78


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Joined: 5/18/2010
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Haha that would be great but I think you are over estimating the interest in this mod
Honestly though if people would like to make screen shots for me that would be amazing. Preferably stuff that shows anything Extendedy. Like the Ortain ship set which is unique to this mod, or some form of unique dialogue. Your imagination is probably better than mine.

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Post #: 164
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 7:30:27 PM   
Bingeling

 

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I suggest you hurry to un-nda that thing. Is there no way to launch legends alongside that secret stuff?

(in reply to Antiscamp)
Post #: 165
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 7:32:06 PM   
Haree78


Posts: 1269
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I don't even know, I doubt it.

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Post #: 166
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 8:29:07 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Okay this is freaky. I went to fire up the game and the mod is turned on. I go to the start up screen and still no extra races but the music comes on. But i have it turned OFF! I double check the options screen to verify that it is off. Hmm So i load a saved game and when it comes online the music stops. Is my game corrupted somehow?

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Post #: 167
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 8:33:32 PM   
Bingeling

 

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If you wonder if it is messed up, it may be just as easy to uninstall and reinstall to be sure you have not messed anything up.

(in reply to sventhebold)
Post #: 168
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 9:01:27 PM   
Antiscamp


Posts: 345
Joined: 5/14/2012
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Man! I uploaded three screenshots of Extended to my ModDB profile. I started a game as the Ackdarians, and it turns out I'm doing filthy well in it, so I will upload more screenies of that game, because I'm going to continue it tomorrow.

You can use these three as placeholders if you like, but it'll get you going on ModDB until that evil NDA is out of the way, which we all hope is SOON.

Screenie1, Screenie2 and Screenie3.

Click View Original to get them as full-size pictures.



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Post #: 169
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 9:13:08 PM   
Haree78


Posts: 1269
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You hero, they are perfect thank you. I've uploaded them to the site so hopefully this will give Distant Worlds a bit more attention over at moddb.

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Post #: 170
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/2/2013 10:30:14 PM   
Antiscamp


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No problem. This will give this great game more attention too!

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Post #: 171
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/3/2013 4:26:13 PM   
Fishers of Men


Posts: 329
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From: Fishers, IN USA
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Haree78, your excellent Extended Mod deserves more attention. Everyone recognizes this. You are too modest!

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Post #: 172
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/3/2013 5:59:15 PM   
sventhebold


Posts: 360
Joined: 12/22/2006
From: From MN now AZ Prescott Valley
Status: offline
Fixed. I reloaded everything and tried again. It worked the first time. Something must have been corrupted.
Thanks for the help everyone!

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Post #: 173
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/8/2013 1:50:12 PM   
jesuswhywhy

 

Posts: 79
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is it common for the ai to build 100ish mining stations in a belt? lol i made a save game of it..

http://i.imgur.com/ZwLhqU5.jpg

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Post #: 174
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/8/2013 3:12:23 PM   
Haree78


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@Fishers you are very kind mate.

@Jesus no it's not! But it's not caused by the mod
I have seen something like it before but not quite like that!

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Post #: 175
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/8/2013 8:06:53 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: jesuswhywhy

is it common for the ai to build 100ish mining stations in a belt? lol i made a save game of it..

http://i.imgur.com/ZwLhqU5.jpg


Yikes! That's a productive mining operation!

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Post #: 176
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/8/2013 8:21:35 PM   
Antiscamp


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LOL! It's not a problem with the mod. I've seen stuff like that myself while testing my own mod.

I Once entered a home system of an enemy and he had literally hundreds of ships just sitting there. I thought "Holy Mama. This war is lost already." Then I noted that they were all out of fuel. I shot a few of them, then felt sorry for him and decided that it was in my interest to actually let him have his hundreds of ships unable to do anthing at all but drain his economy.

The AI must have been out of fuel sources, but was still building ships!

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Post #: 177
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/11/2013 1:36:15 AM   
CyclopsSlayer


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quote:

ORIGINAL: jesuswhywhy

is it common for the ai to build 100ish mining stations in a belt? lol i made a save game of it..

http://i.imgur.com/ZwLhqU5.jpg

I have seen that on occasion even running no mods.

(in reply to jesuswhywhy)
Post #: 178
RE: Distant Worlds Extended - 3/26/2013 6:12:47 PM   
RavenX


Posts: 58
Joined: 11/24/2009
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Haree78 my friend, you'll be happy to know I've actually started working on my "Mod-Mod" today. I'm using your most excellent DW:Extended Mod as my "base mod" to start my edits customizations. While adding shipImage families I notice your family count goes to family37, but in the "troopImages" folder you have a image for "Troop_38" with no corresponding shipImage family. What race uses Troop_38? If no race uses it can I remove it without crashing the mod or is it used by a race with no shipImage family?

Thanks in advanced for any help with this question. Loving your mod btw. Probably the best DW I've found so far which is why I decided to use it as the base for my own edits. Well done brother!!!

~RavenX


(Unrelated Side-Question) I notice the Shakturi are in the mod in the races folder, but during game-play I can't play as them nor do they ever appear as a AI empire. I do always disable the "Story Events" though, both the normal DW story events and the RotS story events. Is this why the Shakturi don't seem to show up while playing the mod?

Thanks again for any help :) , I know from experience how aggravating newb modding questions can be.

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What do I see? I see time as it affects all things. Human flesh whithers and dies before my eyes. Flowers bloom, only to fade. Trees drop green leaves, never to regain them. In my sight, it is always winter, always night. ~ Raistlin Majere

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Post #: 179
RE: Distant Worlds Extended - 3/26/2013 7:36:40 PM   
Antiscamp


Posts: 345
Joined: 5/14/2012
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Don't remove the troop images. It will definitely crash the mod. I think the game won't even start without them. That's one of the initial mistakes I made when starting out.

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Post #: 180
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