Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Distant Worlds Extended

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Distant Worlds Extended Page: <<   < prev  9 10 [11] 12 13   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Distant Worlds Extended - 7/11/2013 12:45:29 AM   
Tehlongone


Posts: 208
Joined: 12/21/2010
Status: offline
Intelligence as far as I know, governs how logically the AI behaves, it used to also govern how well they designed their ships not sure if that is still the case. As I see it if the AI behaves more competently the game is improved.

Has the game abandoned that since the last expansion? It certainly used to be the case.

(in reply to Haree78)
Post #: 301
RE: Distant Worlds Extended - 7/11/2013 1:00:10 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
It doesn't affect how intelligently they behave or how they design ships, it affects research speed and I can't think of anything else. Their ship designs were designed based on how intelligent they are relatively but upping intelligence wont change the designs, they will just research faster.

_____________________________


(in reply to Tehlongone)
Post #: 302
RE: Distant Worlds Extended - 7/11/2013 1:48:02 AM   
Tehlongone


Posts: 208
Joined: 12/21/2010
Status: offline
From the modding guide:
"Intelligence: influences research speed and the general smartness of interaction with other empires. Normal value is 100. Valid values from 50 to 150."
and from the Galactopedia: Stronger troops and more components in ship design.

As it wasn't mentioned in the modding guide I'm guessing the Galactopedia is outdated and no longer reflects the game. I do however remember how ship designs were significantly better with higher intelligence races, in prior games from before the expansion (or maybe before if I missed when it was changed). I guess the effect isn't as large as it used to be but it seems it still affects diplomatic decisions.

I just like having the races spread out a bit more, and I'd rather have the Mechanoids at 150 and Shakturi at 138, but I suppose that's not really essential.

(in reply to Haree78)
Post #: 303
RE: Distant Worlds Extended - 7/31/2013 12:49:51 AM   
MorningDew

 

Posts: 1170
Joined: 9/20/2006
From: Greenville, SC
Status: offline
I am getting the following error when I apply the theme: More bias values than races at line 12 in ffile C:\Matrix Games\Distant Worlds\Customization\Distant Worlds Extended\biases.txt

Any suggestions?

_____________________________


(in reply to Tehlongone)
Post #: 304
RE: Distant Worlds Extended - 7/31/2013 4:03:00 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
It doesn't make sense, this would only happen if you have modified the theme. What version of the game are you running?

_____________________________


(in reply to MorningDew)
Post #: 305
RE: Distant Worlds Extended - 7/31/2013 12:07:51 PM   
MorningDew

 

Posts: 1170
Joined: 9/20/2006
From: Greenville, SC
Status: offline
I have definitely not modded the game, at least on purpose:) I'm running 1.9.0.8.



_____________________________


(in reply to Haree78)
Post #: 306
RE: Distant Worlds Extended - 7/31/2013 3:25:48 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Then the only other thing I can think of is that you have no extracted the zip file properly. Try deleting the folder and extracting the entire zip file to the right location again. Also make sure you have downloaded version 3.0.3.

_____________________________


(in reply to MorningDew)
Post #: 307
RE: Distant Worlds Extended - 7/31/2013 4:40:55 PM   
MorningDew

 

Posts: 1170
Joined: 9/20/2006
From: Greenville, SC
Status: offline
I tried it on my laptop, which is also running 1.9.0.8 and it worked fine. So obviously there is something different about my home desktop. But I now have a working version so I know it is something about my environment.

Thanks for the advice and help. Will let you know what fixes it (guessing it was a corrupted extraction).

CONFIRMED. Redownloaded and extracted and no error.

< Message edited by AndrewKurtz -- 8/1/2013 1:12:24 AM >


_____________________________


(in reply to Haree78)
Post #: 308
RE: Distant Worlds Extended - 8/9/2013 9:01:32 PM   
Trev_lite

 

Posts: 23
Joined: 7/12/2013
Status: offline
the new patch changes the design templates.
will this mod be patched to take advantage of the new templates?

(in reply to MorningDew)
Post #: 309
RE: Distant Worlds Extended - 8/10/2013 9:48:42 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Updated to 1.9.0.10

_____________________________


(in reply to Trev_lite)
Post #: 310
RE: Distant Worlds Extended - 8/10/2013 3:05:29 PM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Thank you!

_____________________________

Old............but very fast

(in reply to Haree78)
Post #: 311
RE: Distant Worlds Extended - 8/10/2013 5:55:00 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
No problem ;)

_____________________________


(in reply to Fishers of Men)
Post #: 312
RE: Distant Worlds Extended - 8/11/2013 2:15:22 PM   
tylertoo

 

Posts: 83
Joined: 9/3/2012
Status: offline

quote:

ORIGINAL: Haree78

Updated to 1.9.0.10


I've been using this great mod for a while, many thanks.

Questions: I updated the game itself to 1.9.0.10 and then started a new game with the earlier version of your mod as the theme, and everything seems fine. I am now using eight races from Extended, but without your update. Is there any reason I should now update the mod? If I do, will it break the savegame? I don't feel like starting over.


(in reply to Haree78)
Post #: 313
RE: Distant Worlds Extended - 8/11/2013 2:25:36 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Update the mod now, your current game will be using old out of date designs, your next game will be fine.

_____________________________


(in reply to tylertoo)
Post #: 314
RE: Distant Worlds Extended - 8/11/2013 2:51:45 PM   
tylertoo

 

Posts: 83
Joined: 9/3/2012
Status: offline
quote:

ORIGINAL: Haree78

Update the mod now, your current game will be using old out of date designs, your next game will be fine.


Thanks for the quick reply, downloading now . Sorry to be dense but: does 'your next game will be fine' mean the current savegame will include new designs once your update is installed, or only the next game I start from scratch?

(I've never understood whether the resources of a theme are integrated only at the creation of the game or continually throughout a game).

< Message edited by tylertoo -- 8/11/2013 2:52:23 PM >

(in reply to Haree78)
Post #: 315
RE: Distant Worlds Extended - 8/11/2013 2:57:42 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Only when you start a game from scratch.

_____________________________


(in reply to tylertoo)
Post #: 316
RE: Distant Worlds Extended - 8/20/2013 3:10:18 PM   
scotten_usa

 

Posts: 196
Joined: 12/9/2005
Status: offline
Not sure if it's mentioned in this mega-thread, but always remember to switch to the Extended theme after applying patches. I could not determine why DW crashed on exit, until I realized the most recent patch reset the them to vanilla DW.

(in reply to Bleek)
Post #: 317
RE: Distant Worlds Extended - 8/23/2013 8:23:23 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Looks like the last patch fixes the pirates using the wrong image types so looks like the mod is fixed with no update required :)

_____________________________


(in reply to scotten_usa)
Post #: 318
RE: Distant Worlds Extended - 8/24/2013 11:40:54 AM   
Yskonyn


Posts: 189
Joined: 6/27/2008
Status: offline
Thanks Haree! It's such a nice mod!

_____________________________

Yskonyn -

Desktop: Intel i7 9700K @5.0Ghz, Nvidia GTX1080, 32GB RAM, Win 10 64bit

(in reply to Haree78)
Post #: 319
RE: Distant Worlds Extended 2.0.2 released 38 races - 8/24/2013 2:24:22 PM   
mSterian

 

Posts: 155
Joined: 7/25/2013
Status: offline
I have a simmilar issue. My game sometimes skips frames horribly when I select a ship/base. Mostly when that ship/base it taking damage.

(in reply to Haree78)
Post #: 320
RE: Distant Worlds Extended - 8/26/2013 10:34:05 PM   
Stormy Fairweather

 

Posts: 66
Joined: 7/1/2011
Status: offline
Does this work with the .11 patch?

(in reply to Bleek)
Post #: 321
RE: Distant Worlds Extended - 8/31/2013 11:07:46 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
It does.

_____________________________


(in reply to Stormy Fairweather)
Post #: 322
RE: Distant Worlds Extended - 9/9/2013 12:08:37 PM   
Jumbik

 

Posts: 9
Joined: 7/12/2013
Status: offline
Thank you for this mod! It adds so much flavour to the game. I have one question though, is it possible to add the race description to the help files? Its missing for me and I would like to be able to read about the races ingame.

Can I edit the helpfiles in a way to be able to ad them there?

Thanks again for the great work.

(in reply to Haree78)
Post #: 323
RE: Distant Worlds Extended - 9/9/2013 5:42:42 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Not yet, it has been much requested and modding improvements are meant to be coming, so fingers crossed.

_____________________________


(in reply to Jumbik)
Post #: 324
RE: Distant Worlds Extended - 9/30/2013 12:55:40 AM   
Computica

 

Posts: 11
Joined: 4/25/2012
Status: offline
I made an Alternate Tarapin Race Image, It wouldn't let me link an preview image. I'm going to Double Post.

Attachment (1)

< Message edited by Computica -- 9/30/2013 12:57:55 AM >

(in reply to Haree78)
Post #: 325
RE: Distant Worlds Extended - 9/30/2013 12:59:45 AM   
Computica

 

Posts: 11
Joined: 4/25/2012
Status: offline

quote:

ORIGINAL: Computica

I made an Alternate Tarapin Race Image, It wouldn't let me link an preview image. I'm going to Double Post.






Attachment (1)

(in reply to Computica)
Post #: 326
RE: Distant Worlds Extended - 9/30/2013 1:27:42 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
That is really nice, and absolutely suits the race.

_____________________________


(in reply to Computica)
Post #: 327
RE: Distant Worlds Extended - 9/30/2013 1:42:34 PM   
dostillevi

 

Posts: 222
Joined: 8/31/2012
Status: offline
@Computica

Nice. Can I suggest editing the image a bit more? There are a number of non transparent pixels in the background that hurt the image quality. Try setting a background layer to black if you want them to stand out.

(in reply to Computica)
Post #: 328
RE: Distant Worlds Extended - 9/30/2013 3:44:30 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I always create a background layer of hot pink when trying to create an image with transparency. Most colours will stand out on top of the hot pink for me to erase easier.

_____________________________


(in reply to dostillevi)
Post #: 329
RE: Distant Worlds Extended - 10/1/2013 2:00:01 AM   
Computica

 

Posts: 11
Joined: 4/25/2012
Status: offline
@Haree78 If you like them better than the original please replace them on your next release.

@dostillevi The real image is in PNG. The image you see there is in GIF for web format, therefore it is limited to 256 colors. Those white specs won't be in-game.

< Message edited by Computica -- 10/1/2013 3:29:17 AM >

(in reply to Haree78)
Post #: 330
Page:   <<   < prev  9 10 [11] 12 13   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Distant Worlds Extended Page: <<   < prev  9 10 [11] 12 13   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.734