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RE: Distant Worlds Extended

 
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RE: Distant Worlds Extended - 10/1/2013 2:17:25 AM   
dostillevi

 

Posts: 222
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@computica I appreciate your attention to detail, but I have just checked the zipped image file in paint.net and there are definitely dots visible when placed over a white background. They appear to be highly transparent and are very hard to see with other backgrounds. They may not show up in game, but they definitely exist. No offense intended, just trying to help out :)

(in reply to Computica)
Post #: 331
RE: Distant Worlds Extended - 10/1/2013 3:26:38 AM   
Computica

 

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I used Photoshop CS6 and couldn't detect any lingering pixels nor see them on a black background. You can change it if you want.

EDIT:
Replacement ship set for family 42. Was made for Star Sector I just converted it to a DW format with proper lights and color scheme. They match the original race ship sets not the classic ones.


Attachment (1)

< Message edited by Computica -- 10/1/2013 4:17:19 AM >

(in reply to dostillevi)
Post #: 332
RE: Distant Worlds Extended - 10/1/2013 1:49:17 PM   
dostillevi

 

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My last words on it: they aren't visible on a black background, only a white one. That said, keep up the good work :)

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Post #: 333
RE: Distant Worlds Extended - 10/1/2013 5:56:30 PM   
Computica

 

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Thanks.

A picture of the Ships:




Attachment (1)

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Post #: 334
RE: Distant Worlds Extended - 10/2/2013 4:56:12 PM   
Shark7


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From: The Big Nowhere
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That's a nice shipset, I may have to get it and use it myself.

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Post #: 335
RE: Distant Worlds Extended - 10/3/2013 3:26:01 AM   
Haree78


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Competition time, someone design a background and come up with a race picture that fits the other races and I will choose the one I like the most and add a new race with this ship set to DW:E.

Don't worry about the race stats and designs, I will sort that out and balance it.

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Post #: 336
RE: Distant Worlds Extended - 10/14/2013 6:39:43 PM   
Skasski

 

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I've just began my first game using this mod and happened to start with Riktoh as the empire race. When I noticed the 40% mining bonus that Riktoth provide, I had to think of the resource extraction cap, to be specific this:
quote:

The cap can't be shattered through race abilities!!

Distant Worlds Series >> The War Room >> Resource Extraction Cap
(can't direct link to the source, because the forum is trolling me)

You might already know this, but that means for 3 basic mining components only 1/4 of the 40% bonus is actually needed to hit the extraction cap (provided I understand everything correct). I'm pretty new to DW and probably in no position to make balance suggestions, I just wanted to make sure you took this extraction cap into account. It was very surprising to me when I read about it.

Great mod by the way. Looks really nice and should be on by default! :)

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Post #: 337
RE: Distant Worlds Extended - 10/18/2013 12:54:16 PM   
Haree78


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quote:

ORIGINAL: Skasski

I've just began my first game using this mod and happened to start with Riktoh as the empire race. When I noticed the 40% mining bonus that Riktoth provide, I had to think of the resource extraction cap, to be specific this:
quote:

The cap can't be shattered through race abilities!!

Distant Worlds Series >> The War Room >> Resource Extraction Cap
(can't direct link to the source, because the forum is trolling me)

You might already know this, but that means for 3 basic mining components only 1/4 of the 40% bonus is actually needed to hit the extraction cap (provided I understand everything correct). I'm pretty new to DW and probably in no position to make balance suggestions, I just wanted to make sure you took this extraction cap into account. It was very surprising to me when I read about it.

Great mod by the way. Looks really nice and should be on by default! :)


Well this is certainly news to me, and interesting. So if I was to up the extractors to 4 on the Riktoh mining stations this would likely fix the issue? Or would at least be 100% optimal after some tech levels?

Would it also be worth upping the cargo bays?

< Message edited by Haree78 -- 10/18/2013 12:55:04 PM >


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Post #: 338
RE: Distant Worlds Extended - 10/18/2013 10:30:40 PM   
Skasski

 

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If I understand this correct, the number of useful basic extractors for races without mining bonus is always 3.333.., anything above that is a waste of resources, space, etc. Each basic extractor mines at a rate of 30 resources per week, where the cap is 100. Both numbers are multiplied by the % of the resource deposit, so at a 50% deposit a basic extractor mines 15 resources per week and the limit is 50 units. Gas production is 4x higher.

The race specific mining bonus increases the extraction rate, but not the maximum, so one basic extractor owned by Riktoth would produce 42 resources per week, given a 100% deposit. This means only 2.38 basic extractors instead of 3.333.. are needed to reach the weekly cap of 100, again given a 100% deposit. So in the end all this bonus does is decrease the number of extractors needed, not increase the actual output of mining stations.

See matrixgames.com/forums/tm.asp?m=2966128

< Message edited by Skasski -- 10/18/2013 11:11:43 PM >

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Post #: 339
RE: Distant Worlds Extended - 10/19/2013 2:40:45 PM   
Haree78


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Ah I see what you are saying now. Well that's kind of strange but not really a problem because I balanced Riktoh for how they were performing in game with tweaks to a lot of different traits and plenty of times I see the Riktoh do well so I guess despite the 40% being unnecessary it doesn't hurt at all.

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Post #: 340
RE: Distant Worlds Extended - 10/19/2013 11:33:18 PM   
Skasski

 

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Yup, I noticed all computer designed mining stations only use 2 mining modules by default when they should use 3. I guess that's why AIs usually suck, but Riktoths still manage to use this bonus. Nobody plays DW online anyway, right?

< Message edited by Skasski -- 10/19/2013 11:37:21 PM >

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Post #: 341
RE: Distant Worlds Extended - 11/13/2013 12:01:55 AM   
CptDrake

 

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Hi Harree,

Can't seem to download the latest version from MediaFire. It just never starts and the save dialogue doesn't appear. Should I be creating an account first? Don't recall doing it with earlier versions I have here.

Thanks for a great mod. Much appreciate the hard work and huge effort.

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Post #: 342
RE: Distant Worlds Extended - 11/16/2013 1:05:13 AM   
tjhkkr


Posts: 2428
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quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: Haree78Phaerax


Haree78, did give you that picture of my mother-in-law...
Well, whether I gave it to you or Data stole it, you have my permission to use it...

{Just kidding; do not have a mother in law.}

I still say this looks like my mother-in-law!


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(in reply to tjhkkr)
Post #: 343
RE: Distant Worlds Extended - 11/16/2013 4:19:27 AM   
ehsumrell1


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From: The Briar Patch Nebula
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quote:

ORIGINAL: tjhkkr


quote:

ORIGINAL: tjhkkr
...I still say this looks like my mother-in-law!



Shame on you TJ! LOL!

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Post #: 344
RE: Distant Worlds Extended - 11/27/2013 7:03:15 PM   
zenkmander

 

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Excuse the dumb question, but is this mod 'stable' as of the latest Shadows patch? By that I mean is it fairly cut-and-dry, ie just new races that act as they should and fit nicely with the other races, engine doesn't get bogged down with them and the added ship designs/images, etc?

(in reply to Bleek)
Post #: 345
RE: Distant Worlds Extended - 12/6/2013 4:57:55 PM   
hardcoregamer

 

Posts: 58
Joined: 5/13/2013
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While I find the artwork for the races to be impressive, I am completely baffled by how the new race portraits for the old races look nothing whatsoever like the originals. A great example is the Securans. They are suppose to be dancers and entertainers. Does the new race portrait for them make them look like something you would want to dance for you?

Meh. I like the original portraits better. They have much more character, even if they aren't as realistic.

EDIT: Also, is it impossible to add your new custom race to the galacticpedia?

< Message edited by hardcoregamer -- 12/6/2013 6:28:24 PM >

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Post #: 346
RE: Distant Worlds Extended - 12/12/2013 1:05:15 AM   
Lightbane

 

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I'd be able to enjoy this if I could remove those bad replacement images for the original factions I only like 1 out of them. Would much prefer the originals out of all of them

(in reply to hardcoregamer)
Post #: 347
RE: Distant Worlds Extended - 12/12/2013 6:33:06 AM   
DasTactic

 

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For me it is very much the opposite. I love Haree's take on the races with the new portraits. Securans for example don't play peacefully - I think the revised portrait for them is very appropriate.

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Post #: 348
RE: Distant Worlds Extended - 12/12/2013 1:40:10 PM   
Lightbane

 

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I figured it out and just deleted the pictures from the folder, I just didn't like the completely redone pictures very few were attractive to me, but i've played two games with this mod now its pretty cool. I love the extra ship and base designs though, the black and green Klingon like models are awesome.

(in reply to DasTactic)
Post #: 349
RE: Distant Worlds Extended - 12/21/2013 1:35:54 PM   
jkile

 

Posts: 38
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Is your mod compatable yet with latest patch 1.9.013???

I just found your mod; tried new update, but beta screwed up my CPU & it took me 2 days to get a workable game for your mod!!!!

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Post #: 350
RE: Distant Worlds Extended - 12/21/2013 3:55:43 PM   
Haree78


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It should work fine.

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Post #: 351
RE: Distant Worlds Extended - 12/30/2013 12:26:46 PM   
Hoffs

 

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Hi. Maybe my Firefox add-ons and/or AV software are hiding the obvious from me, but is there no way of getting this mod without having to install iLivid?

(in reply to Bleek)
Post #: 352
RE: Distant Worlds Extended - 1/2/2014 1:04:00 AM   
Haree78


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I use Google Chrome and I can just click download fine.

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Post #: 353
RE: Distant Worlds Extended - 1/2/2014 7:44:06 PM   
PsyKoSnake


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Updated from 3.0.2 to 3.0.4

The ai seem to have problem with the design, because they almost build nothing after 15 years... It was not happening in the 3.0.2 version.

I play with the Shadow Expansion.

< Message edited by PsyKoSnake -- 1/2/2014 8:45:37 PM >

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Post #: 354
RE: Distant Worlds Extended - 1/2/2014 9:19:28 PM   
Haree78


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Which race? And are you using the latest Shadows patch?

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Post #: 355
RE: Distant Worlds Extended - 1/2/2014 9:22:31 PM   
PsyKoSnake


Posts: 111
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Yes, last patch 1.9.0.13

All the race had problem.

I will make a little test with your mod and no mod and see what happen.

(in reply to Haree78)
Post #: 356
RE: Distant Worlds Extended - 1/2/2014 9:31:22 PM   
Haree78


Posts: 1269
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Doesn't seem right. Doesn't happen to me, and it doesn't happen to the various Let's Play people on youtube I follow.
It must be a local issue of some kind.

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Post #: 357
RE: Distant Worlds Extended - 1/2/2014 9:36:19 PM   
PsyKoSnake


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Yeah probably, because in the game the AI were chosen randomly and the odd that all the race were from the mod are really low... So the problem was present with all the race from base game + the other race from the mod.

Update: Not a problem with your mod, all the civilian economy stoped working.

< Message edited by PsyKoSnake -- 1/2/2014 10:52:59 PM >

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Post #: 358
RE: Distant Worlds Extended - 1/9/2014 10:59:55 PM   
terololo

 

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I just noticed the Keskudons got a happiness penalty in the text file, does it really work?

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Post #: 359
RE: Distant Worlds Extended - 1/9/2014 11:48:11 PM   
Haree78


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I don't think it does, but maybe it does. What I can tell you is I balanced the race with the text file as is, so I'm not going to change it without extensive testing I haven't put everything out of wack.

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