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  18 19 [20] 21 22   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Distant Worlds Extended - 6/22/2014 12:33:54 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
quote:

ORIGINAL: thefinn


quote:

ORIGINAL: Bingeling

You don't need an updated mod to play. And it is probably a better idea to run the .3 patch anyways, as there are some issues with the latest one.

Would it break your game if the colonization module is at the old size? It has been that way until now...


Battlebots are completely broken without the new patch.


And AI ship design without large shipyards are broken with it.

(in reply to thefinn12345)
Post #: 571
Refugee All Stars request - 6/22/2014 2:01:04 PM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline
Dear Haree,

Would you mind if I use some elements from your mod for my own humble work? It is briefly described here. Basically, it's a race collection with two goals:
1) Make the game more space opera-ish. generally speaking, more humanoid aliens (though certainly not only such).
2) Introduce Master of Orion races, because somehow it hasn't been done yet (crazy, I know).

What I would like to use:

* Tarapin
* X-Human
* Phaerax
* Ortain
* Keskudon

No changes are planned for these races, though I can't say it's completely impossible.

Why do I want these races in? Because the nicely fit in the biases matrix, as well as other elements (governments for example). Secondly, they are widely known, so it may be more convenient fun for the community. Plus of course they are already made, so I would have more time to focus on other stuff.

If you for any reason disagree, I will respect that and make some other races that fit these niches. But I hope this won't happen. :)

If you do agree, I would also like to steal your Components and Research files, or at least parts of them which are related to your races.

Needless to say, you will be properly credited, with links to DWE and whatever else you wish.

Please respond. :)

< Message edited by Solarius Scorch -- 6/22/2014 3:06:07 PM >


_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to Bingeling)
Post #: 572
RE: Distant Worlds Extended - 6/22/2014 7:43:21 PM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline

quote:

ORIGINAL: Bingeling

You don't need an updated mod to play. And it is probably a better idea to run the .3 patch anyways, as there are some issues with the latest one.

Would it break your game if the colonization module is at the old size? It has been that way until now...

It is worth trying though, i can vouch that the issues aren't community wide as i haven't had any of them.

_____________________________


(in reply to Bingeling)
Post #: 573
RE: Distant Worlds Extended Universe 1.0.1 released 40 ... - 6/22/2014 9:07:14 PM   
Genome

 

Posts: 17
Joined: 6/22/2014
Status: offline
Hey, Haree/Das (and other parties involved), I just wanted to post thanking you for these excellent mods and the hard work that went into them. Making an excellent game even better.

(in reply to Haree78)
Post #: 574
RE: Distant Worlds Extended - 6/24/2014 1:25:25 PM   
SlyvanianFrog

 

Posts: 6
Joined: 6/21/2014
Status: offline
quote:

ORIGINAL: Bingeling

You don't need an updated mod to play. And it is probably a better idea to run the .3 patch anyways, as there are some issues with the latest one.

Would it break your game if the colonization module is at the old size? It has been that way until now...


Okay, so what bad things would happen if I apply the mod to the current version of the game on Steam (if any)?

I'm not trying to be picky, but the game is a fair investment of time, and I don't really want to get 5 hours in and discover that something just broke because the mod is not synched. Will the mod work through the entire game in the current version? Will something be materially screwed up because of it? I can live with small nits - I just don't want to discover 5 hours in that I suddenly can't use the diplomacy options or something.

P.S. If it helps, the most recent version on Steam is 1.9.5.4.

< Message edited by SlyvanianFrog -- 6/24/2014 2:27:50 PM >

(in reply to Bingeling)
Post #: 575
RE: Distant Worlds Extended - 6/24/2014 2:17:31 PM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
The number of problems you will have will be OVER 9OOO!

_____________________________


(in reply to SlyvanianFrog)
Post #: 576
RE: Distant Worlds Extended - 6/24/2014 2:33:35 PM   
SlyvanianFrog

 

Posts: 6
Joined: 6/21/2014
Status: offline

quote:

ORIGINAL: Unforeseen

The number of problems you will have will be OVER 9OOO!


What?

(in reply to Unforeseen)
Post #: 577
RE: Distant Worlds Extended - 6/24/2014 3:02:39 PM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
.




Attachment (1)

< Message edited by Unforeseen -- 6/24/2014 4:02:59 PM >


_____________________________


(in reply to SlyvanianFrog)
Post #: 578
RE: Distant Worlds Extended - 6/24/2014 4:10:51 PM   
SlyvanianFrog

 

Posts: 6
Joined: 6/21/2014
Status: offline

quote:

ORIGINAL: Unforeseen

.





Ah, okay. I don't get it. I'm not into My Little Pony or whatever that is.

(in reply to Unforeseen)
Post #: 579
RE: Distant Worlds Extended - 6/25/2014 12:44:12 AM   
necaradan666

 

Posts: 256
Joined: 5/28/2012
Status: offline
bwahaha

(in reply to SlyvanianFrog)
Post #: 580
RE: Distant Worlds Extended - 6/25/2014 12:48:15 AM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline

quote:

ORIGINAL: SlyvanianFrog

Ah, okay. I don't get it. I'm not into My Little Pony or whatever that is.


Hmmm... If the answer was "I don't watch Japanese cartoons" or something to that effect, I wouldn't say anything.

However, this was a suspiciously specific denial... :D

_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to SlyvanianFrog)
Post #: 581
RE: Distant Worlds Extended Universe 1.0.2 released 40 ... - 6/25/2014 3:25:24 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I have uploaded a patch file to update to the latest version of the game. It is linked in the main thread, and for convenience a link here:

<Removed link for now while fixing bug>


Full package versions will come soon.

< Message edited by Haree78 -- 6/25/2014 4:46:42 PM >


_____________________________


(in reply to Haree78)
Post #: 582
RE: Distant Worlds Extended - 6/25/2014 3:30:29 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline

quote:

ORIGINAL: SlyvanianFrog
Okay, so what bad things would happen if I apply the mod to the current version of the game on Steam (if any)?

I'm not trying to be picky, but the game is a fair investment of time, and I don't really want to get 5 hours in and discover that something just broke because the mod is not synched. Will the mod work through the entire game in the current version? Will something be materially screwed up because of it? I can live with small nits - I just don't want to discover 5 hours in that I suddenly can't use the diplomacy options or something.

P.S. If it helps, the most recent version on Steam is 1.9.5.4.


No bad things happen, just some of the changes wouldn't have been in effect. This is solved if you download the latest patch file and apply it to your customization directory though.

For info for everyone else, I see no reason why this will cause any issues to old saves. Changes may not affect previous saves though, or may take a while to filter in.

_____________________________


(in reply to SlyvanianFrog)
Post #: 583
RE: Distant Worlds Extended - 6/25/2014 3:42:42 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
ugh just noticed a bug, will update forthwith.

_____________________________


(in reply to Haree78)
Post #: 584
RE: Distant Worlds Extended - 6/25/2014 3:48:15 PM   
marlin0

 

Posts: 6
Joined: 6/20/2014
Status: offline

quote:

ORIGINAL: Haree78

ugh just noticed a bug, will update forthwith.

Your continued quick support is very appreciated, especially as I have a couple of days down time. Great mod.

(in reply to Haree78)
Post #: 585
RE: Distant Worlds Extended - 6/25/2014 4:01:06 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
No problem, here is the new version of the patch, checked most things in game without playing a long one and it should be great.

Distant Worlds Extended Universe Patch from any previous version to 1.0.3

_____________________________


(in reply to marlin0)
Post #: 586
RE: Distant Worlds Extended - 6/25/2014 5:21:42 PM   
spiralaxis

 

Posts: 43
Joined: 6/11/2014
Status: offline
What changed with the 1.02/3 update? Is it just Das' UI?

(in reply to Haree78)
Post #: 587
RE: Distant Worlds Extended - 6/25/2014 5:43:49 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I'm currently uploading the Das UI mod compilation.

The 1.0.3 update changes the starting colonisation module size, updates the Shakturi, and also changes the research amounts gained from labs as per the latest beta update.

_____________________________


(in reply to spiralaxis)
Post #: 588
RE: Distant Worlds Extended - 6/25/2014 6:15:58 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Thanks Haree!

(in reply to Haree78)
Post #: 589
RE: Distant Worlds Extended - 6/25/2014 9:41:12 PM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
Status: offline
Thanks!

(in reply to Cauldyth)
Post #: 590
RE: Distant Worlds Extended - 6/26/2014 1:33:14 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Hmm, can't get this to work. I deleted the old Extended folder and replaced it with the new.

DW wouldn't start, the cursor would go busy for a couple seconds then back to normal, with no error.

I removed the new Extended folder and the game started fine. I then quit, restored the folder, and the game still started fine but trying to switch to the Extended theme caused a crash. After that, trying to start DW again refused to work until I removed the Extended folder.

(in reply to Tcby)
Post #: 591
RE: Distant Worlds Extended - 6/26/2014 1:38:26 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Which download link did you get it from?

_____________________________


(in reply to Cauldyth)
Post #: 592
RE: Distant Worlds Extended - 6/26/2014 1:48:32 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Nevermind, I'm just dumb. I was installing the patch as a full mod. Ignore me.

(in reply to Haree78)
Post #: 593
RE: Distant Worlds Extended - 6/26/2014 1:58:03 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I suspected as much :)

_____________________________


(in reply to Cauldyth)
Post #: 594
RE: Distant Worlds Extended - 6/26/2014 7:55:57 AM   
Rahal


Posts: 34
Joined: 5/25/2014
Status: offline
One thing I've noticed.

Generating a new game, my planet always has chromium, polymer, carbon fibre & racial resource (e.g. necros stone).

Is that a bug or rebalance?

(in reply to Haree78)
Post #: 595
RE: Distant Worlds Extended - 6/26/2014 8:17:33 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
I've created a new image to use to save myself some typing in this thread :)



_____________________________


(in reply to Rahal)
Post #: 596
RE: Distant Worlds Extended - 6/26/2014 8:33:21 AM   
necaradan666

 

Posts: 256
Joined: 5/28/2012
Status: offline
haha

(in reply to Haree78)
Post #: 597
RE: Distant Worlds Extended - 6/26/2014 11:37:56 AM   
Solarius Scorch


Posts: 180
Joined: 5/25/2013
From: Cracow, Poland
Status: offline
Can I ask what is the difference between the old and the latest design templates? I haven't noticed any, but I haven't checked them all.

_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to Haree78)
Post #: 598
RE: Distant Worlds Extended - 6/26/2014 1:23:48 PM   
Rahal


Posts: 34
Joined: 5/25/2014
Status: offline
quote:

ORIGINAL: Haree78

I've created a new image to use to save myself some typing in this thread :)


You're right. Still happens without the mod if I select Humans.

Before I reinstall. Am I missing something here?

Is it just very likely you start with those resources (polymer+chromium+carbon fibre) or do certain races always get them or something?


-- Seems like 9/10 new games my start planet has 4 or 5 resources including polymer/carbon/chromium & race bonus. I've only had the game for a month (restarted to play with 1.03 of this awesome mod)... but I don't remember it being this generous. Am I just seeing a weird result from the RNG?


< Message edited by Rahal -- 6/26/2014 5:07:59 PM >

(in reply to Haree78)
Post #: 599
RE: Distant Worlds Extended - 6/26/2014 2:40:52 PM   
SlyvanianFrog

 

Posts: 6
Joined: 6/21/2014
Status: offline

quote:

ORIGINAL: Haree78


quote:

ORIGINAL: SlyvanianFrog
Okay, so what bad things would happen if I apply the mod to the current version of the game on Steam (if any)?

I'm not trying to be picky, but the game is a fair investment of time, and I don't really want to get 5 hours in and discover that something just broke because the mod is not synched. Will the mod work through the entire game in the current version? Will something be materially screwed up because of it? I can live with small nits - I just don't want to discover 5 hours in that I suddenly can't use the diplomacy options or something.

P.S. If it helps, the most recent version on Steam is 1.9.5.4.


No bad things happen, just some of the changes wouldn't have been in effect. This is solved if you download the latest patch file and apply it to your customization directory though.

For info for everyone else, I see no reason why this will cause any issues to old saves. Changes may not affect previous saves though, or may take a while to filter in.


You are a prince among men. Thank you very much for all of your hard work on this.

(in reply to Haree78)
Post #: 600
Page:   <<   < prev  18 19 [20] 21 22   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Distant Worlds Extended Page: <<   < prev  18 19 [20] 21 22   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

1.453