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RE: Research Extended - [DWU] [WIP] New tech and components to research

 
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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/24/2014 12:49:19 AM   
Tnarg

 

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quote:

I actually thought about that one. There's a problem, though. Those hypothetical thrusters would need to be really powerful for their size or the tiny ships in the pre warp area would have no room for anything but the drive. If I make them powerful enough there'd be no reason to develop other thrusters at all, since those would be way weaker. I guess the game also would be pretty much unplayable if ships zoom around inside systems like bats out of hell. /quote]

I'm not sure how Cruise, Sprint, and Acceleration is figured out in the Movement box of the ship design screen, but perhaps an interstellar newtonian drive engine could be designed with a real high cruise speed but no sprint speed and it takes a very long time to accelerate (like the distance of a solar system) to achieve full cruise speed. That would take care of the desire to use these as run of the mill engines to zip around the the system. Might be a good alternative for freighters that don't necessarily need to worry about combat speeds, plus they are more efficient and consume less fuel. Kind of like military grade engines versus commercial engines in Aurora and Starfire.

I dunno I just really enjoy the puddling around pre warp age of discovery era of the game and would like to prolong it but still be able to reach out of the system even if it takes several years to get to the nearest star. Perhaps move the hyper drive ruin to one of the stellar neighbors, some races luck out and find it right away, others have to stumble about as wolflings taking decades to reach the ability of hyper drives, or maybe even the last engine in this tree would open up the hyper drive tech.

Thanks again for all of your work to enhance this great game.

(in reply to lurchi)
Post #: 91
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/24/2014 1:14:51 AM   
spiralaxis

 

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I put this in the weapons testing thread but I might as well reiterate it here:

What a weapon that does reduced damage to armour/components (<50%) but is excellent for stripping shields? I don't know if such a thong is possible in the game, but I like the idea of heavily armoured and shielded escorts closing on a base under heavy fire to rip apart its shields so that the torpedo and beam ships can attack its soft, fleshy white underbelly.

High space and energy, moderate rate of fire and very close range. Ionized flak cannon, merging railguns and ion weapon tech?

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Post #: 92
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/24/2014 5:58:52 AM   
Sirian


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As far as I understand weapons modding (correct me if I am wrong, I do not mod DW weapons) you cannot define weapon *classes* only weapons themselves. You need to pick a predefined class (railgun, phasor) that has predefined and uneditable properties (targeting bonus / malus, armor penetration bonus / malus, etc) and stick with it. The corresponding entry in the components.txt files has 7 specific values for weapons, none of which relate to its efficiency against shields / armor.

Maybe a missile could do what you want. A missile will strike shields but have half strength against armor.

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Post #: 93
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/24/2014 3:30:27 PM   
lurchi


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quote:

ORIGINAL: Sirian
The corresponding entry in the components.txt files has 7 specific values for weapons, none of which relate to its efficiency against shields / armor.


True. This should be remedied.

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Post #: 94
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 1:59:58 PM   
lurchi


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I'm now at component #164, 5 more and that's it.

I sure hope Erik and Elliot will do something about this or there will be a very big problem very soon.

Please answer my PM...

Beam weapon frame is done, including a bunch of new toys (one of them is quite different from the usual) to pewpew with, now working on the area weapons.

There will be another teaser soon.

< Message edited by lurchi -- 7/25/2014 3:05:56 PM >

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Post #: 95
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 2:03:35 PM   
Unforeseen


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:D

Btw out of curiosity how big is the research.txt file so far? (File size)

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 2:08:12 PM   
lurchi


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quote:

ORIGINAL: Unforeseen

:D

Btw out of curiosity how big is the research.txt file so far? (File size)


Research 91755, Components 26223. Might not get much bigger unless a miracle happens...

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Post #: 97
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 2:11:47 PM   
Unforeseen


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Problem?

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 2:14:21 PM   
lurchi


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Yeah. See my post from 15 minutes ago.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 2:20:17 PM   
Icemania


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quote:

ORIGINAL: lurchi
I sure hope Erik and Elliot will do something about this or there will be a very big problem very soon.

Please answer my PM...

Please Erik, help lurchi, you are our only hope ... and don't forget to do everything on my wishlist as well!

(in reply to lurchi)
Post #: 100
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 3:31:04 PM   
Kizucha

 

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Maybe we should post on every thread that he go and help lurchi.

By the way, is the mod in the way of hyper drives done? It's one of my main "problem's" with the game, if lurchi already changed a bit of the hyper drives i would play with the mod, without research mods the game is something boring for me now.

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Post #: 101
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 4:32:30 PM   
lurchi


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quote:

ORIGINAL: Kizucha

Maybe we should post on every thread that he go and help lurchi.


No, that would go overboard. Probably.

quote:

ORIGINAL: Kizucha

By the way, is the mod in the way of hyper drives done? It's one of my main "problem's" with the game, if lurchi already changed a bit of the hyper drives i would play with the mod, without research mods the game is something boring for me now.


You can try Research Expanded V0.3 to get a small glimpse of what's going to come, find it in the op post. All hyper drives are modded in this one and it's playable, but it's only a better beta.

Right now I'm working on the real thing, Research Reloaded. It's going to be huge, but it will be some time until you can play that. I'm adding a lot of new stuff, it's not even in alpha status. I redo the complete research tree and I'm still in the weapon section, only about 20% of the new framework is done. I'll post a teaser of the multiple energy weapon trees soon.

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Post #: 102
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 4:33:33 PM   
lurchi


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I just got a message from Erik. He told me that I'm on their radar, but they can only move so fast. So, I guess something good is going to happen in the foreseeable future.

< Message edited by lurchi -- 7/25/2014 5:33:45 PM >

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Post #: 103
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 5:23:14 PM   
Blackstork


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Good news, can't wait. Once it will be up we could start talking about megamod and integration.
I suppose new character system will be up in close time with more racial differentiation.. The only thing that art will take time and that will create slight disbalance between races that have character systems and not, once its up we will talk about academies, techs and things that influence character generation.

< Message edited by Blackstork -- 7/25/2014 6:27:30 PM >


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Post #: 104
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/25/2014 10:29:49 PM   
Kizucha

 

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Uh maybe my warning was enough.

So i'm looking really forward to see your "finished" mod when its done or playable. For the time i think i really take a look at the "expanded"-part.

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Post #: 105
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 2:24:36 AM   
lurchi


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Have fun with it.

And now, as promised, a new teaser (project names are prone to change):



You can see that all beam weapons (there are more kinds than listed here) have their very own tree now right from the start instead of being in one giant sequoia. That's not only clearer, but also should produce different ships even in the pre warp era. How do you like that?

I refrained from adding new super weapons so far. There are only 4 free components left, I have to ration now.

< Message edited by lurchi -- 7/26/2014 3:25:07 AM >

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Post #: 106
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 2:57:43 AM   
danymatrix

 

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ohhh yeaahhh mennnn!!

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Post #: 107
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 3:25:49 AM   
Shark7


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Hmm, this mod is starting to get good.

I do so love a big tech tree, with really expensive research times.

But I wonder, will this be self contained, or designed in such a fashion that it could perchance be dropped into a players preferred mod? And I don't mean to be redistributed, just that players own use. Being that I like the ideas in this research mod, and the new artwork I see here is quality, but I do have a favorite mod with 33 races currently, and would like to adapt it into that (I really wanted to mod my tech tree, but the task was just a bit too daunting for me).

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Post #: 108
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 10:03:49 AM   
lurchi


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quote:

ORIGINAL: Shark7

Hmm, this mod is starting to get good.

I do so love a big tech tree, with really expensive research times.


Thanks.
Yeah, I do as well.

quote:

ORIGINAL: Shark7

But I wonder, will this be self contained, or designed in such a fashion that it could perchance be dropped into a players preferred mod? And I don't mean to be redistributed, just that players own use. Being that I like the ideas in this research mod, and the new artwork I see here is quality, but I do have a favorite mod with 33 races currently, and would like to adapt it into that (I really wanted to mod my tech tree, but the task was just a bit too daunting for me).


Research Reloaded is based on Extended Universe, so if your mod is as well it should be quite easy to adapt, if not you'll have to remove some race specific stuff. You're free to do so of course.

This probably will be part of a new mega mod, so you might want to look into that too if it happens.

Yeah, it's quite a big task to redo the complete research tree. Bigger than I expected, actually, so it'll still take some time, especially since I have to wait for some base game modifications I need done to add everything I want.

(in reply to Shark7)
Post #: 109
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 10:42:57 AM   
Kizucha

 

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Hmmm... looks really nice and sweet.

Is something how long it need to research the whole 3 research trees, in your head? I dont mind if its really long, because i love long play sessions. Better if its because of the big ... oh i dont know the english word for it now arg. xD I'ts only i like to have many many MANY tech's to research and not that it takes so long to research all things only because each tech costs 999xxx research to get it.

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Post #: 110
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 11:12:30 AM   
lurchi


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Well, there are going to be a whole lot of new research projects, so if you really want to research everything it will take considerably longer.

You're not supposed to research everything, though. There are different ways to go at it, so you might want to try out different research paths.

(in reply to Kizucha)
Post #: 111
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 11:21:39 AM   
Kizucha

 

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Thats nice.^^ Hm i think the test mod is not yet compatible with the overhaul mod from unforseen?

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Post #: 112
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 11:50:02 AM   
lurchi


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No, and it won't be since I abandoned that one and restarted.

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Post #: 113
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 11:57:49 AM   
Kizucha

 

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Ok i expected that~ i'm looking a bit in it without the overhaul and dream of the restarted compatible mod.

Edit: Oh can it be that it's the new update for distant worlds? I updated it and i get an error if i change to the mod, that DW dont work anymore.

< Message edited by Kizucha -- 7/26/2014 1:02:00 PM >

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 12:04:45 PM   
Icemania


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Also keep in mind, when we apply the AI Improvement Mod to this, each race will focus on specific paths. In fact lurchi, if you look at the Summary table in the "AI Improvement Mod.xls", something similar to that would help get application of the AI Improvement Mod started e.g. what Weapon / Combo (only if merited) should each race focus on. This way I can understand clearly what your design goals are and align. No need for it yet ... please get this to a mature stage first.

< Message edited by Icemania -- 7/26/2014 1:12:38 PM >

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Post #: 115
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 12:06:21 PM   
Kizucha

 

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Yes in the time he have the frame finished he can make the little bits and feed us an shiny new research mod. *_*

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Post #: 116
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 1:54:19 PM   
lurchi


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quote:

ORIGINAL: Kizucha

Edit: Oh can it be that it's the new update for distant worlds? I updated it and i get an error if i change to the mod, that DW dont work anymore.


Might very well be the beta update, it seems to be a bit on the buggy side.

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Post #: 117
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 1:56:18 PM   
lurchi


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quote:

ORIGINAL: Icemania

Also keep in mind, when we apply the AI Improvement Mod to this, each race will focus on specific paths. In fact lurchi, if you look at the Summary table in the "AI Improvement Mod.xls", something similar to that would help get application of the AI Improvement Mod started e.g. what Weapon / Combo (only if merited) should each race focus on. This way I can understand clearly what your design goals are and align. No need for it yet ... please get this to a mature stage first.


Will do.

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Post #: 118
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 6:02:44 PM   
danymatrix

 

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lurchi, when you think we can have it ready?

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Post #: 119
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/26/2014 6:09:32 PM   
ParagonExile

 

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If I can make a suggestion; I noticed you have a "basic" or prototype weapon attached to the root tech followed by the "real" weapon shortly thereafter. Since you're running near the component limit, why don't you remove them? Seems a bit superfluous. The only one of those "prototypes" that are really useful is the space reactor.

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Post #: 120
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