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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/11/2014 12:03:19 AM   
Blackstork


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Such-Oos released character system in work: here how race could be specialized thru only characters into, for example hi-tech research, trade, smuggle and diplomacy gameplay race, :



< Message edited by Blackstork -- 8/11/2014 1:06:12 AM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/11/2014 3:19:26 AM   
Demonium22

 

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Hi there, just a quick question and thank you for all the work you and others modders are doing. When I played as Dlakar it had the avian race (sorry I forgot their name)ui art. Is there ui art for the Dlakar yet? I couldn't find it in either of your threads. No rush I was just wondering.

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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/11/2014 5:01:18 AM   
Blackstork


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Hello and Wellcome!
No, their UI art are in queue, there are 18 art sets and Soundtracks done, and can be found here :
http://www.matrixgames.com/forums/tm.asp?m=3651979
Here you can see all what is done, and i hightly reccomend to run sountrack if it been provided already for race you play. (Soundtrack is not included in the Beyond package, game does not allow play-listing, so you need to install it manually per race check instructions in that thread)
This also means that 28 races UI packages/soundtracks are not done yet, and WIP.
I wanted to release few races cheracter system to give to players the feel and glimpse what it will be later when each race will have different character set which redefine and deepen race specialization.
I am back to work on those sets for a week, planning to release 7 sets in suceccion before returning to work on other races character systems and while giving to people to see, try and play with existing features.
Dlakars are 4th in queue right now, this means they will be done in less than a week. Cheers. :)

< Message edited by Blackstork -- 8/11/2014 6:15:10 AM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/11/2014 7:40:25 PM   
Blackstork


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Issue 1.00.19 - Humans of Alien Immersion Project added to the Mediafile A.42 release file. Its up now and download link on main page leads to updated version.

Also I want to announce that from now Consolidated, UI-Only, no soundtrack package of Alien Immersion will be only aviable as part of this project. This is made to ease my work and to reward people who really value it, trust my ideas, download and try and explore my new research and my ambitious doings. It's already playable ,full of new, bit subtle, but quite innovational stuff, and i can summarize all the things i do here as one project. Best appreciacion for me could be help in form of interest to try new things i do, comment on them, explore them and participation. I do all this firstly for people who like things i do, and value them by using them. Thank You.
The 1 race packages will be aviable on same fashion as they now, as part of Alien Immersion project - as issues of race-specific packages with authentic UI and race-specific immersion soundtrack.

< Message edited by Blackstork -- 8/11/2014 9:26:53 PM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/11/2014 10:59:03 PM   
Blackstork


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Such-Oos UI been released, and soundtrack is up.
Also its been updated at Beyond DL link, but ones who have latest release better download racial Alien Immersion package with soundtrack.

Now the Such-Oos have almost full package - Immersion package with Character system.

Such-Oos
DL LINK: http://www.mediafire.com/download/27biaofyfkhf0mx/Alien_Immersion_-_Extended_V_1.00.20_Such-Oos.zip



Reccomended with soundtrack. Check installation instructions in Alien Immersion Thread.

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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/12/2014 12:34:37 PM   
Blackstork


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In order to make Character system and effects on balance/racial traits/gameplay clear for players, i add more description, called "Character Portfolio", which summarize focus and specialization of given race characters. It will be much more clear to playes what they should expect from certain race and how it been changed, because without all races being implemented and long play some changes may seem subtle, while they do create major difference and influence game alot.
Obcourse that every race traits and skills are focused, carefully selected to fit lore, style and designated gameplay.

Currently Implemented CS races, with addition of porfolio:

Ergreagd - with unique portrait art
Highly competitive society, which progress built on constant rivalry and competition between three royal houses. Nagongds, the mediators between houses are normally overseeing external policies and deal with external threats, but they do not excel at being strong leaders, they just keepers of unstable peace between houses and normally more skilled in internal security than in anything else. If one of the houses tilts balance to his side enough, Nagongd may be replaced by one of representatives from leading royal house. Royal houses have each one own specialization, Urgegds excel at governing and trade, are rich and normally well-respected rulers, Kerengds are innovative and rule by technology, terror, implementing most advanced assassination techniques in the galaxy, while Margagd Generals and Admirals inspire and rally fierce Ergreagd warriors and more military power and skill focused, neglecting anything else. Been said that diplomacy never was their strong side, though Urgegd trade-oriented noblemen succeed to achieve some notable diplomatic deals with seemingly highly hostile to Ergreagd lifeforms.
Generally, Ergreagd society have very high level of internal security, focused around areas of 3 royal houses specialization, and their fleet and ship commanders normally specialize in systems Ergreagd navies packed with - weapons, shields and countermeasure systems.
Character Portfolio:
Strong 3 house chacters types - governors, spies, generals. Often chaning leadership, resulting in ruling house charater type role being unstable, due their strife to replace mediators - Nagongds. Kerengds focus on Research and Assasination, Kerengd Ergeagds are best assassins aviable in the galaxy. Urgegds focus on trade, MArgagds on Military Discipline. Ship studies focus on Weaponry, Countermeasures, Shields and Damage Control. Very high achieved Counter-Espionage potential. Mediocre power, low amplitude (low qty bad + low qty good) traits, Mediocre to Heavy specialization.


Dhayut - without unique portrait art
Fierce aggressive species with highly centralized society, have also some certain sub-breeds which normally perform more specialized roles. Their society is extroverted and reckless, aiming towards constant expansion and conquest, without much account of safety, defense or population happiness.
They are ruled by powerful matriarchs Thha, which rule their populations and generally very intelligent, powerful and reckless. In addition, two worthy of notification non-matriarch rare breeds exist which could take places in Dhayut high command - Dhytta and Tahhyt. Dhytta is most warlike breed of Dhayut species, very dedicated, and extremely reckless, while Tahhyt is very intelligent, advanced but highly un-predictable and un-controlable breed, which possess poisoned fumes which corrupt other species arround making them un-predictable and un-controllable as Tahhyt. Tahhyt normally sent to perform complex tasks in desolation, and often separated from other breeds.
Their fleet command is highly skilled in space and hyper-space maneuvering, making Dhayut famous for being one of best hyper-spatial navigators, as well as in weapon systems, targeting and damage control.
Their scientists have certain affinity towards weapon and energy research, and less focused on high tech systems development.
Character Portfolio:
Have very strong Leaders. Good offence/weak defense. Ship discipline/doctrine focus - hyperspace speed main focus, weapon damage, damage control, targeting as secondary. Weapon/Energy research, weak hi-tech research. 2 Groups, no leadership access. 1st pure offence well-skilled, 2nd very powerful but Demoralizing. Mediocre+ power, high amplitude (high qty bad + high qty good) traits, Mediocre to Heavy specialization.


Such-Oos - without unique portrait art
Quickly Thinking, Quickly Talking, Energetic, Curious Such-Oos are weak physically, but mischevious and smart. Their look, movements, attitude and charm often welcomed in many other species societies. Such-Oos been famous for being outstanding smugglers, traders, negotiators and explorers. They are very curious, fast-thinking creatures, which lack of focus and patience, but often very shy and cautious, especially at first contact. They have very weak will, are disorganized, and they always try to avoid any physical confrontation because of their weak physical strength and high squishiness. Despite all those negative traits, they have own ways to survive and prosper - their mischief, smart and fast-thinking brains, their diplomatic and manipulation skills, their charm and empathy, their welcoming attitude, with which they accept any creature to their huge cities, and their hi-tech technologies.
The have famous two organisations - Chuso, the orden of Explorers, who are known as famous explorers, travellers, tale-tellers and diplomats, and Iocho - Scientific sub-society who are rumored for invention of famous Such-Oosian Matter Compressors.
Character Portfolio
Ship Trade/Smuggling Focus. Powerful Diplomats. Strong, Exclusive Focus on Hi-tech Research. Very weak generals, spies. Often Energetic, Drunk, Trusting. Have 2 groups with Leadership access, 1st Ultra-Genius Hi-tech research and 2nd Famous trait, Diplomacy focus. Mediocre power, high amplitude (high qty bad + high qty good) traits, Heavy specialization.

< Message edited by Blackstork -- 8/12/2014 2:09:56 PM >


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RE: {WIP} Beyond Extended Universe - ALPHA.43 RELEASE I... - 8/12/2014 9:26:55 PM   
Blackstork


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Beyond Extended Universe ALPHA.43 (for DW:U 1.9.5.6) Release is up!
DL LINK: http://www.mediafire.com/download/ius0uwz0zfap56k/Beyond_Extended_Universe_ALPHA.43.zip
extract, install as separate theme.

ALPHA.43 Patch Notes:
- Numerous small balance, policy tweaks and adjustments
- Dlakar Character system added (~400 characters, without unique portrait art yet), for details on character system descriptions and racial character portfolios see bottom of this post
- Updated with more 2 issues of Alien Immersion Project - Human and Such-Oos since ALPHA.42 release
- Buffed up Ergreagd character system to match the right balance - result of long time testing checking and research. Certain types of characters and some their mechanics are more powerfull than pre-A.43



ALPHA.42 Patch notes:
- Fixed problem with Such-Oos, now they are perfectly playable
- Added Character systems (~400 characters each race) for Such-Oos and Dhayut, for now without unique faces, but this is first version of race-specific 2 races character set, featuring 2 special groups in each race's society. For details about those 2 races CS please check end of this post.
- Reverted to vanilla version racial art for Autuuk.
- Completely changed racial art (from extended mod version) for: Securan, Kiadian, Dhayut.
- Number of minor tweaks on new races, art.
- Adjustements made to Gizurean race and it was slightly tuned down.
- Added race specific Dialogues by ParagonExile for new races.



Mod Contain:
- 6 new races extension above Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- part of upcoming Beyond Character System (4 races implemented: Dlakar,Dhayut, Such-Oos (no unique face art) Ergreagd (with unique face art)) - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: http://www.matrixgames.com/forums/tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.

DeadlyShoe's HW ship pack mod - used after tweaking/recoloring or as they are 3 sets of ship models.

Mod Team:
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.

Future plans:
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creating epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.


In order to make Character system and effects on balance/racial traits/gameplay clear for players, i add more description, called "Character Portfolio", which summarize focus and specialization of given race characters. It will be much more clear to playes what they should expect from certain race and how it been changed, because without all races being implemented and long play some changes may seem subtle, while they do create major difference and influence game alot.
Obcourse that every race traits and skills are focused, carefully selected to fit lore, style and designated gameplay.
CHARACTER SYSTEMS IMPLEMENTED LIST (with addition of porfolio):

Ergreagd - with unique portrait art - Updated at A.43
Highly competitive society, which progress built on constant rivalry and competition between three royal houses. Nagongds, the mediators between houses are normally overseeing external policies and deal with external threats, but they do not excel at being strong leaders, they just keepers of unstable peace between houses and normally more skilled in internal security than in anything else. If one of the houses tilts balance to his side enough, Nagongd may be replaced by one of representatives from leading royal house. Royal houses have each one own specialization, Urgegds excel at governing and trade, are rich and normally well-respected rulers, Kerengds are innovative and rule by technology, terror, implementing most advanced assassination techniques in the galaxy, while Margagd Generals and Admirals inspire and rally fierce Ergreagd warriors and more military power and skill focused, neglecting anything else. Been said that diplomacy never was their strong side, though Urgegd trade-oriented noblemen succeed to achieve some notable diplomatic deals with seemingly highly hostile to Ergreagd lifeforms.
Generally, Ergreagd society have very high level of internal security, focused around areas of 3 royal houses specialization, and their fleet and ship commanders normally specialize in systems Ergreagd navies packed with - weapons, shields and countermeasure systems.
Character Portfolio:
Strong 3 house chacters types - governors, spies, generals. Often chaning leadership, resulting in ruling house charater type role being unstable, due their strife to replace mediators - Nagongds. Kerengds focus on Research and Assasination, Kerengd Ergeagds are best assassins aviable in the galaxy. Urgegds focus on trade, MArgagds on Military Discipline. Ship studies focus on Weaponry, Countermeasures, Shields and Damage Control. Very high achieved Counter-Espionage potential. Mediocre power, low amplitude (low qty bad + low qty good) traits, Mediocre to Heavy specialization.


Dhayut - without unique portrait art - Released at A.42
Fierce aggressive species with highly centralized society, have also some certain sub-breeds which normally perform more specialized roles. Their society is extroverted and reckless, aiming towards constant expansion and conquest, without much account of safety, defense or population happiness.
They are ruled by powerful matriarchs Thha, which rule their populations and generally very intelligent, powerful and reckless. In addition, two worthy of notification non-matriarch rare breeds exist which could take places in Dhayut high command - Dhytta and Tahhyt. Dhytta is most warlike breed of Dhayut species, very dedicated, and extremely reckless, while Tahhyt is very intelligent, advanced but highly un-predictable and un-controlable breed, which possess poisoned fumes which corrupt other species arround making them un-predictable and un-controllable as Tahhyt. Tahhyt normally sent to perform complex tasks in desolation, and often separated from other breeds.
Their fleet command is highly skilled in space and hyper-space maneuvering, making Dhayut famous for being one of best hyper-spatial navigators, as well as in weapon systems, targeting and damage control.
Their scientists have certain affinity towards weapon and energy research, and less focused on high tech systems development.
Character Portfolio:
Have very strong Leaders. Good offence/weak defense. Ship discipline/doctrine focus - hyperspace speed main focus, weapon damage, damage control, targeting as secondary. Weapon/Energy research, weak hi-tech research. 2 Groups, no leadership access. 1st pure offence well-skilled, 2nd very powerful but Demoralizing. Mediocre+ power, high amplitude (high qty bad + high qty good) traits, Mediocre to Heavy specialization.


Such-Oos - without unique portrait art - Released at A.42
Quickly Thinking, Quickly Talking, Energetic, Curious Such-Oos are weak physically, but mischevious and smart. Their look, movements, attitude and charm often welcomed in many other species societies. Such-Oos been famous for being outstanding smugglers, traders, negotiators and explorers. They are very curious, fast-thinking creatures, which lack of focus and patience, but often very shy and cautious, especially at first contact. They have very weak will, are disorganized, and they always try to avoid any physical confrontation because of their weak physical strength and high squishiness. Despite all those negative traits, they have own ways to survive and prosper - their mischief, smart and fast-thinking brains, their diplomatic and manipulation skills, their charm and empathy, their welcoming attitude, with which they accept any creature to their huge cities, and their hi-tech technologies.
The have famous two organisations - Chuso, the orden of Explorers, who are known as famous explorers, travellers, tale-tellers and diplomats, and Iocho - Scientific sub-society who are rumored for invention of famous Such-Oosian Matter Compressors.
Character Portfolio
Ship Trade/Smuggling Focus. Powerful Diplomats. Strong, Exclusive Focus on Hi-tech Research. Very weak generals, spies. Often Energetic, Drunk, Trusting. Have 2 groups with Leadership access, 1st Ultra-Genius Hi-tech research and 2nd Famous trait, Diplomacy focus. Mediocre power, high amplitude (high qty bad + high qty good) traits, Heavy specialization.

Dlakar - without unique character portraits yet - Released A.43
Predator worm society do not cares well-being, happiness and do not fear war, their being is the Hunt. They are not prone to corruption as other species, and their government leadership normally attempts to lessen maintenance of huge ships they build, and improve efficiency of building in order assure successful "Great Hunt". 100 meter predator worms are known for their brutality, power, intelligence. Dlakars have also some "governmental" bodies – specially trained flocks which perform more designated, special tasks within their society. Kalars are specially trained killer dlakars, and they trained for The Hunt from first days after their birth, nurtured in special ways by Larka, and are most aggressive, powerful and menacing combat Dlakars.
Ralaok is small, carefully selected group of species, also nurtured specifically from their birth, in order to improve Dlakars reproduction capabilities as a race. Dlakars "delegate" reproduction tasks to specifically trained, pre-selected species which considered to be best to fulfill that role. Both those groups have high position in Dlakar's society and feared and greatly respected .
Character portfolio:
Maintenance focus, Military focus, Expansion focus and great Corruption Reduction and massive War Wearriness bonuses (who will afraid of war when he is being ruled (or even worse enslaved) by Dlakar Worm?). Research separated between groups, i.e have different field specialists. Almost nonexistent or negative social bonuses, very bad spies and diplomats, Ship/Fleet Focus on Fighters, Energy usage and Damage control. Good logistics skills overall. both groups are powerful and rare, Ralaok only govern-leader group replacing regular set of Dlakar skills to Massive population growth bonuses and certain negative possible traits. Kalar are more wide-spread group which specialised on military, regeneration and special forces. Very low trait amplitude (very low qty of positive/negative traits), mediocre, heavily specialized bonuses.


< Message edited by Blackstork -- 8/13/2014 9:04:42 AM >


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Post #: 157
RE: {WIP} Beyond Extended Universe - ALPHA.43 RELEASE I... - 8/12/2014 9:30:05 PM   
Blackstork


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Joined: 7/7/2014
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also starting with next release i will be providing version to version upgrade packages to save alot of re-downloading from players. Sorry for some extra downloading hassle, but that saved from me alot of work till now.
Also i will be releasing Dlakar Alien Immersion Project race-specific pack shortly, will add it to this release immideately after 1.00.21 issue release, this id done to complete the Dlakar character system with Dlakar UI and maximum full expirience and immersion possible/designated.

< Message edited by Blackstork -- 8/12/2014 10:34:19 PM >


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Post #: 158
RE: {WIP} Beyond Extended Universe - ALPHA.43 RELEASE I... - 8/13/2014 4:55:24 PM   
Blackstork


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Joined: 7/7/2014
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I would like to ask community one thing. With all complex changes being done to game balance and race definitions I am not sure its clear what pros con's and focuses each race have with its characters being implemented,despite my lore descriptions and my broken English racial character portfolios...Is it clear what effect race characters have on their race definition? Is it clear what to suspect from particular race populacy and its characters? What would be best or better way to show and explain/show without much hassle, but sharply and clear all those things to player?

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RE: {WIP} Beyond Extended Universe - ALPHA.43 RELEASE I... - 8/13/2014 8:46:53 PM   
Blackstork


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Joined: 7/7/2014
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3rd beyond Race UI is done as part of Alien Immersion project - with soundtrack

1.00.21 Is UP, featuring abyss predator worms:

Dlakar
DL LINK: http://www.mediafire.com/download/o2z99v9o6aeuf8q/Alien_Immersion_-_Extended_V_1.00.21_Dlakar.zip


Sephiroth - The Clock of Distant Dreams
DW:U OST - DistantWorldsTheme_ROTS
Halgrath - Consecreation
Halgrath - Epic Journey and Oblivion
SaffronKeira - Ethan
empusae-Sphère Des Bois
Halgrath - Deep Immersion and Repose
Autechre - Bronchusevenmx24
Cryobiosis – Condensation
The Black Dog - Truth Benders D.I.E
Drexciya - Aquarazorda
TeHÔM  - Abyss


Now Dlakar is 3rd Beyond race with complete race specific UI, soundtrack and racial character set of ~400 characters.

The UI files already updated on mediafire ALPHA.43 mod release, and after few minutes synching after this post will be updated.

There is also small hotfix on mod, in form of file goverments.txt, which is attached to this mail for ones who have .43 version.
Its been updated on mediafire .43 release as well.


Attachment (1)

< Message edited by Blackstork -- 8/13/2014 9:47:59 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/14/2014 9:25:40 AM   
Blackstork


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Joined: 7/7/2014
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Dev Blog for ALPHA.5 upcoming release

The current plan on the mod is obcourse releasing all races Character systems, because only once all races have their sets of characters the whole game will recieve complete shape. Character system is awesome way to redesign, redefine, deepen, add more specialization, add immersion and re-balance the race. Its subtle, but bearing big influence change.
Next release will focus on:
- Building character systems for "OP" races, making them more balanced, specialized, interesting to play while maintaining their high, but more in-line with other races good performance. This will touch Gizureans obcourse, Quameno , which are "almost" fine balance wise, will recieve Energy field specialization, this will become as slight nerf towards their capability in weapons and hi-tech fields, but overall will make them specialized, powerful research race. Other contenders are Securans, and while maintaining their powerful growth and expansion, they will have some downsides at certain character professions, that will make them, as well more specilized and bit less universal.
- The current released Beyond races are polished and well tuned after countless testing runs and adjustments, they are well balanced, but in order to finalize them Laaran, Yereni and Veey still need their Character systems, so they are also planned.
- We currently looking for more easier way to describe the characters portfolio , this may be improved at A.5 or later releases.

Plan for ALPHA.6 release (after all A.5 + adjustements will be finished) - One more new race (Archei, Mechanoid), more character systems, and full set of race-specific diplomacy music , due 1.9.5.7 update which allow setting race-specific diplo tracks.

Thats it, so far. I hope you like what been done, there is alot to do to complete final plan. Once all character systems released and game will stand firm with all new character race-specific specialization, game will pass to BETA stage, and extensive work on unique face art (following Ergreagd example with unique art faces) for each race will begin.
Thank to people who are interested in this mod, your playing ,testing and interest are appreciated.



< Message edited by Blackstork -- 8/14/2014 10:30:39 AM >


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Post #: 161
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/14/2014 11:47:38 AM   
Blackstork


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Teaser: new Character portfolio screen which will summarize character/race leadership specialisation for each race - WIP.
Will be done for each race CS starting from ALPHA.5, and will be included into in-game pedia.



< Message edited by Blackstork -- 8/14/2014 2:59:00 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/14/2014 2:00:46 PM   
Blackstork


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updated preview of WIP progress of new character portfolio screens in the post above to more advanced versions. New release will include Character Portfolio (CP) for all races that their CS been released before + all new CS which will be added in A.5

< Message edited by Blackstork -- 8/14/2014 3:02:53 PM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:11:57 PM   
bugbear777

 

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Thanks Blackstork, you are God.

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Post #: 164
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:18:11 PM   
Blackstork


Posts: 802
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Thanks mate, alot, i am not THAT big, though, hehe
people interest, excitement and desire to have new features this mod will provide are appreciated, and are great fuel for it development and big satisfaction and joy to me :)
cheers... :)
I'll let people to absorb, see and try things included into A.43, and will let to me gather some more CS and new CP feature, and in few days to week will release A.5 with alot of new stuff :)


< Message edited by Blackstork -- 8/14/2014 3:26:09 PM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:26:23 PM   
bugbear777

 

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I will play with A.43. Thanks again. You make me happy!

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Post #: 166
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:29:29 PM   
Blackstork


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You are welcome mate, same here ;)

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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:38:43 PM   
AKicebear

 

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Joined: 7/26/2014
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Started playing with this tonight and so far enjoying it - love the interface refresh and also finding the AI a bit more competent. Both when I leave some task to automate, but especially among the AI empires that seem to hold their own a bit better.

By chance are pirates also affected by the AI improvement? My feeling is they are quite buffed but maybe that's just because I have bad placement in a the middle of a few vipers nests!

Comments:
- When I click a button near the top (e.g. ship design) within that new window the top left mini-icon is the generic from Das' interface update, not the race specific one. Perhaps this is intentional - not a problem for me, just pointing it out.


(in reply to Blackstork)
Post #: 168
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 2:59:10 PM   
Blackstork


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I'ts intended, Das mod included into Beyond, and aside from race-specific main panel design i wanted to keep his work.
So, yes, when you click and open window you will see Das design images, which are generic for all races. They have low influence on immersion/design/feel and are far from dominant, so they skipped by me - and this leaves bigger part of Das module in the game, and saves quite some extra work from me, and have non-existent influence on immersion/game :)
AI comes from Icemania's AI improvement mod, which latest version been fully and completely integrated into Beyond, with adaptation for some newer stuff, character influence and for newer races. Big props to Icemania, and we kinda doing the megamod thingy with all this :P
Pirates are influenced as well, plus i think there is some improvement that came with 1.9.5.7. I know that pirates could be very annoying now, as well some speed-oriented ai (i watched as Laaran troop ship got pirate cruiser into flee mode while been running from him damaging him into low shields hehe)

Character systems will add some more spice to races because they add alot of specialization and alot of tools to deepen racial difference, and Character systems are fit to Icemania's mod weapon/ship focuses, policies. Only 4 of them released and they might seem subtle, but they influence game alot, for example if you fight Such-Oos as Ergreagd in Beyond (its already in a.43) you better know that Such-Oos have weak spy defence, trusting, and have powerful hi-tech scientiests from Iocho, which can boost their hi-tech research up to +80-100% easilly, and some govrenors and diplomats that can make you mess bringing (it is common, really) some Tairoshans or Terapins to fight for them versus you, and its time to unleash your Kerengd beast assasins (like that one on my avatar :P )and kill all the leadership character flock of those snails. :P
As Such-Oos you should be piling everyone versus that beast who attacks or annoys you, while having backseat with your manipulating diplomats and work on make your private sector intergalactic beast, etc

Next release i plan to add more Cs (Gizzies, Sluken, Quameno, Securan(hotties!), Laaran, Yereni, Veey), CPs (for 11 races total) and it will be much less subtle and more clear to players because they will have some info on what their race can possible have, what your foe can have and use versus you, and what your secondary population could bring to your character rooster. Here comes also serious importance of desicion-making with regard to secondary population - it is the design that optimal play will account on possible complimentation of needed specialization/skills for empire from secondary populations, and this should be a part of development strategy , especially on highter complexity levels

Also I will appreciate comments about diplomacy state vs other races - should i keep the elvels as they are now or go towards much more contrast version from Icemanias Mod (only thing i didnt implemented from his mod into Beyond, yet, is the raceBiases.txt file)?

< Message edited by Blackstork -- 8/14/2014 4:28:29 PM >


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(in reply to AKicebear)
Post #: 169
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/14/2014 10:13:55 PM   
Blackstork


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Update - i wanted to include 1.01 Alien Immersion diplo music into the ALPHA.43 release (release hotfix into .44), but there is some small bug which wont allow diplo music playing from themes, so i hope our devs will patch it soon, and i will probably release it as stand alone diplo pack with ALPHA.5 to allow its installation into DW:U default folder,

< Message edited by Blackstork -- 8/14/2014 11:28:45 PM >


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Post #: 170
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/15/2014 3:19:00 AM   
Blackstork


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I've issued upgrade to 1.01 of 01- 14 issues of Alien Immersion Project - this means 14 races have now race-specific diplomacy music, ints reccomended to use with this mod:

Due certain 1.9.5.7 bug it will not work if installed into the theme folder, so download and install into DEFAULT game folder so it will work (and wont change anything just add files to it, so its ok)

DIPLO ONLY PACKAGE: http://www.mediafire.com/download/h59zbmqzz94a4q7/Alien_Immersion_1.01.01_-_14_Diplo_Addon.zip
(For now instal it into default directory , not theme)

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Post #: 171
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/15/2014 1:16:42 PM   
Solarius Scorch


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Perhaps you could use this pic for the Securans somehow?

It's not green, but it screems Securan to me. :) (War paint maybe?)

(Attaching in z zip because lol, png not allowed. On a modding site. For a game that runs on pngs. Ingenious.)

Attachment (1)

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

(in reply to Blackstork)
Post #: 172
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/15/2014 2:06:32 PM   
Blackstork


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quote:

ORIGINAL: Solarius Scorch

Perhaps you could use this pic for the Securans somehow?

It's not green, but it screems Securan to me. :) (War paint maybe?)

(Attaching in z zip because lol, png not allowed. On a modding site. For a game that runs on pngs. Ingenious.)


Well, it is helpful for the stage when i will be building the unique portraits, because i do that with vecotr graphics (as everything i do, i am vector artist)
The new , Beyind-version,current Seccuran picture is made by 3d modelling by 3d artist and its is amazing, and i will take it as starting point, but will use vecotr graphics for portraits (after BETA will be released).
Then this pic will be helpful, because i will need to do alot of stuffs that will make alot of different faces with Ergies character tool portrait module , and this pic giving me some hints , tips of what kind of accesory, hairs i can use and how i build them, since they are also built in vector. Thank you :)


< Message edited by Blackstork -- 8/15/2014 3:07:42 PM >


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(in reply to Solarius Scorch)
Post #: 173
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/15/2014 3:22:08 PM   
Solarius Scorch


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No problem, the pic is obviously not mine. :) Sadly, the author is unknown to me.

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

(in reply to Blackstork)
Post #: 174
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 1:02:27 AM   
Blackstork


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TEASER:

FINAL version of Dlakar Leadership Portfolio Graph with legend.
Those will be provided for each race both in mod thread/page and in-game as part of pedia. The screen, despite being bit complex. shows in most compact form possible racial traits, focus, balance and specialisation of race-specific character system (pre-designed rebalancing character set of approx 400 characters per race)



< Message edited by Blackstork -- 8/16/2014 2:05:14 AM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 7:12:58 PM   
Blackstork


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Let me introduce more new "features" in upcoming ALPHA.5 Release (in a week) in addition to all what been released before:
- more 7 or so charcter systems (after that it will stand on approx 4000 characters implemented )
- 11 race-specific Leadership Profile charts for old 4 and new 7 character-system-released races.
- full diplomatic music collection (which played on diplo screen) of race-specific diplo music sets for 48! races
- coversion to "Alliance" system in example to Icemanias race Bias sample, i worked with this concept alot, found it great, and developed it even more , all races will be more-less evenly devided on 4 groups, which will also determine race alignment, 4 groups stand as they are : mechanoid-friendlies, shaktuir-friendlies, 2 neutral groups which are hostile one to other. This adds spice to the game, really. Thanks again to Icemania with his awesome ideas, i working on it further and it going to be fun, i promise :P
- all updates from advancement of Alien Immersion project.
- minor fixes and tiny tunes
- 2 new races! (major "good" Gondor-ish anti-Shakturi alliance reinforcement):

Archei

Mechanoid race, which origins and past are barely can be guessed. Archei species are unique kind of species which are, initially of mechanic, programmed origin, consist of some unique "self-reforming", semi-liquid nano-particles, which are, though of mechanic origin as well, "live by themselves" in very similar way to human body cells. They regenerate quickly, and are quite intelligent. Their nanite-particle based construction and all their architecture, or "anathomy" demand very cold temperatures, normally hostile to many other species. They are native to Ice worlds, and they are stick mainly to them, because their cooling systems wont suffice in hotter cconditions and particles may evaporise - the process which is means slow death to Archei specimen.

Their history is blurred, but there many speculations that they might be another experiement of The Ancients, which preceded the making of Guardians. The hints for that are their strong affinity towards Guardians and utter hostility to Shakturi and The Way of Darkness goverments. Some say that they, perhaps, were designed by Ancients as another Mechanoid-like specimen which inteded to be focused on intelligence and building, because their nano-particle nature allows them to use advanced methods of mimicry and camouflage, which makes them potent infiltrators. In addition to that, their main skill is rapid nano-particle construction, which allows them to construct huge ships in incredibly short period of times, but the only and huge limiation to this their rapid building technologies viable only on very low temperature worlds.

The goverment they use opens another riddle before scientists and historicans of the universe - they use similar Super-Link management system to one used by electrovore worms Veey, allowing them to link themselves into one entity while keeping their personality, and transmit and share immence amounts of information between them instantly.

Zadaj

Zadaj, honorable, dependable insectoids are "odd bead" in the Insectoid species family - they are race of fierce, restless protector bees, which are un-commonly empathic, constructive and caring for insectoid race specimen. Their attitude made them arch-enemy of other, certain violent fierce Insectoid races as Sluken, Boskara and Gizurean. Later consider Zadaj as traitors, while Zadaj normally urge to protect softer lifeforms from so-called "brothers and sisters".

Their culture based on military honor, trust, and complete dedication. Their are zalous and fanatic to some obscene measaures, and its common to see at times Zadaj entities running protection services to softer, friendly specimen for low benefit , or no benefit at all, because such kind of behaviour is their social, ethical codex which they follow just because they were grown and educated "to be that way".

More details to come, this will be big release, might take time, and its extencive WIP.
Credits on 3d portrait race artists will be put up on release.

< Message edited by Blackstork -- 8/16/2014 10:10:02 PM >


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RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 9:04:03 PM   
ParagonExile

 

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So awesome!

I'll get to editing, correcting and expanding everything.

(in reply to Blackstork)
Post #: 177
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 9:17:53 PM   
Blackstork


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quote:

ORIGINAL: ParagonExile

So awesome!

I'll get to editing, correcting and expanding everything.

That would be great, but feel good first mate!

Once you can we need finish pedias for new gvmnts, and those 2 new races + their diplos.
Also those Leadership portfolio charts will save alot of writing. I did it at start and its nice, but also extencive. Once we will be done with basic things and there will be need and desire for augmenting graphs with lore texts we might do that, but its lowest priority because it not making things clear, and i am not sure we will need it at all. Graphs are more clear, better, shiney, and compact. May be more complex than simple old-school text for some people, but alas, DW:U initially is game for people who dont like it easy! :P And there is so much details in one character system, that text will parely scrap the full measure of it....

< Message edited by Blackstork -- 8/16/2014 10:23:33 PM >


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Post #: 178
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 9:25:20 PM   
ParagonExile

 

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quote:

ORIGINAL: Blackstork

That would be great, but feel good first mate!

Once you can we need finish pedias for new gvmnts, and those 2 new races + their diplos.
Also those Leadership portfolio charts will save alot of writing. I did it at start and its nice, but also extencive. Once we will be done with basic things and there will be need and desire for augmenting graphs with lore texts we might do that, but its lowest priority because it not making things clear, and i am not sure we will need it at all. Graphs are more clear, better, shiney, and compact. May be more complex than simple old-school text for some people, but alas, DW:U initially is game for people who dont like it easy! :P


I'll never get better, so I may as well start now :3

I don't think any text outside of the pedia entries or dialogue is really necessary. No real need as those two things convey all the pertinent information fairly concisely.

(in reply to Blackstork)
Post #: 179
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP! - 8/16/2014 9:26:09 PM   
ParagonExile

 

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I'll also need you to PM the relevant images to me so I can include them. The ones above aren't a high enough resolution when taken from the internet.

< Message edited by ParagonExile -- 8/16/2014 10:26:48 PM >

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