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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

 
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 10:48:53 AM   
FrancoisH

 

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quote:

ORIGINAL: fruitgnome
Will the humans also get a new character system and when


Morning there !

I think I can answer the first part of your question! I'm new but, with a bit of looking into the first post here, I found this:

quote:

3. Final Aim.

Mod aims to create ultimate, immersive experience. Final aim is complete rebalance, remake of the game with at least 50 races, much more difference between races, epic feel and story even in random game, immersion, visualisation, flavour. At end each race will have own character system which mirrors its society, and any groups/castes/politic blocks within it. Each character will have unique portrait art. As example of unique portrait art please see race "Ergreagd"


As for the "when", I think if you expect a full rework of the races, this include humans. Currently, if you look at the messages there, I would say an average 3 races per week? Maybe more, there's I think already 15 races done, on a 50 races basis it leaves 35 to be done so: 35 / 3 ~= 11.66 ! So expect 12 weeks at least for the whole races/character system to be finished. The Humans should be in the lot ;)

I hope the team will not get bored, or get some real life event that will take them out of this project. I know how it can be hard to maintain modding project, especially with a little team. The job done until now is impressive and I'm sure the little glitches we may find will be corrected between releases (as long as we test the races, the systems and report any issue).

See you around ;)

P.S. Sorry if my writing skills in English aren't that good.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 11:20:17 AM   
Blackstork


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@FrancoisH
Thanks for your support. Yes we have little team of one programmer and one artist and modder (me) and one semi-active writer.
It takes week to make 4 character systems + test + polish + some ui.
All character systems will be finished approx mid-end November considering I will be on holiday 2weeks. Then mod will pass to release stage and I will be working on unique portrait art as Ergreagd race now. There also intent to integrate lurchi's research mod with beyond.

I can and will be prioritizing races requested by players. Your playing and feedback at this stage is great support to the project.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 1:55:26 PM   
fruitgnome

 

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I request for humans.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 3:55:40 PM   
Blackstork


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Alright. I will add humans into .52. I might postpone it further (even make it .6) to be sure it will be integrated with Icemanias AI mod ver1.02 in order to include critical tractor beam stuff added in 1.9.5.8
I might add more races CS as well.


< Message edited by Blackstork -- 8/27/2014 4:57:19 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 3:57:40 PM   
Icemania


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1.02 might be a while Blackstork, there is a lot to do and test. Not to mention there is work, family and exercise to fit in as well!

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 4:00:28 PM   
Blackstork


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OK I will release .52 then with humans , randomization fix and other fixes and weeks paratis caleph and some new race uis.
Next release after .52 will be .6 with tractor stuff, AI mod 1.02 and more CS.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 8:56:05 PM   
Blackstork


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Note about seeding : it seems appearance slelection (randomisation) seeded for characters once per game start. (Thats how it made in the game now) (I. E. for dismissing bad leaders puprose if you play game with same race, your leader appearance order will be random, but same for each game played with that race till you restart the game - i already requested the fix for this small issue from the devs - this will barely touch anyone - but in case you want to restart new game with same race - just restart the game itself (exit to desktop, launch game) prior to launching the new game)
So if you want to restart game with same race its advised to restart the game in order to reset and reroll random seed for the character appearance order.
I putting this remark into game guide.
I will also will reissue recalibration for all issued races. It wont break save games.



< Message edited by Blackstork -- 8/27/2014 10:02:58 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 9:22:12 PM   
Blackstork


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There some serious problem in modding setup of the current release, as randomisation does not work properly as it described in modding guide. It gave me random characters before, but its not tied to real random, and i found it (and that made me sad :( ). I reported that to devs, and lets hope they will fix this soon.
Btw .52 is done. , Humans are started. But i want to se this being fixed. After this i will continue with human design. I am thinking if i should release .52 s it is or wait for humans and probably fix for this randomisation seeding issue of the game.


I might prgoress with Alien Immersion some.

< Message edited by Blackstork -- 8/27/2014 10:24:48 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/27/2014 9:42:31 PM   
Blackstork


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I made decision to release Wekkarus, Caleph and Paratis.

Humans will be in next release (.53), which is hopefuly will be also with proper randomisation for all races after devs fix. I really hope it will be soon.

I will release update patch from .51 to .52 tomorrow
Wekkies, Paratis and Caleph CS will be not final, but up for trying and tasting.
Wekkies system is highly controversal, and it need real random for leader generation thus realy need that game fix.
It have some underwater stones, and very unpredictible and varied if there were true working randomisation. Its (will be after the fix) a very fun and roulette one, with alot of flavor.

The order of dismissed leaders is not randomised properly. It is influenced by other characters creation, but its hardly random, having same order, this means ? function (? appearance modding order) is not working as described in modding guide.

I hope it will be a fast quick fix.
thanks in advance to Devs, and to players of this wip mod. <3

< Message edited by Blackstork -- 8/27/2014 10:54:11 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 5:13:13 AM   
Blackstork


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ALPHA.52

http://www.mediafire.com/download/mnm8gck89rwbk0l/a.52.zip

This is patch from verions .51
Who have .51 - download and install contents into .51 folder with overwrite
I know that there some placeholder art , i simply regenerated alot of things so most of files are replacements for older files (character portraits etc.)

Who dont have mod at all will need to install .51 and then install .52 on it in order to have .52

Patch notes:
- Added 3 character systems : Wekkarus, Paratis and Caleph. They are not final and may be tuned in close future.
- alot of minor tunes and fixes.
- Laaran ui added.
- in order to see races specialization, alliance allegiance and much more detail - please check this link https://docs.google.com/spreadsheets/d/1MxPi8qKWKnJpyd3BJog9HRsv7w8osy9366LKooxwR0A/edit?usp=sharing

This is heavy remaded, extended version of AI mod excel file, which have more info on races, adds Beyond races, and Alliances sorted by lore-viable allegiance, and biases set in order to match races lore (ie XHuman vs Human relationship and more)

What is not done:
- fix for resulply ships and carrier fits for non fighter races. AI won't use them anyways and player will need to design their own. Fix will come upon integration of upcoming AI mod 1.02 release.
- there is bug in game iteself where described in modding guide randomisation is not working for dismissed leaders. This harm some to replayability and random queue of leader replacement for certain races in the mod. Wekkarus have problem with that - so while design for them is to dismiss the leader often, it is hightly advised that you go for govermenet that changes them alot. I really hope devs will fix this soon. To release final version of them i must have fix and tune things with working randomization.
- I cant advance on Cs till the problem with randomization is fixed. I will advance on dping Charts and more UI till they fix this thing.- Humans, Lameresh Remake , Keskudons planned for next release, + any race requested by players. I will wait till randomization fix with them though.


< Message edited by Blackstork -- 8/28/2014 7:40:55 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 8:27:27 AM   
fruitgnome

 

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quote:

ORIGINAL: Blackstork

...- fix for resulply ships and carrier fits for non fighter races. AI won't use them anyways and player will need to design their own. Fix will come upon integration of upcoming AI mod 1.02 release. ...


Can the enemy controlled by ai build these ships?

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 9:02:44 AM   
Blackstork


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it is was intended design of Icemania
Resupply ships are worthless thing for AI with all advanced engines. Its tech too far, and it will gimp more important AI tech advance. AI dont need them and will be worse if will use them.
Carriers are NOT used by non-fighter races anyways (they dont build them, because they prioritise non-fighter weapons and build only Capital ships.

Those ships designs will be fixed in A.6 which will integrate Icemania's AI mod ver 1.02 which will correct them and add tractor beams AI usage for all ships.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 10:07:57 AM   
Blackstork


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I clarify more : AI wont need them and wont use them, and will benefit from it.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 12:41:01 PM   
FrancoisH

 

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Hello there,

So development is on hold for the time being? Are you sure the dev will do anything about the randomization? I read beta patch notes and they said nothing about your randomization issue.

Hope this will not be too long ;)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 12:59:21 PM   
Blackstork


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no, just development of character systems.
I reported this issue after patch notes been released.
Lets hope they will fix it in actual release (since the posted one is only beta patch notes)

I will advance on:
Alien Immersion project - i will implment Beyond aliance system and alliance soundtracks - this is completely Beyond stuff and part of Beyond mod
I will do more racial user interfaces.
I will polish existing races which are not influenced by high randomization (consistent bonuses races)
I will release missing charts .

Thats quite alot to do, and yes, i cant advance on character systems till i see the actual fix. Once it iwll be done i will work solely on CS.

I will really appreaciate playing mod on its current stage and trying races with CS implemented. Your feedback is very important thing that will help to polish and improve the project.

< Message edited by Blackstork -- 8/28/2014 2:11:49 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 1:40:27 PM   
Blackstork


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Also, mod team need dedicated writer to supplement ParagonExile's work. PM to me, what is needed is desire to mod with us, dedication to the project and native english. Thank you. :)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 2:06:02 PM   
AKicebear

 

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Trying a game with Laaran - their military ships all start at size 470 or above, include nearly 600 for escorts, which means no military at all for some time (if using automated design) - is this intentional? Doesn't this mean the AI will be steamrolled?

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 3:06:02 PM   
Blackstork


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I am not sure what it is, i think its related to certain level of development. I have quick fix - take Gizurean designs and copy them on Laaran. They should work perfectly.
As AI i saw decent games for Laaran and tested it alot actually. I think its related to certain level of development start (as i see your sizes numbers) and recent tweaks into weapon specialization table and designs.
I check at home, for now Gizurean designs will work 100%.
And its not intentional, its a mistake, if its so. Its easy to fix, and i get deeper into it once iget home. Thanks for finding it. Some things slip when you update certain race alot and run alot of test games watching certain things and skipping other :) ive made gazillion test games with them and such problem gone past my attention.

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


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 3:18:48 PM   
Blackstork


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Today evenings i will start restructuring for soundtracks. I will provide 4 different soundtracks for 4 alliances in game.
They should be used as replacement of default Beyond soundtrack and should be extended by race-specific ones from Alien Immersion project

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 4:00:35 PM   
Blackstork


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After second though i will continue slow work on CS even before randomization fix (i am sure it will happen soon , our devs are responsive)
I will release quick fix for Laaran ship designs today evening.

Then Alien Immersion will pass to 1.02 for alliance system.

Veey Ui - Alien Immersion Package will be published soon.

V.54 will contain fixes and tunes for released races in middle of next week with joining Humans Character system and more shiny stuff.
I WILL REALLY APPRECIATE playing and testing of those races: Laaran, Ergreagd, Wekkarus (this could be hard experience (without proper randomization they might need serious uptune, cause with current randomization problem their luck is very bad and you get junk leaders at start of the game..... it meant to be roulette which could force player to switch goverment because of good leader or run democracy to be able to swap them more often - its heckly complex and have underwater stones) due current game randomizing being bugged), Paratis, Caleph, Dlakar, Quameno.
I will build CS non-stop, simple next releases will come just after bug fix by devs. I really hope they will fix this little bugger which ruins some replayability for certain roulette races.

Then i will take time to prepare for A.6 which will include Icemanias AI mod 1.02 and will be released once i will finish integration of it into Beyond + alot of new CS



< Message edited by Blackstork -- 8/28/2014 5:11:53 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 9:07:41 PM   
Blackstork


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I found solution to work with for the randomization issue. It makes race CS implementation harder and will require make them x2 of the size .
I continue on CS development as i said, and i will release patch soon which makes all intended gameplay viable, but it may have own drawbacks, which are unknown to me.
I am in better mood right now because of it, but i still really hope devs will fix normal randomization.

.53 will be merged with .52 release, .52 will be cleaned from reundant placeholder art,

Incoming patch notes:
- Temporary fix to randomization process. All is working as intened it seems but character systems are x2 in size now and we have some other issues. Now you can dismiss your leaders and pray for roulette even with most unpredictable races.
- Fix to Laaran Ship designs.
- Some fixes and balancing to Wekkarus and Paratis and Caleph.

< Message edited by Blackstork -- 8/28/2014 10:11:41 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/28/2014 10:50:26 PM   
Blackstork


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ALPHA.53



DL LINK:


http://www.mediafire.com/download/nllgt2oodn76y0r/a.53.zip

This could be installed on .5 or .51 version pack. .52 is not required and included.
See OP for details and instructions.

- Temporary fix to randomization process. All is working as intened it seems but character systems are x2 in size now and we have some other issues with modding complexity (seems no effect on player experience though). Now you can dismiss your leaders and pray for roulette even with most unpredictable races. Seems all races CS working as intended.
- Fix to Laaran Ship designs.
- Some race fixes and balancing to Wekkarus and Paratis and Caleph character Systems.

Character systems are 600-1000 characters per race now... whoa
Character systems inmplemented : 14.

< Message edited by Blackstork -- 8/28/2014 11:56:45 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 12:35:08 AM   
joelR

 

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I assume that updates require new games?

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 4:58:38 AM   
Blackstork


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quote:

ORIGINAL: joelR

I assume that updates require new games?


Hello and Wellcome
I dont understand your question.

Please check original post of this thread, in order to install update you need to have the base download. (version .51)
You need to install .51 then .53 update
Please read instrcutions in the original post.
Cheers


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 5:20:33 AM   
Blackstork


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.54 dev blog:

1. Human, Keskudon, Lameresh character systems.
2. Veey & Lameresh UI
3. Lameresh remake (it will be player race with unique stuff without superweapons from start)
4. Alliance-specific soundtracks.
5. Some charts (Ergreagd and Dhayut).
6. Will be provided instead of .53, ie separate update donwload to instal over .51 base.

< Message edited by Blackstork -- 8/29/2014 6:21:54 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 6:39:57 AM   
Blackstork


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Added dev gameplay tips on Wekkarus, Paratis, and Caleph character systems in OP (marked in red)
moved those 3 race text and images to top (before quameno) of race list in end of the OP.
Sorry if my english bit sloppy, our mod team need native english writer

< Message edited by Blackstork -- 8/29/2014 7:40:51 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 7:32:59 AM   
adecoy95


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not sure why but i just had 47 wars get declared on the same day when using this mod http://i.imgur.com/QQArboX.png

none of them against me oddly, i suspect 47 is the around the same number of empires on the map as well

not sure if a feature but it was pretty wild to see it happen

< Message edited by adecoy95 -- 8/29/2014 8:33:40 AM >

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 7:50:20 AM   
Blackstork


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As i see wars declared not on you. This is world war where alliances start to fight. As i understand it it is actually cool feature which many people like which comes from Icemanias idea to spice galaxy diplomatics abit. I only re-arranged races within it, added more lore-based spice and created real diplomacy-specialized, manipulator race specialization. (before Beyond diplomacy specialization was just word in the lore pedia entry, now Such-Oos, and soon to be released Humans will be nasty diplomacy manipulators)
If you play with 47 this will be serous memory test.
Can you show your diplomacy screen please?
This is epic world war feel between alliances which makes game amazing and adds alot of struggle and epic feel. It does not happens often. I'd watch Such-Oos race - they could initiate such kind of stuff as they love to pile people versus their enemies.
This is indended thing which went to extreme in your game, and i'd say it kind of luck :)
I'd be glad in your place. It is thing that does not happen often but it adds alot of spice to the game - world wards in 4x games are amazing :P


PS> I noticed you playing Yereni with Human flag. Yereni could have bad time if piled, since their diplomacy suck. Be friendly with your alliance, stick to them, they will protect you alot in this brawl, and consider to help some to your allies if they got swarmed. Stick close to Tairoshans if they are close around.. Try to keep out of it and focus on Red alliance enemies)

Also i am not sure you can start game 47 race game.
47 wars is little, because total quantity of wars possible in galaxy with 47 races is (47*(47-1))/2= 47*23 - 23 times more than 47. :) its just world war... they happen , sometimes.... not every game have one, and since i promised epic experience - my work and adjustments combined with Icemania work and ideas deliver it :)

All aliances can be seen here :

Light Alliance - Good - Alliance 1 - Gondor-esque
Dark alliance - Evil - alliance 2 - Mordor-esque
Red Alliance - Neutral - Alliance 3
Blue Alliance (Yereni belong here) Neutral - Alliance 4
Hostilities: 1 vs 2, 3 vs 4.
https://docs.google.com/spreadsheets/d/1MxPi8qKWKnJpyd3BJog9HRsv7w8osy9366LKooxwR0A/edit?usp=sharing

< Message edited by Blackstork -- 8/29/2014 9:28:45 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 12:21:58 PM   
joelR

 

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quote:

ORIGINAL: Blackstork


quote:

ORIGINAL: joelR

I assume that updates require new games?


Hello and Wellcome
I dont understand your question.

Please check original post of this thread, in order to install update you need to have the base download. (version .51)
You need to install .51 then .53 update
Please read instrcutions in the original post.
Cheers



If someone installs an updated version of the mod. For example - .51 to .53, does it require starting a new game.

Is that clearer? Not sure how else to say it???

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 12:43:41 PM   
Blackstork


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I am not sure, but i think there should be no problems.
Character system implementation wont break saves.
I changed some racial files there though, but as far as i know there wont be problem either.
So i think you should be ok, and you can continue .51 save with .53 (i hope so)


< Message edited by Blackstork -- 8/29/2014 1:44:04 PM >


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