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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 - 10/5/2014 1:39:19 PM   
Blackstork


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Thanks!
1. version a.61 and a.62 did changed some races race.txt files. Just download patch and check which ones in races folder of patch itself :) Those change time to time, as i release CS and tune things
2. Pirates bug was in pirate ship designs of race Dlakar (Resuply ship if i remember it correct). It is fixed in A.61

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/5/2014 2:08:43 PM   
joproulx99

 

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ok ty i'm working on a tech tree for myself and i need to watch at your changes closely :P

thx for reply!

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Post #: 512
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/5/2014 2:15:54 PM   
Blackstork


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yw :) if you change queues only all you need is to copy your queue into updated race.txt :)
it will be also interesting to hear opinions from players on my sketch designs for future human cs change

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/5/2014 6:08:26 PM   
joproulx99

 

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quote:

if you change queues only all you need is to copy your queue into updated race.txt


Yeah thats what ill do but this can wait since my tech tree force me and AI to research every relevant tech of the same level before you can accesss the next level tech, so the AI will still not suck whatever it choose 1rst but later im still going to path it down for optimization.

Designs will need big changes though as me and AI get all weapons type! not just 1 or 2 which was the exact reason why im modding the tech tree atm, when i play a game I want to play with all weapons and make new cool combos when I feel like it! :) Also im making it so that troop transport modules are end game technology (Big Module/size - High Tech) that need biggest size end game tech(Construction) and Planet destroyer is end game tech(big module/size - Weapons). (shields are 0 size 10 static energy now! stuffs like that)

So end game is Planetary Invasion vs Planet destroying(or both!) :) Meanwhile find allies/subjugate/bombard/colonize etc! Race to Victory!

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/5/2014 6:22:34 PM   
Blackstork


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Good luck with you doings. The mod will eventually be integrated with lurchis research mod so transplanting and changing later will be more complex I think.



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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/5/2014 6:51:15 PM   
joproulx99

 

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Oh i know, not too worry that i can work my way through if i feel like it when the time comes :)

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Post #: 516
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/6/2014 9:24:23 AM   
Blackstork


Posts: 802
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A.7 updated, suspected patch notes. ETA 3-7.11.14
- More expanded pedias (i think it could be around 10-12+)
- More race-specific UIs (1-2 UIs - Zadaj and Yereni)
- Perhaps adjustment to soon to be announced 1.9.5.9 (devs promised patch per month)
- Load of 5 new character systems (Atuuk, XHuman, Banoserit, Yor, Phaerax) (Red Coalition will get really serious reinforcement!)
- Human CS remake, featuring 12 factions within Human Council.
- Some new GALS.
- Possible change of way to deliver the mod and updates to the players. It may not change as well, though.

Atuuks are supposted to have simply CS with 2 (may be 3) groups, both are elite low% occurence groups within main non-group pool, will bear very good specialized stats, and will create reasons to strife for Atuuk population and ammas it in order to get more chance to roll those guys. This will be also their rebalance.

XHumans will have complementing specialized (approx 4-5, one of them will be common normal pool changed to group )groups sorted according to type/level of their mutation.

Yor will have straightforward CS of 3 groups, coded as Cleaners, Caretakers, and Seekers

Phaerax will have leveled CS with some character quality tier system built in.

Banoserit will have castes. Some number of them. They are Banoserit , after all...

Humans will get 12 factions and same style of CS representation as other races (default pic + logo ) till the mod will enter final phase and work on unique character art will start.



< Message edited by Blackstork -- 10/6/2014 10:34:25 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/7/2014 7:24:20 AM   
fruitgnome

 

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I changed all 324 Human CS images to the standard of Extended mod, if you want to have them say and I will upload here.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/7/2014 8:33:05 AM   
Blackstork


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I don't need them. I will have my way to rebuild humans with new 12 logos using our mod software created by ergie.
You can publish it tho for people who do not like realistic race-specific pics. They will hide gender/bloodline difference though.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/9/2014 6:43:17 PM   
inyasha23

 

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i cant download the mod from media fire, every-time i try it says permission denied, made account and looked it up but everyone says just too use another site

do you have to pay to get this mod or is their another source to download it

thanks

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Post #: 520
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/9/2014 11:51:59 PM   
CyclopsSlayer


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no cost to DL this. You might be seeing some ad pop up.
I DL'd all 3 sections of it no cost

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Post #: 521
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 1:47:50 AM   
inyasha23

 

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it not working

i really want to try this mod, could you please upload it to another site

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 4:01:10 AM   
Blackstork


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Hello and we'll come
Your problem is in your browser and its cookies/settings. It skip captchas and gets denied. To solve it you could reset its settings or just use different browser.
I will try to alter or mirror downloads during a7 release in Nov.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 4:20:07 PM   
inyasha23

 

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quote:

ORIGINAL: Blackstork

Hello and we'll come
Your problem is in your browser and its cookies/settings. It skip captchas and gets denied. To solve it you could reset its settings or just use different browser.
I will try to alter or mirror downloads during a7 release in Nov.


i got all the downloads after retrying them for like 30 mins

sometimes it would let me download, but it would say permission denied a lot and i would try again till it let me.

anyways thanks for putting this together, i cant wait to try it out this looks sooo epic man

< Message edited by inyasha23 -- 10/10/2014 5:23:19 PM >

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Post #: 524
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 4:40:30 PM   
inyasha23

 

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is their anyway i can replace the new race art with the original race art for the vanilla races, so that they have their vanilla race images displayed

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 4:58:47 PM   
Japhet

 

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Joined: 8/15/2014
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You could either simply delete the new images of the old races or copy & paste the old images into the image foulder of the mod.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/10/2014 5:32:24 PM   
inyasha23

 

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thanks worked like a charm

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/11/2014 3:35:40 AM   
Blackstork


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Praise devs which fixed randomization bug and possible memory issues with characters. Now my work is easier and more stabile memory wise. For races which used ?/1 method to combat ? Randomization bug they will remain untouched till beta, and then will be reshuffled with same or slightly tuned stats (if there will be need to balance only), in order to ensure that each CS is ready for unique character portrait implantation.
Also, as I said , I am on holiday now , but I will post some more tease/advance on planning / structures of upcoming CS of a.7 release

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/13/2014 4:54:48 PM   
Blackstork


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Some more details on a.7 cs plan.
Atuuk will have 2 elite , upgrade from regular rare groups of "Blessed with Courage" chiefs heroes with pre-set inspiring presence trait stretching for different roles and wise ones. 2 rare elite groups and regular pool.
Banoserit have caste for each role, exceptions are captains with 2 castes and exterior roles having 3 casters for 2 roles. 10 castes no reg.
Phaerax will have 3 additional groups to regular pool whoch are upgrade, side grade and downgrade to regular pool patterns. 3 groups + reg.
Yor have their theme bound groups stretching on all character roles and without base pool. 3 groups no reg.
Xhuman have 4 groups without regular pool grading them into 4 mutation types/categories. 4 groups no reg.
Lipid will have 2 additional groups to regulars which are more like tuning specialization side grade types for leadership and governors and generals. 2 g + reg.
Humans will have 12 factions and no reg pool for 12 factions within Human Council. 12 g no reg .

< Message edited by Blackstork -- 10/13/2014 5:59:40 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/13/2014 10:56:52 PM   
CyclopsSlayer


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I realized today doing a reinstall that this Mod is actually bigger than the base game now... heh

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Post #: 530
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/14/2014 1:52:53 AM   
Blackstork


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Heh
Its due mainly big amount of art and music assets which do consume a lot of space :)

< Message edited by Blackstork -- 10/14/2014 2:53:25 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/15/2014 1:32:07 AM   
Blackstork


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While I am in my holiday I got some free hour-2 and sketched humans plan for a.7 implementation in my notebook since I can't fill excel with my phone. Not sure if its visible but probably you could notices things there.
A.7 human redesign is quite complex but I already know how balance/bonuses will be distributed


< Message edited by Blackstork -- 10/15/2014 2:35:31 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/18/2014 11:22:38 PM   
bugbear777

 

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Thanks again for your work Blackstork, Im very happy playing with your mod.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/19/2014 2:47:30 AM   
Blackstork


Posts: 802
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You welcome and thanks! I am happy that you are happy because you playing it. More to come, hopefully all races CS will be released till NY. Any screenshots and tips for playing races in Beyond conditions will be also great thing to see. Cheers. :-)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/20/2014 1:16:59 AM   
CyclopsSlayer


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Really enjoying the work on this so far. The UI mods are a great touch. Once you roll in the Research Reloaded mod I could be happy for a very long time.

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Post #: 535
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/20/2014 12:08:23 PM   
dvr

 

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Yes, I hope you don't mind but I hold of playing for couple of weeks. I'm afraid I get burned. And there is so much good stuff getting our way.
Have player over 300 hours with you mod though.

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Post #: 536
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/20/2014 3:35:16 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
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Wow 300 h is a lot mate. Obcourse - more stuff coming soon.
I really apreciate your support guys, more stuff will come soon your way. At start of Nov I plan for big CS update + more new expanded pedias coming.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/22/2014 1:13:10 PM   
Jeeves


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quote:

Wow 300 h is a lot mate.


LOL LOL

I play that much every month!

Lonnie Courtney Clay


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Live long and prosper!

Lonnie Courtney Clay

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Post #: 538
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/22/2014 1:39:30 PM   
Icemania


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Just wanted to say how amazing in scope this mod is. Pretty much the only reason I check the forums now is to see how it's going. Keep rolling Blackstork!


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Post #: 539
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/22/2014 1:49:02 PM   
SirFinbar

 

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Yes Blackstork really does deserve some commendation. The custom UIs on their own are an outstanding addition to the game.

Well done mate.
(Check out the new pedia entries you slags)

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