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RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

 
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RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/1/2014 2:55:39 AM   
PWOFalcon

 

Posts: 35
Joined: 5/23/2013
Status: offline
Hey, so I installed this mod, Version 5 worked great but now this version is giving me trouble. I keep keeping this error message. What do I do to fix this?

"See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ApplicationException: Error at line 4384 reading file C:\Matrix Games\Distant Worlds Universe\Customization\DW - Starfall\research.txt
at DistantWorlds.Types.ResearchNodeDefinitionList.LoadFromFile(String filePath, RaceList races)
at DistantWorlds.Types.Galaxy.InitializeResearchNodeDefinitions(String applicationStartupPath, String customizationSetName)
at DistantWorlds.Types.Galaxy.InitializeData(String applicationStartupPath, String customizationSetName, ResourceSystem& resourceSystem, PlanetaryFacilityDefinitionList& facilityDefinitions, ComponentDefinition[]& componentDefinitions, FighterSpecificationList& fighterSpecifications, ResearchNodeDefinitionList& researchNodeDefinitions, GovernmentAttributesList& governments, RaceFamilyList& raceFamilies, PlagueList& plagues)
at DistantWorlds.Start.I0kvgWNZ8u(String , Boolean , Boolean )
at DistantWorlds.Start.E1egcJtVc5(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
_
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34239 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds%20Universe/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds%20Universe/Interop.WMPLib.DLL
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.20806.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34004 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34004 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box."

(in reply to moonraker65)
Post #: 61
RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/1/2014 3:38:37 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
You have to install the 1.9.5.9 Beta because version 0.6 of my mod has over 1000 research techs.


(in reply to PWOFalcon)
Post #: 62
RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/1/2014 3:50:17 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Some update...

- 13 character race sets are done
- 7 have been added to the mod
- since I like to play humans, I figure I should add more



(edit)
hmm... the blonde and the redhead doesn't look right. The redhead I have to redo for sure

< Message edited by fierceking -- 11/1/2014 4:51:22 AM >

(in reply to fierceking)
Post #: 63
RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/1/2014 9:57:01 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
One small thing in 0.6 - The Clomidos are listed as an Insect Race but in the game they are shown as amphibian. Not a major issue

_____________________________


(in reply to fierceking)
Post #: 64
RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/4/2014 10:18:25 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: moonraker

One small thing in 0.6 - The Clomidos are listed as an Insect Race but in the game they are shown as amphibian. Not a major issue


Thanx I'll get that fixed

(in reply to moonraker65)
Post #: 65
RE: DW - Starfall - ver 0.6 (48 Races with 1000 Researc... - 11/4/2014 10:51:20 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Been testing the mod abit and with the new research priority the AI uses, the games are a lot harder than I thought. I didn't think the AI would improve that much.

I can usually hold my own on the hardest setting but now I'm strugling. Lowering tax to get population boost and using a lot of fighter bays on my spaceports used to work to get ahead but now it's a lot different.

Anyways with this current game, the damn AI is really pissing me off. One of the AI have invaded 4 planets I'm left with 2 planets. And now the 2 planets that I have left are now blockaded by another race. The first AI sent multiple fleets to destroy all my gas stations and mining stations. My spaceports and defensive bases are also gone. What's left of my fleets can't refuel. I have no money left and in deep debt so I can't build new mines. The game is lost.

So to get even I just went ballistic and created some monster ships to get some revenge. Just 6. 6 Should be enough lol. I know I've lost this game but I feel like going on a rampage and destoy that damn empire.

https://www.youtube.com/watch?v=8ceZouBfhV0

Also...

Human characters in game

https://www.youtube.com/watch?v=OrckwtbL-nA
https://www.youtube.com/watch?v=EhmlINFHLPY

And the Haakonish set


(in reply to fierceking)
Post #: 66
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 11/27/2014 11:30:12 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Updated to version 0.7

goto first page for info and download link

< Message edited by fierceking -- 11/28/2014 12:31:22 AM >

(in reply to fierceking)
Post #: 67
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 12/10/2014 7:47:06 PM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
Status: offline
quote:

ORIGINAL: fierceking

Updated to version 0.7

goto first page for info and download link

Just got a chance to try out the Starfall mod, BUT I am having an issue.

When I go to extract using WinRAR 5.10 it I get
! C:\Downloads\DW - Starfall 0.7.rar: Checksum error in DW - Starfall\Help\Race_ortain.mht. The file is corrupt

OK, got it unpacked, took a third DL but I have it now, will be trying it soon. Also upgraded to WinRAR 5.20 64bit


< Message edited by CyclopsSlayer -- 12/10/2014 8:58:12 PM >

(in reply to fierceking)
Post #: 68
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 1/6/2015 10:13:28 PM   
BTAxis


Posts: 109
Joined: 6/4/2013
Status: offline
Hey, I had a gander at your mod, and I also generated a DPS table for your weapons (because who doesn't, right). Looks like there are a few issues with some of them, especially the area weapons. They go into negative damage, which can't be good. Looks like you set the falloff too high.

I've added the spreadsheet to this post in case you want to have a look.

Attachment (1)

(in reply to CyclopsSlayer)
Post #: 69
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 1/8/2015 2:01:45 AM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Thanx for the spreadsheet. This really helps a lot.

I've made some changes and have fixed all the to non-negative values.

- Tweaked some of the other discrepancies like some weapons being more powerful in lower levels.
- Changed some of the ranges for some weapons to balance with their weapon dmg being slightly lower/higher vs similar techs.

I will take a look closer at the damages of each weapon vs range when I get some time. Here is the modified changes I've made...


Attachment (1)

< Message edited by fierceking -- 1/8/2015 3:02:37 AM >

(in reply to BTAxis)
Post #: 70
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 1/10/2015 10:52:54 AM   
BTAxis


Posts: 109
Joined: 6/4/2013
Status: offline
Okay, fantastico. Glad the spreadsheet helps, I've posted an empty template plus the script for generating the weapon raw data elsewhere in case it'll help anyone else.

By the way, a thing I noticed with your tech tree is that you often offer two different lines of the same weapon, but at the moment this is mostly pointless because one line is usually better than the other. For example:

They're exactly the same weapon, only one of them has longer range. I guess this is still work in progress?

< Message edited by BTAxis -- 1/10/2015 12:17:28 PM >

(in reply to fierceking)
Post #: 71
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 1/10/2015 5:21:50 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline


These are the stats of those 2 weapons you graphed.

As the tech levels up the damage difference should be more noticable. The problem I had was that I wanted the firing rate to be multiples of 5 so it has to either a 0 or 5. To me it looked more pleasing on the tech tree if you see 1.95 rather than 1.99 or some odd number. This caused some techs to be less attractive compared to other techs of the same level but at the lower levels I thought the difference was minimal. I provided the probable value that I would have preferred. But I doubt the average user will go thru all that number crunching just to min/max their game.

I just looked at my spreadsheet and the amount of data is staggering. I don't even remember entering all those data and comparing them. I don't know how I was able to keep track of each tech values relative to the tech tree where they belong. If you want to make changes to my mod go ahead. But for now I have no time to check each one. There will probably others like the one you pointed out.

The latest changes I've made to my mod was to add another 22 new races for a total of 70. So my priority was to enable better AI for these 22 races. Which for now is a lot more important than balancing the weapon numbers.

But if you'd like to rebalance it yourself, you can go ahead. Looking at my data that is going to be a lot of work.

[Edit]
Looking at this again and I just noticed that the range should be reversed. Since damage should be less the longer the range.

< Message edited by fierceking -- 1/10/2015 7:12:19 PM >

(in reply to BTAxis)
Post #: 72
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/2/2015 4:16:20 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
Are you still working on this mod?

Edit: Only issue's I have with the current aesthetics changes are some of the character portraits. Most of the human males look like some mad scientists tried to genetically alter their faces and skrewed up.
Also, did you make any portraits for Haree's version of races such as the Quameno, Kiadian, Ackdarian, etc?

< Message edited by Unforeseen -- 2/3/2015 5:45:28 PM >


_____________________________


(in reply to fierceking)
Post #: 73
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/3/2015 5:49:49 PM   
Aedaric

 

Posts: 16
Joined: 2/3/2015
Status: offline
Oh I hope so Unforeseen. I love great games and especially ones that are moddable. I might have to figure out how to mod this one myself as I just picked up the game last night myself and haven't put it down since. I came here looking for some basic mods to simply highlight important resources and the like and was surprised to see the community. I hope it isn't dying down though it seems like it may be a little bit.


(in reply to Unforeseen)
Post #: 74
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/4/2015 3:47:31 AM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
Status: offline
Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??

(in reply to Aedaric)
Post #: 75
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/4/2015 4:38:23 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
Well the game is aging sorta, it's been a good amount of time since the last expansion. You can only play the same game for so long before you decide to move on. For me it's still rather fresh because I haven't really played this expansion yet and have been waiting for a good research mod to be released.

I do think that this game is going to live on in the memories of the fans for a long time. I feel like it's really changed the course of 4x gaming. I can only imagine what a Distant Worlds 2 would be like. Hopefully even bigger :)

_____________________________


(in reply to Aedaric)
Post #: 76
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/6/2015 11:06:43 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Unforeseen

Are you still working on this mod?

Edit: Only issue's I have with the current aesthetics changes are some of the character portraits. Most of the human males look like some mad scientists tried to genetically alter their faces and skrewed up.
Also, did you make any portraits for Haree's version of races such as the Quameno, Kiadian, Ackdarian, etc?

I was working on it a bit. Added more 22 new races, some more techs and I think 4 race character sets + more humans. I got to about 75% then kinda stopped. It was just too much work and I kinda got hooked on another game so I've put off updating it

My plan was to replace all races from Extended mod and make it my own. Since It's just images and some new techs. Taking a break from it for now.

(in reply to Unforeseen)
Post #: 77
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/6/2015 11:10:14 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: CyclopsSlayer

Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??


The teraforming, I'll have to check, I can't remember what it was.

As to the multiple paths for the techs, they don't stack so if you research one then switch to the other, the new one you research will overwrite the other. It's a variable and the value is assigned to it as you finish that tech.

(in reply to CyclopsSlayer)
Post #: 78
RE: DW - Starfall - ver 0.7 (48 Races with 1000 Researc... - 2/7/2015 2:37:34 AM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
Status: offline

quote:

ORIGINAL: fierceking


quote:

ORIGINAL: CyclopsSlayer

Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??


The teraforming, I'll have to check, I can't remember what it was.

As to the multiple paths for the techs, they don't stack so if you research one then switch to the other, the new one you research will overwrite the other. It's a variable and the value is assigned to it as you finish that tech.



Ahh ok.
Wasn't sure how you worked it. With other techs, for example Hyperdrives. The computer AI would choose to use the tech of a higher tier, or where more than one of the same tier existed, the one closer to the top of the page took priority. But these were modifiers and not hardware systems. So I wasn't sure how that functioned.

(in reply to fierceking)
Post #: 79
RE: [WIP] DW - Starfall - version 0.4 - 2/17/2015 8:31:33 PM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
This is incredible!

(in reply to fierceking)
Post #: 80
RE: [WIP] DW - Starfall - version 0.4 - 2/23/2015 7:50:25 PM   
RiftHick

 

Posts: 54
Joined: 2/23/2015
Status: offline
First of all, thank you for this mod it is my favorite out of all of the ones I've tried so far. I am aware that it is still early days for this mod but I noticed that no one else seemed point out what I am about to (or at least if they did I missed it). So here it is, occasionally "found" ships as in the abandoned newb frigate or ships your explorers will chance upon are outright broken in somewhat comical ways. I will include below a screenshot (when the forum allows me to) of the newb frigate I was chanced with in my latest game, I had to to scrap it with instant effect as it's maint costs where significant and it was so slow It would take decades if not hundreds of years to shuffle to the nearest station for decommissioning. In a previous game I found a capital ship that was much like this frigate but at least it had warp ability and I was able to break it down, that capital ship was over 6000 in size and took a few years to decommission and breakdown, the other found ships have been just fine and much like their vanilla counterparts.

(in reply to Knickers)
Post #: 81
RE: [WIP] DW - Starfall - version 0.4 - 2/23/2015 10:00:34 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I've actually seen this bug. In one of my games my explorer found something similar. It was sooo big and sooo slow. The only thing it did was refuel all the time. And it took years for it to dock. After it fueled up it would leave and get nowhere and refuel again.


(in reply to RiftHick)
Post #: 82
RE: [WIP] DW - Starfall - version 0.4 - 2/23/2015 10:04:02 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
This got me thinking and....

I think I know why this bug is happening. This only happens with the Delphid.

This race I made into a mercantile guild which builds a lot of escorts. I didn't want them building frigates so my solution was to add 500 beam weapons onto the design of the frigate for that race. This way the AI cannot build frigates since the size is so big. Even at end game they cannot build frigates.

The sideeffect it seems is during the start of the game, when the game is allocating derelict ship for your empire to discover, frigates are chosen as ship that you can find.

Lol

So sometimes you discover these 5000 size frigates that cant move.

I have to think of a different solution. Deleting the frigate file from the designships doesn't work.

Or you could think of it as an ancient tech that your race's ancenstors build long long ago.

(in reply to RiftHick)
Post #: 83
RE: [WIP] DW - Starfall - version 0.4 - 3/12/2015 11:49:15 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
Excelent Mod! An update plase? Tkz

(in reply to fierceking)
Post #: 84
RE: [WIP] DW - Starfall - version 0.4 - 3/18/2015 8:10:58 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I haven't work on this mod for a while now. I'll try adding more stuff when I get some time and maybe upload something by the weekend.

(in reply to danymatrix)
Post #: 85
RE: [WIP] DW - Starfall - version 0.4 - 3/18/2015 8:35:09 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
thanks friend. DW mod best so far.

(in reply to fierceking)
Post #: 86
RE: [WIP] DW - Starfall - version 0.4 - 3/20/2015 8:19:07 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Updated to version 0.8

Goto first page for info and download link

(in reply to fierceking)
Post #: 87
RE: [WIP] DW - Starfall - version 0.4 - 3/23/2015 6:30:14 PM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Hi, awesome mod.

Can't believe a mod as huge as this one has gone as unnoticed as it has, in essence pretty much does what all of the other mods do put together, very cool, heheh. Love the difficulty increase as well.

An issue I've noticed so far pertaining the tech tree, the quantum reactor techline eventually starts upgrading the the fusion reactor instead of its intended reactor, this happens with the 2nd and 3rd upgrades. Same thing happens with the fusion reactor techline as well, all of its upgrades after the 1st one are marked as upgrading the quantum reactor. Haven't tried getting to them and seeing what happens though, as I've "fixed" it on my end, haven't had any issues from that edit. Bug? Or is this intended?

(in reply to fierceking)
Post #: 88
RE: [WIP] DW - Starfall - version 0.4 - 3/28/2015 8:16:00 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Overlord015

Hi, awesome mod.

Can't believe a mod as huge as this one has gone as unnoticed as it has, in essence pretty much does what all of the other mods do put together, very cool, heheh. Love the difficulty increase as well.

An issue I've noticed so far pertaining the tech tree, the quantum reactor techline eventually starts upgrading the the fusion reactor instead of its intended reactor, this happens with the 2nd and 3rd upgrades. Same thing happens with the fusion reactor techline as well, all of its upgrades after the 1st one are marked as upgrading the quantum reactor. Haven't tried getting to them and seeing what happens though, as I've "fixed" it on my end, haven't had any issues from that edit. Bug? Or is this intended?

Good catch. That is a bug and should be reversed for both.

I think a lot of people don't post on the forums because each version I upload, there is a lot of downloaders which surprises me.

As to the difficulty, yes this has it's own version of Smart AI like Icemania's mod. Even on Normal, this should give people more of a challenge. On Extreme, it's unplayable because you will get continuously attacked w/o any chance of winning. The best I could do was to stay alive by just gifting everyone who hated my empire.

I will upload a fixed version maybe next week hopefully, with some more character sets for a mini update.

(in reply to Overlord015)
Post #: 89
RE: [WIP] DW - Starfall - version 0.4 - 3/29/2015 4:37:29 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
OH YEAH! We need that fixed version please..thankz men!!

(in reply to fierceking)
Post #: 90
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