Edit: Added a screenshot of the current WIP version. Current changes: - Soundtrack of DW replaced with soundtrack from B5 series, and a cancelled b5 space combat sim game's ost. - Updated some graphics, most notably of events. - Flagshapes changed. - Stock races except mechanoids and shakturi removed.
Planned: - Adding sound effects from B5. - Fixing the flagshapes and a few of the race images (Drazi for example). - Possibly modifying the UI to use a EA-computer console inspired style. - More event notification images in B5 style (galactic newsnet to ISN for instance). - Expansion of B5verse events in the universe.
Hi All, I am a new player to Distant Worlds having only first seen it when it went live on steam. I have now played enough to start wanting to mod it and thats when I found this thread. I am an avid Babylon 5 fan and this particular mod really turns my crank, I have only put about 4 hours into the mod/map but so far its been great fun. I registered specifically to tell both Imperious and Robske that their work is not unappreciated, I am really enjoying the mod so far and I wanted to say thank you for your time and effort in developing it.
I would like to recount my own experience as the budding Earth Alliance, I removed all weapons from my star port in an attempt to make it cheaper to maintain but I believe this is what caused the Centauri to show up with a 20-25 strong fleet of ships to decimate Earth roughly 5-10 years into the game. Unfortunately I was unable to defend myself and all orbital stations were destroyed prompting me to restart the game. I am now 8 years into my next game and the Centauri have not shown up again, I believe because I have more defenses in place.
I do not want to push you guys, as added pressure can cause a mod developer to burn out, but I do look forward to any further improvements or refinements either of you are willing to make.
Changelog: - (hopefully) fixed the drazi race image, including replacing imperius' image of the drazi with a somewhat more fitting one ;) - Added in some experimental sound effects. Experimental as in not fully tested yet and not fully optimized yet in terms of sound quality. The original ones are still located besides it. - Updated a few more images on events.
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Scifi 4X game geek...
The universe has its mysteries which can only be solved through the curiousity of intelligent life...
My lesson about life: Keep the past in mind, act in the present, look to the future.
When I went to run this mod I got the message "This is not a valid Distant Worlds game file" in the starting prebuilt galaxy screen. and then on clicking OK got (and I could not continue):
Microsoft.NET Framework message: Unhandled exception has occurred in your application. and I could not continue.
Object reference not set to an instance of an object. With the following details:
See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at DistantWorlds.Start.PZxttvjOyE(GalaxySummary , EmpireSummary ) at DistantWorlds.Start.KB0tSOgT3o(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)
************** 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.
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.
Please note I am new to DWU, running everything on absent, and may have made some mistake myself. Also I thought I had a a win64 system, but I'm getting above my head saying even this
< Message edited by SenniTreborius -- 8/18/2014 3:53:17 PM >
Im by no means an expert but I am thinking theres 3 possibilities.
1.) Your file structure is off. The proper one is Distant Worlds Universe\Customization\Babylon 5old. All files are contained within Babylon 5old. However I'm doubtful this is the issue as your post indicated the mod atleast starts up and that means the file structure should be alright.
2.) Your mod download is corrupted. Re-downloading usually fixes unless something is causing it to corrupt once it arrives such as an anti virus program or a failing hard drive.
3.) Your distant worlds universe install is somehow damaged. If bought through steam one can verify the installation by right clicking on the game name in the library list and going to properties then local files and verify game cache. Other wise just delete the previous installation (saves should be saved to a separate folder and won't be deleted) and reinstall.
Hope this helps you get it working, theres any number of issues that can prevent the game from running but most can be troubleshot and rectified easily so just stick with it.
*Edit: I forgot to ask, does normal Distant worlds work fine?
< Message edited by Macrog -- 8/18/2014 4:57:18 PM >
Posts: 59
Joined: 12/10/2010 From: The Netherlands Status: offline
@Hector: I think mostly sound effects from the series and possibly if we want an EA-styled GUI, that'd be nice.
@Treb: Did you use return of the shakturi events? If so, those cause a CTD when triggering related events. My error in that case looks very similar to yours.
_____________________________
Scifi 4X game geek...
The universe has its mysteries which can only be solved through the curiousity of intelligent life...
My lesson about life: Keep the past in mind, act in the present, look to the future.
Anyone still working on this? Would love to try it out sometime over the holidays and if there is a newer version than robske posted on 8/17 would love to try it. Thanks for pulling this together!
If anyone cares I made some sounds based on Babylon 5 Wars for EA and For the Minbari. I also looked closely (spreadsheet modeled) at the weapons types and they look like they can port over as well as internal structure given a few simple caveats:
Internal structure and reactive armor roughly translates in DWU as: 25% Armor (Space of 4, Non reactive , standard rating 6) 25% Systems not modeled in B5Wars get adjusted based on their actual reactive armor vs. the "5" standard
50% spaces should be comparable in both B5Wars and DWU- get adjusted based on their actual reactive armor vs. the "5" standard
Reactive armor of 5 will be subtracted out of standard weapon damage.
An Earth Alliance Omega Destroyer would be about 500 spaces.
Energy Web is basically a small shield with high regeneration value along with a weak jammer.