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RE: [WIP] DW - Starfall - version 0.9

 
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RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 9:05:44 PM   
fierceking

 

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quote:

ORIGINAL: mordachai
How did you limit the hyperdrive tech to just pirates? My mod has nerfed early warp speeds - and I would
I hear that! Even with all of the nerfing that is inherent to the slow speed mods, they're still freaking annoying. But they can't do their smuggling thing worth a damn without better engines... so, I'll be listening intently to see if you've got a good solution!


It's a bit hard to explain so maybe this diagram might help me explain better...




The numbers in this pic is the speed of the hyderdrives per level. So Warp field precursor in this diagram is 2800 and Gerax hyperddrive is 6000. This is great if you want to limit expansion early on in a pre-warp game. The problem is that the pirates are by default given level 1 techs hyperdrive and 6000 is too slow for them to travel from solar system to another solar system. You could increase this speed but then you sacrifice the slower progression for the player and AI races.

My solution is to make another tech line of hyperdrives that start at tech level 1. In a pre-warp game, the player starts at 0 so they can't access this tech. The pirates though, gets all the tech level 1 already researched so they get this hyperdrive right away. So in this diagram, they have hyperdrive speed of 11500.



Then I thought of a problem that if the player wants to start a game at tech level 1 or more then they get access to all these hyperdrive techs. The player would then just research the pirate hyperdrive tech line and ignore the other hyperdrives.

So my solution is to make it so that the new hyperdrive tech line is useless to the player as the tech level progresses. This way the player has to choose the original hyperdrives. So it works but there are drawbacks.



Then I started to add more stuff just to see what happens and test even more...



From this pic you can see that I can't research those techs even though I'm able to research hyperdrive level 3s. So technically it works but with my additions it looks like the pirates are now overpowered and needs toning down.

You get the idea that it's possible to boost the pirates

< Message edited by fierceking -- 5/4/2015 10:08:05 PM >

(in reply to mordachai)
Post #: 151
RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 9:22:03 PM   
mordachai


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Okay - I apologize - I feel like you've presented the solution, but somehow I'm not seeing it

I see how you setup the pirate's values - that's straight-forward: a new line of hyperdrives.

But how did you enable that line only to pirates? The last screenshot clearly shows that you've researched several techs, but that the pirate hyperdrive is not enabled... did you use "AllowedRaces"? Or... by what mechanism is this line restricted to pirates-only? That's the piece I can't figure out.

Thanks for taking the time to put the above up! I hope that the answer I'm looking for will either occur to me, or is easy for you to explain. :D

Maybe the <race>.txt file under race\?? Maybe the "DisallowedCompoents:" entry for all of the non-pirates?


< Message edited by mordachai -- 5/4/2015 10:25:19 PM >

(in reply to fierceking)
Post #: 152
RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 10:11:12 PM   
fierceking

 

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I created a techline that starts at level 1. Any race starting at pre-warp (tech level 0) can't research it because it is not connected to a tech that is level 0.

I did not use Allowed Races because there is nothing to allow or disallow. I wish that was possible but it's not.

If you create a new tech line from level 1 to level whatever and I assume your using Icemania's mod, this means that none of the races in your mod would research this new tech line (if you created a new line). Since their research order is determined by

WeaponsResearchProjectOrder
EnergyResearchProjectOrder
HighTechResearchProjectOrder

So the only ones that has access to it are the pirates. Although I'm not entirely sure if pirates research techs level 2 and upwards

Like I said, the only problem is if the player decides to start all races at level1 or above. Not sure how to bypass that.

quote:

ORIGINAL: mordachai
Maybe the <race>.txt file under race\?? Maybe the "DisallowedCompoents:" entry for all of the non-pirates?


I thought about this but if you disallow a component....lets say hyperdrives then it block all hyperdrives for that race. So that won't work.

< Message edited by fierceking -- 5/4/2015 11:14:01 PM >

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Post #: 153
RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 10:17:12 PM   
mordachai


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No way! You can't block... say "Gerax" but allow "Dal-Calista"?

I didn't know that about techs requiring a level zero connection. I'm... surprised. I thought that many started at lvl 1+ but were still researchable? I feel like... I know that this must be, because in my mod point-defense has no connections to anything else, starts at level 2? Or is it that level 1 is "special" and this rule only holds for those that start at 1?

(in reply to fierceking)
Post #: 154
RE: [WIP] DW - Starfall - version 0.9 - 5/4/2015 10:20:46 PM   
fierceking

 

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I think it's a special case for hyperdrive because you have to explore to be able to research it

(in reply to mordachai)
Post #: 155
RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 12:26:07 AM   
mordachai


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Thanks for the explanation! Sounds like a reasonable approach, even if the player (or AI) may be able to research it for lvl 1 starts, it's still a useful technique until we do have a "disallowrace" or something more direct.

(in reply to fierceking)
Post #: 156
RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 10:09:44 AM   
Osito


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It's still unclear to me how this pirate thing would work.

1. Starting a tech at level 1, not connected to a level 0 tech, does not in itself prevent that tech from being researched (although it will probably not start off researched in a pre-warp start). Check out the tech 'Shields' for example. I tested this extensively when doing my 'research unleashed' mod, but I couldn't stop races being able to research techs not connected to a level 1 tech.
2. I don't think hyperdrive, in itself, has an 'explore' requirement. You give it the explore requirement by selecting special function code '2=primitive hyperdrive tech (warp bubble) that must be unlocked before can be researched'. However, if you do it this way, wouldn't non-pirates would be able to find the tech by exploration (the same way warp-bubble is found by exploration in pre-warp games)?
3. Research orders would stop AI empires from researching the tech, but not the player.

There might be a way to do it with a combination of research orders and very high tech cost. The research orders would prevent the AI from researching the tech, while a very high tech cost would deter the player from doing the research. However, if an AI player ever did get the chance to research the tech, it would probably screw the AI's game. Having said that, I don't like the research orders feature, because it locks each AI race into always doing the same thing. I'd prefer having a clearer tech tree which makes it less difficult for the AI to go wrong, together with a small number of tech orders (no more than 5-10 for each race) to get them off to a particular start.

The problem is that although we can disallow races, we can't disallow pirates or non-pirates. The game could really use an additional tech flag for 'pirates only' and 'non-pirates only'.

Edit, thinking about it some more, maybe you could do this, but it would require some work. You would have to do this:

(i) Go through all the existing 'races'.txt and change:
'Can be Pirate: indicates whether this race can be a pirate faction or not (Y/N)
CanBePirate ;N'

(ii) Create a new set of races (call them 'racename (Pirate)' or whatever - e.g. 'Human (Pirate)', which you want to be pirates, select the flag in (i) above to be 'Y' and also change:
'Can be Normal Empire: indicates whether this race can be a normal empire or not (Y/N) (e.g. may set as only CanBePirate, but not CanBeNormalEmpire)
CanBeNormalEmpire ;N'

(iii) For the pirate hyperdrive tech, select the allowed races to be only those races which are pirates.

I think that would actually achieve the affect you're thinking of. I might even consider doing it for my own mod.

Osito



< Message edited by Osito -- 5/5/2015 11:19:24 AM >

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Post #: 157
RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 1:12:54 PM   
mordachai


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Ooooh, that's a great idea. Annoying, yes. Workable: worth trying! You might be able to use the races/*.txt "DisallowedComponent" instead of the research.txt "AllowedRaces" to have a cleaner way of saying which hyperdrives were off-limits / allowed to pirates & non-pirates. Also keeps the data in the same place.

(in reply to Osito)
Post #: 158
RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 6:17:21 PM   
bavarian kid

 

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Playing as Boskara

1.) For testing, I set the game to "Rule in absence". Right from the start, unique weapon "Boskar Firestorm" is available. However, ship designs do not use the unique Boskar Firestorm, only the standard Epsilon Torpedos. Maybe an update to make Boskara ships use the racial tech Boskar Firestorm ?

2.) In the weapons tech tree, Boskar Firestorm has a Bombard damage of 6M in "Plasma Fusing". However at later tech levels, Bombard damage is listed as 0M. Intended ?

(in reply to mordachai)
Post #: 159
RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 8:14:18 PM   
fierceking

 

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quote:

ORIGINAL: Osito

It's still unclear to me how this pirate thing would work.

1. Starting a tech at level 1, not connected to a level 0 tech, does not in itself prevent that tech from being researched (although it will probably not start off researched in a pre-warp start). Check out the tech 'Shields' for example. I tested this extensively when doing my 'research unleashed' mod, but I couldn't stop races being able to research techs not connected to a level 1 tech.
2. I don't think hyperdrive, in itself, has an 'explore' requirement. You give it the explore requirement by selecting special function code '2=primitive hyperdrive tech (warp bubble) that must be unlocked before can be researched'. However, if you do it this way, wouldn't non-pirates would be able to find the tech by exploration (the same way warp-bubble is found by exploration in pre-warp games)?
3. Research orders would stop AI empires from researching the tech, but not the player.

There might be a way to do it with a combination of research orders and very high tech cost. The research orders would prevent the AI from researching the tech, while a very high tech cost would deter the player from doing the research. However, if an AI player ever did get the chance to research the tech, it would probably screw the AI's game. Having said that, I don't like the research orders feature, because it locks each AI race into always doing the same thing. I'd prefer having a clearer tech tree which makes it less difficult for the AI to go wrong, together with a small number of tech orders (no more than 5-10 for each race) to get them off to a particular start.

The problem is that although we can disallow races, we can't disallow pirates or non-pirates. The game could really use an additional tech flag for 'pirates only' and 'non-pirates only'.

Edit, thinking about it some more, maybe you could do this, but it would require some work. You would have to do this:

(i) Go through all the existing 'races'.txt and change:
'Can be Pirate: indicates whether this race can be a pirate faction or not (Y/N)
CanBePirate ;N'

(ii) Create a new set of races (call them 'racename (Pirate)' or whatever - e.g. 'Human (Pirate)', which you want to be pirates, select the flag in (i) above to be 'Y' and also change:
'Can be Normal Empire: indicates whether this race can be a normal empire or not (Y/N) (e.g. may set as only CanBePirate, but not CanBeNormalEmpire)
CanBeNormalEmpire ;N'

(iii) For the pirate hyperdrive tech, select the allowed races to be only those races which are pirates.

I think that would actually achieve the affect you're thinking of. I might even consider doing it for my own mod.

Osito



That would actually work. But a lot work would be needed just to make pirates speed up at pre-warp. I'm not sure it's worth the effort involved. For my mod with 70 races that's just way too much work. It would be like having 70 other races as pirates. I'm not even sure what the race cap is for the new beta 12.

One thing to consider is will these pirates be as non-playable race? Since these would technically be races then what to pick and choosee add to your game when starting a new game?

Also pirate images could be a problem since all pirate races would be using the same images unless you modify the original images somehow?

I'm think just gonna stick with what works for me.




The AI and player cannot research what I designed because the "2=primitive hyperdrive tech (warp bubble) that must be unlocked before can be researched" flag cannot be triggered.

The only way the AI or player can explore it is if it actually existed in the game to be explored. To do that, you would have to manually add a ruin with that tech to each system so that it can be explored.

Also after thinking about it more, if the player decides to start off at level 1 or above then there really is no problem with pirates travelling slowly since this problem only occurs during pre-warp

(in reply to Osito)
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RE: [WIP] DW - Starfall - version 0.9 - 5/5/2015 8:20:00 PM   
fierceking

 

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quote:

ORIGINAL: bavarian kid

Playing as Boskara

1.) For testing, I set the game to "Rule in absence". Right from the start, unique weapon "Boskar Firestorm" is available. However, ship designs do not use the unique Boskar Firestorm, only the standard Epsilon Torpedos. Maybe an update to make Boskara ships use the racial tech Boskar Firestorm ?

2.) In the weapons tech tree, Boskar Firestorm has a Bombard damage of 6M in "Plasma Fusing". However at later tech levels, Bombard damage is listed as 0M. Intended ?


Thanx for finding bugs although I'm not really sure by "rule in absence" mean. I'm assuming you are setting everything in auto mode? That's what I do for testing. And I can't replicate that. Everytime I start the game as Boskara, Plasma Fusing tech is not researchable until the previous tech is finished. I'll keep testing to see if I can reproduce the bug you mention.

I'm not really sure if the Boskara researches Bombard/Nukes, I'll have to check that. If they do then I'll remove the bombard damage to Boskar Firestorm but if they don't then I'll add bombard damage to Boskar Lavastorm and Boskar Spetralstorm.

And since another race Pruakhesh uses the same weapon techline, I might as well change the name of the weapons to maybe Plasma Firestorm/Lavastorm etc.

(in reply to bavarian kid)
Post #: 161
RE: [WIP] DW - Starfall - version 0.9 - 5/6/2015 5:24:50 AM   
bavarian kid

 

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quote:


ORIGINAL: fierceking

I'm not really sure by "rule in absence" mean. I'm assuming you are setting everything in auto mode?


Correct. I was simply refering to the mode under options/ automation

quote:


ORIGINAL: fierceking

And I can't replicate that. Everytime I start the game as Boskara, Plasma Fusing tech is not researchable until the previous tech is finished.


Following the logic of the tech tree, you are correct. However, there is no need to actually research anything since research progress for tech “Plasma Fusing” is already 100% when starting a new game. That means Boskar Firestorm torpedos are available right from the start, see screenshot Boskar Firestorm already unlocked .

Saved game for Boskara

Similar to that, races that do use unique reactor technology have those reactors available right from the start e.g Abbadus starts with “Sinecore Exploitation” already researched, unlocking the Sinecore reactor from the very beginning Sinecore already unlocked. I always assumed you intended instant availability for unique racial tech as a feature

Saved game for Abbadus

Edit: saved games were created using DWU 1.9.5.12 beta and Starfall 0.9 - in case anyone wants to reproduce the issue ...

< Message edited by bavarian kid -- 5/6/2015 5:33:23 PM >

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Post #: 162
RE: [WIP] DW - Starfall - version 0.9 - 5/6/2015 10:57:56 AM   
Osito


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quote:

ORIGINAL: fierceking

The AI and player cannot research what I designed because the "2=primitive hyperdrive tech (warp bubble) that must be unlocked before can be researched" flag cannot be triggered.

The only way the AI or player can explore it is if it actually existed in the game to be explored. To do that, you would have to manually add a ruin with that tech to each system so that it can be explored.



Interesting ... I thought that in pre-warp games, the setup routine would automatically add a suitable ruin to every empire's home system on game creation, so that the player and each AI would be able to research the tech once they had completed exploration of their home system.

Have I misunderstood that?

Osito

< Message edited by Osito -- 5/6/2015 11:56:27 AM >

(in reply to fierceking)
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RE: [WIP] DW - Starfall - version 0.9 - 5/6/2015 2:31:24 PM   
NexusCron

 

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I can't load this one, it says missing race image 70.

Says this when I attempt to change to the theme.

< Message edited by NexusCron -- 5/6/2015 9:36:54 PM >

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Post #: 164
RE: [WIP] DW - Starfall - version 0.9 - 5/7/2015 11:20:09 PM   
fierceking

 

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quote:

ORIGINAL: bavarian kid

Following the logic of the tech tree, you are correct. However, there is no need to actually research anything since research progress for tech “Plasma Fusing” is already 100% when starting a new game. That means Boskar Firestorm torpedos are available right from the start, see screenshot Boskar Firestorm already unlocked .

Saved game for Boskara

Similar to that, races that do use unique reactor technology have those reactors available right from the start e.g Abbadus starts with “Sinecore Exploitation” already researched, unlocking the Sinecore reactor from the very beginning Sinecore already unlocked. I always assumed you intended instant availability for unique racial tech as a feature

Saved game for Abbadus

Edit: saved games were created using DWU 1.9.5.12 beta and Starfall 0.9 - in case anyone wants to reproduce the issue ...


I loaded the boskara save and I can see that for some reason that tech is enabled early on.

I was wondering was settings you are using because I still can't reproduce this. The only thing I could guess is that you started at tech level 1.

(in reply to bavarian kid)
Post #: 165
RE: [WIP] DW - Starfall - version 0.9 - 5/7/2015 11:22:25 PM   
fierceking

 

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quote:

ORIGINAL: Osito
Interesting ... I thought that in pre-warp games, the setup routine would automatically add a suitable ruin to every empire's home system on game creation, so that the player and each AI would be able to research the tech once they had completed exploration of their home system.

Have I misunderstood that?

Osito

I think I found the solution by combining both ideas. No need to make so many pirates races.

I just made 1 new race called Pirates with the pirate image

Expanding: ;N
CanBePirate ;Y
CanBeNormalEmpire ;N
Playable ;N

Then I used ALLOWED RACES ;Pirates ......and I get this







In pre-warp pirates start at tech level 1 (the actual pirates) so they get all tech level 1's automatically. If the player tries to start a game at tech 1 or above they can't research the techs because it's limited to "Pirates" the race.



(in reply to Osito)
Post #: 166
RE: [WIP] DW - Starfall - version 0.9 - 5/7/2015 11:24:00 PM   
fierceking

 

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quote:

ORIGINAL: NexusCron

I can't load this one, it says missing race image 70.

Says this when I attempt to change to the theme.

My mod has 70 races but the image names start from race_0.png to race_69.png. What is the exact error are you getting?


(in reply to NexusCron)
Post #: 167
RE: [WIP] DW - Starfall - version 0.9 - 5/8/2015 12:06:56 AM   
Franky007


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fierceking, i guess you will have to put
CanBePirate ;N
on all of the empire races.

But this way all pirates will have the same race policy and the same racial bonus ?
But i thinks that is not so bad...


< Message edited by Francoy -- 5/8/2015 1:05:23 AM >

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Post #: 168
RE: [WIP] DW - Starfall - version 0.9 - 5/8/2015 3:05:10 AM   
mordachai


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Interesting Pirate idea. I'll have to play a game or two in your mod to see how it actually plays out. You can always add 3 more pirates without killing yourself, to add some variety, should that become a priority.

And I'm not sure it's limitation worth worrying about, honestly.

(in reply to Franky007)
Post #: 169
RE: [WIP] DW - Starfall - version 0.9 - 5/8/2015 5:51:12 AM   
NexusCron

 

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it litteraly says

Could not load the required image race_70.png

You may need to reinstall distant worlds to resolve this problem.

Every other theme works, not this one.

< Message edited by NexusCron -- 5/8/2015 6:50:15 AM >

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Post #: 170
RE: [WIP] DW - Starfall - version 0.9 - 5/8/2015 1:53:33 PM   
mordachai


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Pull out TextPad (google it), then do a search in files - and scan the mod folder & subfolder for that string. You'll find the culprit file & line, and can report it (or patch it yourself).

(in reply to NexusCron)
Post #: 171
RE: [WIP] DW - Starfall - version 0.9 - 5/12/2015 7:14:19 PM   
bavarian kid

 

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quote:


Original: fierceking

I loaded the boskara save and I can see that for some reason that tech is enabled early on.

I was wondering was settings you are using because I still can't reproduce this. The only thing I could guess is that you started at tech level 1.


Free (already researched 100%) unique racial tech appears with both setting tech "normal" and tech "level 1", makes no difference.

I uploaded typical settings as a pdf, you can have a closer look if you want Game Settings

Interestingly enough, only high level racial tech appear preresearched when starting a new game. For instance, Egora actually do have to research the low level "Wave Weapons", Kuannut have to research "Limited Ship Raids". Only high level weapons or reactor tech seem to be given as a freebie.

(in reply to fierceking)
Post #: 172
RE: [WIP] DW - Starfall - version 0.4 - 5/13/2015 10:13:03 AM   
rjord2021


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Hi fierceking

I saw your update on page 1 12th April where you were saying there would be no more updates to the mod as you were having issues with a 256+ component bug and were giving up on the mod.

I was impressed with how much work you have done with this mod and have downloaded it to have a look at it in the spare time I have before carrying on with my star trek mod.

I looked up in the forums and on steam what the issue was that you had with components and I read in one post , can't find it now, that if you added more than 256 components that Distant Worlds would not start your mod.

I have added components 257 and 258 to the components file and your mod did start ok. Was not able to recreate your crash.

Is there a particular time that the mod falls over with an error?

I do not know what version you are using (1.95.10?) but I am using a test beta version 1.95.12 from steam and perhaps this test version is fixing the 256+ issue. I understand that the developers increased maximum number of components from 300 to 500 with 1.95.10 and you said it did not work. I think it may have been fixed with 1.95.12.......

With all the work you have done, perhaps try the test version 1.95.12 and see if that fixes your issue before you give up on what looks like a great mod.

I would hate to see you give up if this is fixed with 1.95.12

Cheers

Roy

< Message edited by rjord1 -- 5/13/2015 11:16:04 AM >

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Post #: 173
RE: [WIP] DW - Starfall - version 0.9 - 5/13/2015 10:23:50 AM   
rjord2021


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quote:

ORIGINAL: NexusCron

it litteraly says

Could not load the required image race_70.png

You may need to reinstall distant worlds to resolve this problem.

Every other theme works, not this one.



I just downloaded the mod and have not seen this error...all works for me. the png files for races only goes to race_69 so not sure why you are getting a race_70 error.... maybe a redownload of the mod? Are you adding the mod to the customization folder?

What version of Distant Worlds are you on?

Roy

(in reply to NexusCron)
Post #: 174
RE: [WIP] DW - Starfall - version 0.9 - 5/13/2015 1:46:20 PM   
mordachai


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rjord1 - the latest beta of DW:U fixes fierceking's issue... and he's aware of that. :)

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RE: [WIP] DW - Starfall - version 0.9 - 5/19/2015 1:25:52 AM   
danymatrix

 

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Please! We need your update of that mod fierceking's ! Thk men!!


Oficial update available!

quote:

Hi guys!

“Humanity has the stars in its future” – Isaac Asimov

A major new update is available for the critically acclaimed 4x space strategy game Distant Worlds: Universe, bringing the game to version 1.9.5.12 with many improvements, changes and bug fixes! For example, major improvements to the private sector freighter system, AI improvements, fixes to achievements that were not being retained, and bases will now launch fighters at attackers even when they have no other weapons!

You can download the patch from here

Here's the changelog!

1.9.5.12 Change List (since 1.9.5.10)

CRASH FIXES
- fixed crashes on some systems when drawing text in Hover Panel (the hover info for planets, ships, etc - this was incorrectly showing up from GDI+ as an Out of Memory exception)
- fixed crash when drawing empire colony summary (Empire Summary screen) and have no capital colony
- fixed rare crash when fighters checking for nearby threats
- fixed rare crash when ship performing escort mission
- fixed rare crash when fleet checks for next mission assignment
- fixed occasional crash in game editor when editing a planet with special ruins
- fixed crash when using custom mod with more than 256 components

BUG FIXES
- fixed bug when attempt to start new custom pirate game without any other empires
- fixed bug where loading premade designs allows premature building of colony ship (advisor suggestion)
- fixed bug where civilian pirate ships would not always get upgraded component values when researched
- civilian pirate ships will now properly retrofit as needed
- pirate civilian ship maintenance reduction bonuses from leaders, etc now properly applied
- fixed bug where victory condition progress sometimes shows NaN%
- fixed some Achievements for pirate factions (raiding)
- fixed 'Defeat Ancient Guardians' achievement
- further fixes for some achievements so that properly *retained* upon review: OwnOperationalPlanetDestroyer, JoinTheFreedomAlliance, JoinTheShakturi
- fixed bug where pirate factions would sometimes accept own attack missions
- further fixes to ensure pirate factions do not accept own attack missions

GENERAL AI AND GAME BALANCE
- AI more likely to offer trades of tech and maps when relations good between empires
- AI builds more construction ships in early game
- Freighters now less likely to be idle - when no transport orders to fulfill freighters are now more likely to bulk transport resources from mining stations and small colonies to spaceports
-reduced chance of newly conquered colonies switching empires, especially when have strong troop garrison present
-slightly reduced likelihood of empire splits and civil wars

USER INTERFACE
- fixed problem where could not respond to multiple simultaneous diplomatic messages, e.g. multiple requests to honor mutual defense pact in alliance. These are now presented sequentially so that player can respond to all messages
- fixed Enemy Target List closing when have target without empire


OTHER
- bases will now launch fighters at attackers even when have no other weapons
- now allow populations with colony population policy set to 'Exterminate' to be completely wiped out at colonies (do not stop at 1 million)
- Achievements screen now shows your empire when playing as a pirate faction - thus can see pirate achievements (e.g. raiding)


< Message edited by danymatrix -- 5/20/2015 1:57:31 AM >

(in reply to mordachai)
Post #: 176
RE: [WIP] DW - Starfall - version 0.9 - 5/19/2015 11:31:22 AM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
It is a good update :)

< Message edited by rjord1 -- 5/19/2015 12:32:37 PM >

(in reply to danymatrix)
Post #: 177
RE: [WIP] DW - Starfall - version 1.0 - 5/23/2015 3:51:29 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Updated to version 1.0

Goto first page for info and download link

(in reply to rjord2021)
Post #: 178
RE: [WIP] DW - Starfall - version 1.0 - 5/23/2015 5:25:52 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
I have found a bug with the Pirate hyperdrives:
Any empire or pirate that start at level 1+ get the entire pirate hyperdrive line.

to fix it, change (in research.txt) all pirate drives to:
PROJECT ;1044, Age of Hyperdrive, 1, 37, 1, 10, ?, 4.0,

==> change the ? to 0 (instead of 2).

great work.



< Message edited by Francoy -- 5/23/2015 8:51:01 PM >

(in reply to fierceking)
Post #: 179
RE: [WIP] DW - Starfall - version 1.0 - 5/23/2015 7:25:43 PM   
AminMaalouf

 

Posts: 176
Joined: 1/6/2007
Status: offline
Where is the file located? Thx.

----
Ok, I have found it.

Research

< Message edited by AminMaalouf -- 5/23/2015 8:33:21 PM >

(in reply to Franky007)
Post #: 180
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