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RE: Distant Worlds Extended Universe 1.0.3 released 40 races

 
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 1:56:17 PM   
cdcool


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Delete




< Message edited by cdcool -- 2/14/2015 5:19:45 PM >

(in reply to Haree78)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 2:01:03 PM   
cdcool


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Delete




< Message edited by cdcool -- 2/14/2015 5:19:19 PM >

(in reply to Haree78)
Post #: 692
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 2:04:23 PM   
cdcool


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Anyone else seeing these three white dots?




< Message edited by cdcool -- 2/14/2015 4:57:27 PM >

(in reply to Haree78)
Post #: 693
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 2:07:00 PM   
cdcool


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Anyone else seeing these three white dots




Attachment (1)

(in reply to Haree78)
Post #: 694
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 2:16:14 PM   
Bingeling

 

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There seems to be an echo in here.

The three dots show that there is a ruin on the planet. The missing name is probably "clean galaxy" which is a choice in options when viewed from the Main Menu (so you have to exit to menu to find it).

(in reply to cdcool)
Post #: 695
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 3:24:20 PM   
cdcool


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quote:

ORIGINAL: Bingeling

There seems to be an echo in here.

The three dots show that there is a ruin on the planet. The missing name is probably "clean galaxy" which is a choice in options when viewed from the Main Menu (so you have to exit to menu to find it).


LOL..sorry about the three posts....tried to delete it.

Thank you for the explanation. What is that clean galaxy about?..I did select it in the game and nothing happened.

(in reply to Bingeling)
Post #: 696
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 3:29:52 PM   
Bingeling

 

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It removes various names, grid lines - that kind of stuff. I guess it is a useful option for a hand crafted galaxy that one wants to gaze at in all its glory.

I would suggest you edit all but one of your image posts and uncheck the image and just write something like "delete" as text.

(in reply to cdcool)
Post #: 697
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:02:05 PM   
cdcool


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I did thanks

(in reply to Bingeling)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:05:02 PM   
cdcool


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I'm not getting vector lines with this mod.

(in reply to Bingeling)
Post #: 699
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:06:08 PM   
Bingeling

 

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The mod does nothing special about that kind of stuff. Disable clean galaxy and everything should be OK.

(in reply to cdcool)
Post #: 700
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:09:05 PM   
cdcool


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I did disable clean galaxy and I'm not getting vector lines.

(in reply to Bingeling)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:32:51 PM   
Bingeling

 

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What vectors? Travel vectors? They are turned on and off with buttons above the minimap. I suggest not using a mod thread for general game questions :)

(in reply to cdcool)
Post #: 702
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:42:54 PM   
cdcool


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Okay..yes travel vectors, they don't seem to be working with buttons on the mini map with this mod.

< Message edited by cdcool -- 2/14/2015 5:43:18 PM >

(in reply to Bingeling)
Post #: 703
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 4:50:19 PM   
Bingeling

 

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It has nothing to do with this mod. To see vectors they have some hyperspace travel left to do, and you need to be zoomed far enough in. In addition to have them enabled.

If you believe this mod is bugged, I suggest you move to the base game to avoid confusion. This mod is purely images (like characters and ship sets) additional races, and maybe a few research projects.

(in reply to cdcool)
Post #: 704
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 5:04:48 PM   
cdcool


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Okay thanks for your help

(in reply to Bingeling)
Post #: 705
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/14/2015 6:50:37 PM   
cdcool


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Working now, I guess it needed a refresh

(in reply to cdcool)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 2/17/2015 2:28:00 AM   
Tanaka


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Will this ever be updated to the latest patches? :(

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(in reply to cdcool)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 3/1/2015 4:27:20 PM   
astradeus_slith

 

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thank you

(in reply to Tanaka)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 3/3/2015 9:46:41 AM   
Seraph86

 

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quote:

ORIGINAL: Tanaka

Will this ever be updated to the latest patches? :(


the mod should have no prolems running in the latest version.

(in reply to Tanaka)
Post #: 709
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 3/23/2015 6:48:13 AM   
Tanaka


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quote:

ORIGINAL: Seraph86


quote:

ORIGINAL: Tanaka

Will this ever be updated to the latest patches? :(


the mod should have no prolems running in the latest version.


Well yes it runs but there are updates that need to be applied...

_____________________________


(in reply to Seraph86)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 3/25/2015 7:45:36 PM   
bobthe


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quote:

ORIGINAL: Bingeling

It has nothing to do with this mod. To see vectors they have some hyperspace travel left to do, and you need to be zoomed far enough in. In addition to have them enabled.


This is misleading. It's not that you have to be zoomed far enough IN. It's that you have to be at a proper zoom level. You have to be far enough zoomed OUT that the entirety of the path is within the viewport for all types of ships. For private sector ships, you only get the paths if you are ALSO zoomed IN past a certain, pre-defined point (this zoom level also maps to the galaxy zoom button that is between fully zoomed out and system levels).

(in reply to Bingeling)
Post #: 711
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 3/25/2015 8:17:24 PM   
mordachai


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DEL on your keyboard jumps to a mid-level zoom. I map it to one of my extra mouse buttons. Useful :)

(in reply to bobthe)
Post #: 712
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 5/31/2015 1:56:02 PM   
Bleek


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So I just installed DW:U after not playing in years.

Is this mod still up-to-date and active?

If I understand correctly it's more of a visual mod in that it adds factions, it doesn't mess with core game mechanics so should be safe to install?

I want vanilla game + more races/factions, is this the mod for me?

(in reply to Haree78)
Post #: 713
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 5/31/2015 3:16:04 PM   
Bingeling

 

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It would be the mod, but it could be that a patch has made some mod changes that has not been included here. The messages above says that it does run, though.

An alternative would be to run the AI mod (with this one included) on a lower difficulty. As that ones says it needs very hard or extreme to make the game much harder :)

(in reply to Bleek)
Post #: 714
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 6/2/2015 12:22:36 AM   
Remigius

 

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Does this mod have race specific research sequences for the old or new races? And does the players race use them if keept on automatic?

(in reply to Bingeling)
Post #: 715
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 6/6/2015 4:31:39 PM   
nuarbnellaffej

 

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Hello all, I've been playing this mod for a while now and really enjoy it, but I've encountered a rather annoying bug.
Every so often I'll get spammed by a literally limitless series of call to arms requests from my allies, I've tried to click my
way through them but a minute of clicking doesn't get me through them all. The bug seems to happen at random and has rendered my current game
unplayable. Even though I can reload the game and play again its a random amount of time till the bug occurs again.

Has anyone else experienced this same bug? I'm hoping I can figure it out before giving up on my current game or starting a new one to have the
same problem happen again.

(in reply to cdcool)
Post #: 716
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 6/6/2015 9:31:47 PM   
RiftHick

 

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You are probably being asked to assist in your side of a Mutual Defence Pact or Protectorate side of an agreement. What happens is that when you have a handful of empires all with MDPs with each other fight another group who have their own coalition you wind up like this. Empire A declares on B, B calls on MDP allies these allies likely declare war on Empire A, then Empire A's MDP allies each individually declare on B's allies followed likely by B's allies declaring on A's so you basically have anywhere from several to dozens of war declarations and requests to honour your treaties. Any mod that increases the likelyhood of alliances and coalitions also increases the prospects of these intergalactic worlds wars style events. I seem to recall one mod or another a player of it encountered an instance where a huge war kicked off due to it's higher rates of treaties bias it had so you had like a dozen empires declare on another dozen resulting in like 100 status changes in one go. Try a game where you do not enter into any Defence Pacts, stick with free trade agreements if you want to try to stay good with specific empires, either that or limit how many Defence Pacts you enter substantially.

(in reply to nuarbnellaffej)
Post #: 717
RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 6/11/2015 12:35:31 PM   
Haree78


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Just an update as I haven't checked in in quite a while but from my checks nothing has changed in patches that should affect this mod, all mods using this mod as a basis should be fine.

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(in reply to RiftHick)
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RE: Distant Worlds Extended Universe 1.0.3 released 40 ... - 6/11/2015 5:31:19 PM   
ehsumrell1


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quote:

ORIGINAL: Haree78

Just an update as I haven't checked in in quite a while but from my checks nothing has changed in patches that should affect this mod, all mods using this mod as a basis should be fine.

WAY TO MOD PAUL!


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Haree78)
Post #: 719
RE: Distant Worlds Extended - 6/11/2015 6:41:48 PM   
Radishgast


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I just wanted to drop in and say how much I've enjoyed your mod since I started playing a year ago.

I can't remember ever playing a game without it. Thanks so much for your work on this!


(in reply to dostillevi)
Post #: 720
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: Distant Worlds Extended Universe 1.0.3 released 40 races Page: <<   < prev  22 23 [24] 25 26   next >   >>
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