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RE: [WIP] DW - Starfall - version 1.01

 
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RE: [WIP] DW - Starfall - version 1.01 - 8/24/2015 10:46:52 PM   
fierceking

 

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

quote:

ORIGINAL: Unreal2004

Thanks for the 256 bug update and keeping this alive!!

Hopefully that bug is gone and I can focus on improving the mod

(in reply to Unreal2004)
Post #: 271
RE: [WIP] DW - Starfall - version 1.01 - 9/5/2015 8:32:17 AM   
Dudok22

 

Posts: 6
Joined: 4/18/2015
Status: offline
I am enjoying this mod playing as Clomidos. I love the 20 year cycle. I just have 1 problem: research costs were increased but I haven't realised that when I was setting up new game and I've set research costs to very high. Is there any way to change research cost modifier during the game?

(in reply to fierceking)
Post #: 272
RE: [WIP] DW - Starfall - version 1.01 - 9/5/2015 9:24:22 AM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline
Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.

(in reply to Dudok22)
Post #: 273
RE: [WIP] DW - Starfall - version 1.01 - 9/5/2015 9:21:11 PM   
fierceking

 

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

quote:

ORIGINAL: SirHoraceHarkness

Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.

Yea it has an improved AI.

It would have been pointless if my mod didn't have one. But Icemania's mod was too limited and was only focussed on 300 something techs so I had to build my own from scratch.

Took about 2-3 months since there was so many techs which brached off to different things and so many species with their different ship designs.

I would assume every other major mod had to build it's own improved AI unless they didn't change the tech tree much.

(in reply to SirHoraceHarkness)
Post #: 274
RE: [WIP] DW - Starfall - version 1.01 - 9/5/2015 9:22:28 PM   
fierceking

 

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

quote:

ORIGINAL: Dudok22

I am enjoying this mod playing as Clomidos. I love the 20 year cycle. I just have 1 problem: research costs were increased but I haven't realised that when I was setting up new game and I've set research costs to very high. Is there any way to change research cost modifier during the game?

Good to hear that you're enjoying it.

You can't change research cost after the game has started. To lower it, you need to start a new game.

(in reply to Dudok22)
Post #: 275
RE: [WIP] DW - Starfall - version 1.01 - 9/6/2015 7:45:28 AM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline

quote:

ORIGINAL: fierceking


quote:

ORIGINAL: SirHoraceHarkness

Does this mod incorporate any of icemania's ai tweaks for better ai ship design and such? Having a zillion techs and options is nice but if the ai empires are still dense as a lead brick and can't utilize them then its kinda a waste especially if you have to manually design everything on the player side too.

Yea it has an improved AI.

It would have been pointless if my mod didn't have one. But Icemania's mod was too limited and was only focussed on 300 something techs so I had to build my own from scratch.

Took about 2-3 months since there was so many techs which brached off to different things and so many species with their different ship designs.

I would assume every other major mod had to build it's own improved AI unless they didn't change the tech tree much.


Sweet. Downloading now.

(in reply to fierceking)
Post #: 276
RE: [WIP] DW - Starfall - version 1.01 - 9/17/2015 10:39:40 AM   
LandShepherd

 

Posts: 5
Joined: 6/13/2014
Status: offline
This mod still active? Tried to download but got an error message.

(in reply to SirHoraceHarkness)
Post #: 277
RE: [WIP] DW - Starfall - version 1.01 - 9/17/2015 12:31:33 PM   
davidjruss


Posts: 235
Joined: 5/25/2002
From: Derby, England
Status: offline
Download v1.06 shown in Post 1 is missing. Mediafile reports download invalid or withdrawn.

Will the download be reinstated?

DavidR

(in reply to LandShepherd)
Post #: 278
RE: [WIP] DW - Starfall - version 1.01 - 9/17/2015 9:55:32 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I deleted the link because I was about to upload a new version.

I delayed it because I made a lot of changes and I had to fix a few things.

I guess I should have left the link up. I don't have that version anymore so if someone else wants to upload it then that's fine. Or just wait for the next update.

(in reply to davidjruss)
Post #: 279
RE: [WIP] DW - Starfall - version 1.01 - 9/17/2015 11:21:43 PM   
zenfiero

 

Posts: 3
Joined: 3/15/2015
Status: offline
I would love to check out this mod, but as mentioned all the download links are down. Assuming there is no other hosted location, I will eagerly await the new update!

(in reply to fierceking)
Post #: 280
RE: [WIP] DW - Starfall - version 1.01 - 9/18/2015 6:58:17 AM   
LandShepherd

 

Posts: 5
Joined: 6/13/2014
Status: offline
Thanks for the answer, will try it out when the new update is ready.

(in reply to zenfiero)
Post #: 281
RE: [WIP] DW - Starfall - version 1.01 - 9/18/2015 8:47:04 PM   
Blueinstinct

 

Posts: 59
Joined: 12/17/2011
Status: offline
hi, i wanted to give this one another go aswell, cant wait for the new version.

tnx for the hard work !!

greetings

(in reply to LandShepherd)
Post #: 282
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 2:33:21 AM   
Tiberiumkyle

 

Posts: 9
Joined: 11/21/2012
Status: offline
Apparently I managed to nab it a few days before the link poofed.
I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.

< Message edited by Tiberiumkyle -- 9/21/2015 3:37:15 AM >


_____________________________

In your forums, lurking about!

(in reply to Blueinstinct)
Post #: 283
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 6:05:55 AM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline

quote:

ORIGINAL: Tiberiumkyle

Apparently I managed to nab it a few days before the link poofed.
I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.


The easy way around it is to make a text file with the links and instructions and then attach it to the post so others can download it. No restrictions on that.

(in reply to Tiberiumkyle)
Post #: 284
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 7:27:53 PM   
fierceking

 

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

quote:

ORIGINAL: Tiberiumkyle

Apparently I managed to nab it a few days before the link poofed.
I'd stick a dropbox link up, but this forum has possibly the most annoying link restrictions I've run across, as it is annoyingly good at detecting work arounds. PMed it to fierceking, at least.


Thanx for the link. Here it is and I will change the link at the front page also

https://www.dropbox.com/s/6n8j5kohssls10e/DW%20-%20Starfall%201.06.rar?dl=0

(in reply to Tiberiumkyle)
Post #: 285
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 7:33:46 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
The next update will be the last for this mod. There's not much left I can think of to add to the mod and I have less time to work on it.

< Message edited by fierceking -- 9/22/2015 6:00:33 PM >

(in reply to fierceking)
Post #: 286
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 7:34:04 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
The next update will probably be ready by this weekend





< Message edited by fierceking -- 9/22/2015 6:01:18 PM >

(in reply to fierceking)
Post #: 287
RE: [WIP] DW - Starfall - version 1.01 - 9/21/2015 7:37:37 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
I was finally able to change the logo of the mod. The last one was really ugly





< Message edited by fierceking -- 9/22/2015 6:03:02 PM >

(in reply to fierceking)
Post #: 288
RE: [WIP] DW - Starfall - version 1.01 - 9/22/2015 2:53:58 PM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
Status: offline
Dah dum, Dahdum...


(in reply to fierceking)
Post #: 289
RE: [WIP] DW - Starfall - version 1.01 - 9/23/2015 10:09:11 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: fierceking
The next update will be the last for this mod. There's not much left I can think of to add to the mod and I have less time to work on it.

Looking forward to it!

(in reply to fierceking)
Post #: 290
RE: [WIP] DW - Starfall - version 1.01 - 9/26/2015 8:41:17 AM   
Dudok22

 

Posts: 6
Joined: 4/18/2015
Status: offline

quote:

ORIGINAL: fierceking

I was finally able to change the logo of the mod. The last one was really ugly







Greeeat!

(in reply to fierceking)
Post #: 291
RE: [WIP] DW - Starfall - version 1.01 - 9/26/2015 6:36:47 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
Updated to version 1.10 which will be the final update

Goto first page for info and download link

(in reply to Dudok22)
Post #: 292
RE: [WIP] DW - Starfall - version 1.01 - 9/26/2015 6:45:54 PM   
PsyKoSnake


Posts: 111
Joined: 1/25/2012
Status: offline
Hi fierceking,

Does this include the AI improvement mod, or part of it?

It dont seem to be included, but to be sure.

(in reply to fierceking)
Post #: 293
RE: [WIP] DW - Starfall - version 1.01 - 9/26/2015 8:39:25 PM   
Dudok22

 

Posts: 6
Joined: 4/18/2015
Status: offline
Thanks for your hard work!

(in reply to PsyKoSnake)
Post #: 294
RE: [WIP] DW - Starfall - version 1.01 - 9/27/2015 6:59:47 AM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline
quote:

ORIGINAL: PsyKoSnake

Hi fierceking,

Does this include the AI improvement mod, or part of it?

It dont seem to be included, but to be sure.


He made his own custom ai mod as icemania's mod of course doesn't include his expanded tech tree or the scripts for the ai designer and such to utilize it. I'm still playing a large game on his previous release and the ai seems to do very well at expanding and teching up the same as in icemania's mod. Will download this new version and give it a go as I'm about done and ready to pull the trigger on the planet destroyer fleet and wipe the universe of all things not insectkind.



< Message edited by SirHoraceHarkness -- 9/27/2015 8:00:54 AM >

(in reply to PsyKoSnake)
Post #: 295
RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 6:39:45 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
Fierceking, I must emphasize that version 1.10 is great news. Congratulations and thank you for this excellent mod. You have led to the game to his maximum expression. Anyway always welcome a future update.
By the way, SirHoraceHarkness, or who read me, with that number of races have started their games? because with 30 or more races on advanced games have crash to windows 7 or 8, and advanced games the game becomes very slow with my I7 4710. 970GTX and 24 GB of RAM. SSD disk.
Thanks 2 all!

< Message edited by danymatrix -- 9/28/2015 8:01:10 PM >

(in reply to SirHoraceHarkness)
Post #: 296
RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 6:50:44 PM   
Locust71

 

Posts: 14
Joined: 8/13/2014
From: Sweden
Status: offline
This is the best mod
But found two things:

S3F6 Repair Bot is broken. When i use that on a design, the ship is not buildable. (It was the same in last version but i thought maybe it will be fixed.)

And asteroidfields can sometimes not be scouted. Resulting in many scoutships getting stuck in asteroidfields. (This is new for this version of the mod. Have not seen that before.)

< Message edited by Locust71 -- 9/28/2015 7:52:50 PM >

(in reply to danymatrix)
Post #: 297
RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 6:57:25 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
quote:

ORIGINAL: Locust71

This is the best mod
But found two things:

S3F6 Repair Bot is broken. When i use that on a design, the ship is not buildable. (It was the same in last version but i thought maybe it will be fixed.)

And asteroidfields can sometimes not be scouted. Resulting in many scoutships getting stuck in asteroidfields. (This is new for this version of the mod. Have not seen that before.)


2 good observations for a possible fix.

< Message edited by danymatrix -- 9/28/2015 8:00:06 PM >

(in reply to Locust71)
Post #: 298
RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 7:09:35 PM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline

quote:

ORIGINAL: danymatrix

Fierceking, I must emphasize that version 1.10 is great news. Congratulations and thank you for this excellent mod. You have led to the game to his maximum expression. Anyway always welcome a future update.
By the way, SirHoraceHarkness, or who read me, with that number of races have started their games? because with 30 or more races on advanced games have crash to windows 7 or 8, and advanced games the game becomes very slow with my I7 4710. 970GTX and 24 GB of RAM. SSD disk.
Thanks 2 all!


Unfortunately the game will crash on very large games with lots of empires and stars due to limitations of the game engine. I've found that when you want to play a large 15x15 map with 700+ stars you need to limit the races down to about ten or so but can squeeze in lots and lots of races on the smaller maps.

(in reply to danymatrix)
Post #: 299
Question - 9/28/2015 7:14:55 PM   
Uncle Lumpy


Posts: 158
Joined: 7/1/2005
Status: offline
With time constraints and obligations in the real world, I began to play this mod for the first time this past weekend (1.06). I got about a half year into the game and obtained an abandoned monitoring station with seven death rays, five super area weapons, and maintenance of 60,000. Nearly bankrupted my economy for the few ticks it was in my possession. A few game months later I encountered another empire with a similar government. A game months after that, I located their home world. In that time they went from a military strength of 470 to a strength of 157,886!?! As their entire "fleet" consists of three escorts and a frigate, I have to guess their medium space port is simply busting with super weapons. Is this typical/normal for this mod?

Glad to see their is another update. Downloading as I type.

(in reply to danymatrix)
Post #: 300
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