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RE: [WIP] DW - Starfall - version 1.01

 
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RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 7:19:16 PM   
danymatrix

 

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if it's a shame this problem of the game engine. For the second largest map I think is 10 x 10, which would be the maximum of races that recommend use to avoid this problem in advanced games? tnk

(in reply to SirHoraceHarkness)
Post #: 301
RE: [WIP] DW - Starfall - version 1.01 - 9/28/2015 9:27:22 PM   
SirHoraceHarkness


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quote:

ORIGINAL: danymatrix

if it's a shame this problem of the game engine. For the second largest map I think is 10 x 10, which would be the maximum of races that recommend use to avoid this problem in advanced games? tnk


Well sector size isn't really the issue as you can go 15x15 with less than 700 stars and not have much performance degradation or crashing. The two main factors for late game crashing are number of empires and stars and it's going to be a matter of experimentation to figure out a good balance. The reason you can have lots of empires on low star maps is that they cannot expand to dozens or even hundreds of colonies all with their own private and state run ships running about. I have crashed on a two empire game with 1400 stars simply due to the hundreds and hundreds of colonies and the stress it puts on the game engine.

(in reply to danymatrix)
Post #: 302
RE: [WIP] DW - Starfall - version 1.01 - 9/30/2015 1:22:15 PM   
Remigius

 

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Using the upgraded Version of the Mod, I still got the bug with the oversized ships. It happend the instant the enhanced storage research was completed. Affected are all ships/bases not under construction.
Comparing the design and the actuall ships component list, I noticed that all the pirate components(hyperdrive, armor, repair bot and shields) got replaced with fighter bays, super lasers and one pulse wave cannon (which my race should not get at all). I didnt check what exactly got changed for what at the other ships, but the bug happened to most if not all pirate/empire stuff (I did not check all of them).
Is this something better related to Elliot allong with savegames? Or does someone now, wether they are working on the issue?

< Message edited by Remigius -- 9/30/2015 2:33:40 PM >

(in reply to SirHoraceHarkness)
Post #: 303
RE: [WIP] DW - Starfall - version 1.10 - 10/3/2015 2:16:44 PM   
bavarian kid

 

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Minor issues with 1.10

Playing as Delphid:
1.) right from the start, Talsassos Shields are enabled - despite Enhanced Shields are not researched yet
2.) Component Kaldos Hyperdrive are available for ships - despite Kaldos Hyperdrive Technology is not researched yet

Screenhots
Save

(in reply to Remigius)
Post #: 304
RE: [WIP] DW - Starfall - version 1.10 - 10/3/2015 6:02:22 PM   
bavarian kid

 

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Dialogue that allows defining enemy nations manually offers race "PirateX". Intended?

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Post #: 305
RE: [WIP] DW - Starfall - version 1.10 - 10/5/2015 12:05:31 PM   
pelthunter

 

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(1.10) Stealth technology requires Short Range Scanner tech only available to two races. This kinda kills Jumping Sensing and Deep Space Arrays tech lines. Would you reconsider?

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Post #: 306
RE: [WIP] DW - Starfall - version 1.10 - 10/5/2015 12:36:42 PM   
akvilonn

 

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Thanks for great mod, I love the slow pace and the research.

I have a problem though, I can not build resort base or find resort base design, I researched medical center, still no resort base design. Am I missing something?

(in reply to pelthunter)
Post #: 307
RE: [WIP] DW - Starfall - version 1.10 - 10/5/2015 7:38:16 PM   
CyclopsSlayer


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Did you try designing one yourself?

I don't recall ever seeing a pre-designed Resort. I might just have been blind though.
For mine I use 10x Passenger Holds, Hab modules to 300 boarding strength, 5x Shields and 2x Fighter-bays, plus any ancillary systems. Tenders the Resort immune to casual pirate raids, and they never seem to send a fleet after Resorts.

(in reply to akvilonn)
Post #: 308
RE: [WIP] DW - Starfall - version 1.10 - 10/6/2015 2:46:01 AM   
SirHoraceHarkness


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The ai will design resorts but you have to have passenger liners unlocked and moderately researched along with crew quarters and other supporting techs like recreation and medical etc. None of them have to be very far along the tech tree but it takes a bunch of them to finally unlock the design. This is just my observation and there might be a quicker way to get them up and running but the game is so deep on so many levels it's taking a long time to master each and figure out how they work with each other. Just a few days ago I discovered the joys of setting fleet posture the Correct™ way and holy cow what a difference in organizing defensive zones and such plus it seems to keep the ai from freaking out during wars and sending fleets crisscrossing across the galaxy.

(in reply to CyclopsSlayer)
Post #: 309
RE: [WIP] DW - Starfall - version 1.10 - 10/7/2015 1:26:55 AM   
akvilonn

 

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Thanks for suggestions. I've created own resort base design, built it and so far no income from it in the empire summary (a year passed)
Will do more research, as SirHorace said.

I've never got into the late game with Universe, so I am obsessing getting as much cash as possible for later fleet's and troops maintenance, by getting everything as affordable as possible early game. I even manually design all gas/mining/defence stations just to save on maintenance, retrofitting manually only when there would be the danger of a conflict. (playing with low pirates)

So yea, having a single planet in my system with some scenery and not able to build resort is...trouble, especially with such slow progress on the hyperspace speeds (which I like!).

(in reply to SirHoraceHarkness)
Post #: 310
RE: [WIP] DW - Starfall - version 1.10 - 10/18/2015 11:28:28 AM   
rav

 

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Oh my god thank you so much! Am ~6hrs in to a game with your mod and am completely re-obsessed with DW.

Thanks for your hard work. Hope you are still playing games for fun and not just bug testing - must be hard to mod such a long game!

(in reply to akvilonn)
Post #: 311
RE: [WIP] DW - Starfall - version 1.10 - 11/4/2015 9:16:22 PM   
Sanati

 

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This is my favorite tech mod, but 1.10 has some issues.

As mentioned by a previous poster, the vast majority of the sensor tree is locked behind short range sensors, a racial tech limited to only 2 races. That one is sort of game breaking IMO. The damage reduction/repair bot lines have some issues, the fast repair line only upgrades modules you unlock on the first line, meaning you need to go down both lines if you want the faster repair option. Minog "Perfected Flight Mastery" requires "Heavy Missile Superloading" even though they only use torpedo bombers and no previous techs in their line require missiles, maybe intentional for balance reasons but felt strange to me. Minog "Superior Natural Flight" requires "High Power Discharges" when it should probably require "Shockwave Torpedo Mark II" instead, they need to follow the bottom torpedo line the rest of the way, so they are forced to get two torpedo techs here on the same tier that update the same module, High Power Discharges is a useless/redundant dead-end for them.

I may be missing something, but the Zenox shields seem to become useless in the later tiers, drastically less regen than the baseline high recharge shields and practically the same capacity, final tier they have size 9, 350 strength, 3 regen, vs the baseline size 10, 360 strength, 6 regen.

It's been a while since I played, so I don't remember if this has always been the case or is specific to this mod or version. Most of the pirates I'm seeing seem to use gravity weapons, even early game. It's brutal and frustrating.

(in reply to rav)
Post #: 312
RE: [WIP] DW - Starfall - version 1.10 - 1/8/2016 2:36:00 PM   
Seraph86

 

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great mod, only discovered today that it reached its 1.0 mark (and beyond).

it seems there are some issues in the 1.10 version, is it recommended to use the 1.06 version instead or are the issues so minor that its recommended to enjoy the mod in its latest glory?

thx :)

(in reply to Sanati)
Post #: 313
RE: [WIP] DW - Starfall - version 1.10 - 1/8/2016 4:08:05 PM   
Malakie


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Just found this mod! Hope it continues to be updated

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Take it light...

Malakie

(in reply to Seraph86)
Post #: 314
RE: [WIP] DW - Starfall - version 1.10 - 1/30/2016 10:01:12 PM   
Seraph86

 

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hmmm...me hoping this great mod getting one last bugfixing polish. you did astonishing work with it. personally i love really long 4x games and this mod hits the sweetspot for me :).

(in reply to Malakie)
Post #: 315
RE: [WIP] DW - Starfall - version 1.10 - 2/3/2016 4:22:24 PM   
fierceking

 

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I have some free time so I will be checking out the bugs reported. The bugs reported looks like it's easy enough to fix so I can do those

(in reply to Seraph86)
Post #: 316
RE: [WIP] DW - Starfall - version 1.10 - 2/4/2016 9:53:44 AM   
Seraph86

 

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quote:

ORIGINAL: fierceking

I have some free time so I will be checking out the bugs reported. The bugs reported looks like it's easy enough to fix so I can do those



nice, thank you very much :).

(in reply to fierceking)
Post #: 317
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 4:51:45 PM   
fierceking

 

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Updated to version 1.11

Goto first page for info and download link

(in reply to Seraph86)
Post #: 318
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 5:29:41 PM   
pelthunter

 

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Still seems to register as 1.10. Stealth tech line still locked.

Tried both two file patch and full packet.

(in reply to fierceking)
Post #: 319
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 5:34:09 PM   
vengen

 

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Joined: 2/19/2008
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If you have time, you might want to check your character files. At least some of them have characters with inappropriate skill types.

As an example: the first ambassador in the Xflinta file, Ne' lis 'Ehe ros, has skill types 1, 13, 9, and 5. Skill type 1 (Diplomacy), is appropriate for ambassadors; but skill types 13 (Facility Construction Speed), 9 (Troop Recruitment Rate), and 5 (Colony Corruption Reduction) are not appropriate for Ambassadors.

The leaders in the file seem fine, but every other character type seems to have these issues.

I know the Xflinta, Vlomert, Vik'yd and Enton character files have these issues - I didn't check any other race's character files.

Overall, this is an excellent mod, so I'm not surprised it has 1400 downloads.

(in reply to fierceking)
Post #: 320
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 6:22:35 PM   
fierceking

 

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Joined: 7/24/2010
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quote:

ORIGINAL: pelthunter

Still seems to register as 1.10. Stealth tech line still locked.

Tried both two file patch and full packet.


Can you explain it?

This is what I get...

In this patch you need the Ship Scanning and Advanced Sensors tech to get Stealth



In vanilla you see it here...you also need Ship Scanning, Advanced Sensors + Enhanced Scanners




(in reply to pelthunter)
Post #: 321
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 6:23:35 PM   
fierceking

 

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quote:

ORIGINAL: vengen

If you have time, you might want to check your character files. At least some of them have characters with inappropriate skill types.

As an example: the first ambassador in the Xflinta file, Ne' lis 'Ehe ros, has skill types 1, 13, 9, and 5. Skill type 1 (Diplomacy), is appropriate for ambassadors; but skill types 13 (Facility Construction Speed), 9 (Troop Recruitment Rate), and 5 (Colony Corruption Reduction) are not appropriate for Ambassadors.

The leaders in the file seem fine, but every other character type seems to have these issues.

I know the Xflinta, Vlomert, Vik'yd and Enton character files have these issues - I didn't check any other race's character files.

Overall, this is an excellent mod, so I'm not surprised it has 1400 downloads.



I've noticed this issue. I think when I was applying the character random numbers I mixed up some values. This would be a lot of work to fix. I think I know how to fix it since the data is on Excel file. I could just apply some rules to the cells. The problem is that this would be a lot of work. I can't promise I can fix this anytime soon. I'll check it though...

(in reply to vengen)
Post #: 322
RE: [WIP] DW - Starfall - version 1.01 - 2/6/2016 6:34:20 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
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deleted since I just noticed I was responding to a question from Sept of last year.

< Message edited by fierceking -- 2/6/2016 8:00:05 PM >

(in reply to danymatrix)
Post #: 323
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 7:14:14 PM   
pelthunter

 

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Joined: 2/14/2011
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Cannot explain this.

In directory folder I have no 1.10 stuff left, only the 1.11 pack. Yet Theme Selection still lists 1.10 and not 1.11.


(in reply to fierceking)
Post #: 324
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/6/2016 7:39:03 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
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quote:

ORIGINAL: pelthunter

Cannot explain this.

In directory folder I have no 1.10 stuff left, only the 1.11 pack. Yet Theme Selection still lists 1.10 and not 1.11.


If you downloaded the update then yea it will say 1.10. But it's basically 1.11.

With the update patch there was no way for me to change the name of the folder. So you can change the folder name yourself. You don't have to but with those 2 files, its basically ver 1.11 even though it doesn't say so.

If you still want to change it then rename the folder to:
DW - Starfall 1.11

(in reply to pelthunter)
Post #: 325
RE: DW - Starfall Ver 1.11 - 2/6/2016 10:41:19 PM   
Unforeseen


Posts: 608
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From: United States of Disease
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Does this require the .12 upsate ib order to work? I have .10 and im attempting to run this version 1.11 while getting an exception due to the conpobents. Wont be able to update until next thursday. :(

Sorry for grammar. Using phone to type.

< Message edited by Unforeseen -- 2/6/2016 11:43:07 PM >


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(in reply to fierceking)
Post #: 326
RE: DW - Starfall Ver 1.11 - 2/6/2016 11:12:53 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
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Probably

1.9.5.12
fixed crash when using custom mod with more than 256 components

(in reply to Unforeseen)
Post #: 327
RE: DW - Starfall Ver 1.11 - 2/7/2016 8:59:29 AM   
moonraker65


Posts: 556
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From: Swindon,Wilts. UK
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Thanks Fierceking. Good to see that you're still working on this

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Post #: 328
RE: DW - Starfall Ver 1.11 - 2/7/2016 2:54:04 PM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
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Ended up updating via bluetooth from my phone. Mod works great. Very impressed. Been waiting for a mod that actually does what yours does for years and now i can finally play thanks to you.

Now 9 years into a 40 empire prewarp on 1400/15 galaxy.

Edit: And ive completely run out of caslon...

< Message edited by Unforeseen -- 2/7/2016 4:11:56 PM >


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(in reply to moonraker65)
Post #: 329
RE: [WIP] DW - Starfall - Ver. 1.11 - 2/7/2016 4:41:33 PM   
vengen

 

Posts: 38
Joined: 2/19/2008
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quote:

ORIGINAL: fierceking

I've noticed this issue. This would be a lot of work to fix. I can't promise I can fix this anytime soon. I'll check it though...



OK, thanks - that's why I mentioned "if you have time". I tried changing one file and gave up after a half hour because it was going too slow. My workaround is to delete the character files, but that defeats the whole purpose of custom character portraits. But it's still an excellent mod without them.

(in reply to fierceking)
Post #: 330
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