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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/11/2015 4:01:03 AM   
MikePN

 

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I have tons of transport modules on my troop transports, so much so that the "emergency fuel" speed was 0 at a point. I managed to get it up to 1 by sacrificing some troop carry ability, any tip on increasing emergency fuel speed without dropping any more "efficiency" on bringing the troops to the battlezone?

(in reply to MikePN)
Post #: 331
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/11/2015 2:00:51 PM   
ehsumrell1


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quote:

ORIGINAL: MikePN

Speaking of Hirogen, I got them down to one planet easy enough, but they just decimated a almost 2 to 1 troop advantage invasion in my favor.

Time to bring 5 transports to the existing blockade, need more than 2!

Not sure but I think that they're on a cycle that ramps up their aggression right now. xD This will be fun!

You just probably tried to invade when they had just finished preparing for their "Annual Great Hunt".
If you remember, they're fearless! They one on one battle a Species 8472 soldier without a thought!



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Post #: 332
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/11/2015 2:02:07 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: MikePN

I have tons of transport modules on my troop transports, so much so that the "emergency fuel" speed was 0 at a point. I managed to get it up to 1 by sacrificing some troop carry ability, any tip on increasing emergency fuel speed without dropping any more "efficiency" on bringing the troops to the battlezone?

Add more reactors to your Troop Transport design to bring the speed up.

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Post #: 333
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/12/2015 5:26:22 AM   
MikePN

 

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Thank you! My initial messages I was a total new player to DW.. I'm starting to get the idea of it now. Didn't realize that one yet. Reactors = Speed Okay, five more of those and then stack on more troop modules yet, try to manage a balance of 3 "emergency speed" which should triple the pace of the invasion side of the game. So far all else is going great, almost got a quarter of the map. This due to a quick colonization start that ramped up production throughout the Federation. Once I hit victory, will try the Klingons, then the Romulans, then the Cardies, then the Andors (who I originally didn't favor) then one of my other favs, the Remans.
-----------------------------------------------------
If I were to eventually use one of the none expanding empires, IE the Bynar.. I myself couldn't expand past where I start at? Which basically means in order to win I'd actually have to kill off everyone else with bombardment? (I do not use the race specific victory conditions.) Or would I be able to take over neutral colonies by invasion, then treat that as a "second home system" once I have a population there?

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Post #: 334
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/12/2015 5:09:12 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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Yes MikePN, you can still invade and conquer. Also, you can discover those
occasional neutral colony ships found in stasis and colonize with them.


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Post #: 335
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/13/2015 12:59:51 PM   
MikePN

 

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Thanks again for your help.

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Post #: 336
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/14/2015 1:45:09 AM   
MikePN

 

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So, I made it that I could use the ships in the original game.

Though soon, I realized I couldn't go back to DWU (almost) vanilla. Why? The characters.

I'm hook'd more than I had thought I believed myself to be.

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Post #: 337
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/14/2015 5:36:03 AM   
ehsumrell1


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Pleased to hear you're enjoying our work MikePN!

Now go kick some Borg butt!

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Post #: 338
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/15/2015 2:42:28 AM   
MikePN

 

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LOL, ironically, they were the big rival in my first game I never got to finish. Pausing to add a few new federation ships.. (I just love the nova and replacing one of the galaxies as an ambassador for more variance) then time for game 2!

Maybe i should leave victory conditions lower instead of jack it up to 80% lol.

(in reply to ehsumrell1)
Post #: 339
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/18/2015 2:41:27 AM   
MikePN

 

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Hmm, Resupply ships have a 'deploy' mode (30 second set up if I read right) I just can not seem to grasp. Is it maybe some click option in the ship info panel when you have it selected? A keyboard 'shortcut' keystroke to get them into, and out of, 'basemode'? Refueling just outside, or even inside the solar system of a planet I'm about to invade would significantly encourage my seemingly skittish, but packed troop transports into the action somewhat quicker I believe.

Most military ships seem to adore visiting my enemies systems, were fuel is more scarce. They make do, but with the transports, it seems, they love to 'hug' and almost patrol my gas mining stations. It seems, a 'tactic' that a deployed resupply ship could possibly alleviate when close enough to a blockaded planet I want the transports to hit. Maybe even deploy 2-3 along a path leading to the planet and watch the transports leap from resupply-deploy to resupply-deploy before finally making planetfall..(hopefully)!

Before aborting that first game, there was like 80 troop carriers, 1/4th of them with 1300 soldiers full up and I sent all 20 to the Hirogen holdout planet. 5 years later (timed by espionage research steal missions of a years duration, as well as the Hirogen return to their normal message) only three ever showed up, and one of those tried to turn around and head home for a refuel! Frustrating! Yet still having fun with the mod overall. If I can figure these two things out, and it seems like one would answer the other, tis all 'silver'.

Only minor squabbles then! (I seek to make a more militant Federation by lightly arming scouts and giving constructors self defense platforms to let them hold out til the war fleets arrive.) Basically this means find a way that I do manual prototypes, yet the ships auto retrofit once I make the 'NX'.

Oh, and the silly names. I want my escorts, frigates, and destroyers named too! One simple solution would be to make everything a cruiser or capital ship design being mindful of ship size to keep the Akira's smallest, perhaps do a "duel destroyer prototype" and make the Prometheus about the same size as the Intrepid (sister ships?) then of course the general capital ship (Sovereign) and cruiser (Galaxy).

Got my Novas and Ambassadors and Mirandas repping right with a transparent background! Miranda makes for a beautiful passenger liner. To me the Galaxies might make a better resupply because they're just huge, and Ambassador is about the right size of a cruiser, though on a personal level, I rather see the Galaxies crumble defensive lines with support rended from those domineering Sovereigns!

Would you like to see my three ships in game screenshots? Mirandas saucer has a little hole in the middle (its center light was the same color as the original background, the prog i used made all that color transparent). As a passenger liner, it could be designed like that for the luxury of looking out the windows in a mid saucer cafe as the ship speeds along at high warp. Ambassadors initially had the same problem, but I salvaged the saucer by dumping green on the outside of the ship so it no longer was the same color as the center light, then made the green transparent. Nova? My pride and joy work went into her, I love the little vessels look so much but she gave me a greater deal of difficulty to get working right, I can't even explain the hardship but it was a labor of love.

< Message edited by MikePN -- 12/18/2015 4:32:52 AM >

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Post #: 340
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/18/2015 4:07:34 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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Select the Resupplyship, then go to the Gas Planet or Gas Cloud with Hydrogen/Caslon
in it, then right mouse-click on the planet (or within the boundary of the Gas Cloud)
and select the "Deploy at..." command. The Resupplyship will then travel to that spot
and start the 30 second deploy operation. Once deployed, ships will be able to dock
and refuel from it.


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Post #: 341
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/19/2015 2:41:07 AM   
MikePN

 

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Ahah! Now I see. I was thinking you could deploy them anywhere then if not at a source, freighters would then ferry the fuel there. There's my problem with them! So an idea would be deploying one in the system of a blockaded enemy about to be invaded at a fueltype gas giant after you cleared the system. Direct the transports to refuel there, then mission them to invade the planet after. Perhaps add one resupply to each fleet, so its in the clearing party, and as the other ships set to block the planet, special mission task it to deploy, watch and wait then when ready, send those preloaded transports to refuel. Maybe even dare to try sending them up while the resupply is moving into position, save a few minutes (hours days or even months gametime) that way.

(in reply to ehsumrell1)
Post #: 342
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/10/2016 2:10:46 PM   
shaunchattey

 

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I'm getting that cannot load race_16 error after putting the zip in the folder :( does anyone know why?

(in reply to MikePN)
Post #: 343
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/10/2016 2:28:47 PM   
btd64


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All you have to do is unzip into the customization folder. After that your all set. Although you do have to change themes....GP

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Post #: 344
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/10/2016 7:28:30 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: deadmeat1471

I'm getting that cannot load race_16 error after putting the zip in the folder :( does anyone know why?


This has been a VERY weird image issue from day one. A few people had issues with this file, many do not.
(Read previous post number 39 in this forum thread concerning this)

I'm providing a substitute 'race_16' file for your use from my personal DW game directory that works
in game. If this doesn't solve your issue post back here and let us know. DELETE (not just overwrite)
the current 'race_16' file in your Picard Era mod directory and then unzip and add the new file.



Attachment (1)

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Post #: 345
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/10/2016 7:43:12 PM   
shaunchattey

 

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Joined: 9/24/2008
Status: offline
I still get the same error :(


(in reply to ehsumrell1)
Post #: 346
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/10/2016 9:50:13 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: deadmeat1471

I still get the same error :(



I've sent you a personal message concerning this matter.


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Post #: 347
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/13/2016 4:52:14 AM   
Testmann


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This mod gives me goosebumps! :)
The Romulan Star Empire shall rule the galaxy!
But I'm right between the Federation, the Dominion and the Breen...
obviously they all hate me.. Doesn't help that I allways send my spies and undercover missions...

Anyways, how can I combine this mod effectively with the AI Improvement mod?

(in reply to ehsumrell1)
Post #: 348
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/13/2016 8:36:11 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: Testmann

This mod gives me goosebumps! :)
The Romulan Star Empire shall rule the galaxy!
But I'm right between the Federation, the Dominion and the Breen...
obviously they all hate me.. Doesn't help that I allways send my spies and undercover missions...

Anyways, how can I combine this mod effectively with the AI Improvement mod?

Hello Testmann, glad you're enjoying our mod!

Ironically, there are some AI similarities in our mod with Icemania's AI Improvement mod. Which, if I
recall correctly, I noticed shortly after our Picard Era Version 1.0 release. But only to the extent
that a 'vanilla' game would expose. Unfortunately though, since my concept for the Picard Era mods were
to be able to be adaptable to all but one (Ancient Galaxy, which is a separate mod of its own) of the
different DW playstyles, it can't use or be adapted to the AI Improvement mod.

I've heard from players though that depending on your playstyle, and who you play, the AI does a pretty
fair job of trying to wipe your face off of the galaxy map! Especially those doggone Borg!


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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/30/2016 8:08:28 PM   
Allenthalben

 

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Hello ehsumrell1,

it is never too late to say:
Best mod I played ever!

Hope you are still working on the version 2.5.

Greetings from Germany and thanks again!
Allenthalben

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Post #: 350
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/31/2016 3:25:29 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Allenthalben

Hello ehsumrell1,

it is never too late to say:
Best mod I played ever!

Hope you are still working on the version 2.5.

Greetings from Germany and thanks again!
Allenthalben

Guten Abend Allenthalben!

Thank you for the kind words! Very glad to hear you're enjoying the efforts of the Trek Team!
Both the new version and the Kirk era will be completed, albeit it will be a couple months away now
due to "real life" events (I'm a tax accountant and it's tax season in the U.S.). But don't worry,
we will get them finished.

Auf Wiedersehen


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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/5/2016 1:57:04 PM   
Hattori Hanzo


Posts: 734
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From: Okinawa
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a great DW:U Star Trek mod !!!

Live Long and Prosper

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Post #: 352
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/6/2016 2:47:53 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: Hattori Hanzo

a great DW:U Star Trek mod !!!

Live Long and Prosper


Thanks Hattori Hanzo!

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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/12/2016 6:22:12 AM   
Hunter20nov

 

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Hello ehsumrell1

(sry for bad english)

what are the new changes for the New Version 2.5 ?

I playing your mod since from Version 1.0 and 2.0 with your good Map are very good.

A Question for me. Can you tweak/make stronger/better the KI Fleetmanagement ? They come with small Fleet 10-25 Ships per Fleet. Can you make the KI stronger in this Part or increase the Income and the KI can make "bigger" fleets ?

< Message edited by Hunter20nov -- 2/12/2016 7:38:54 AM >

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Post #: 354
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2016 9:15:20 PM   
amariah

 

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I put it in my customization folder and it crashed when loading the theme. Is there an updated version of the mod for the latest DW Universe?

(in reply to Hunter20nov)
Post #: 355
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/20/2016 10:10:52 PM   
Retreat1970


Posts: 948
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From: Wisconsin
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quote:

I put it in my customization folder and it crashed when loading the theme. Is there an updated version of the mod for the latest DW Universe?


I have no issues. I would try again.

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Post #: 356
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/26/2016 8:20:23 AM   
pontifex666

 

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Joined: 2/26/2016
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Hi, I just bought DWU on steam and was really excited to learn about the star trek picard era theme. I downloaded and installed per directions, placing it in the customization folder in the Distant Worlds directory under the steamapps. I was able to change the theme successfully, it gave me the proper theme name in orange letter, but unfortunately the data itself didn't change, it still has the stuff from the default game like humans as a race and the like, It's like the star trek stuff hasn't "kicked in". What am I doing wrong? Any help would be greatly appreciated!

EDIT:

Turns out I seem to be a dolt! I unzipped the file in a folder with the same name as the proper folder with all that star trek goodness inside! Thanks to the modders for all of their hard work! This brings back memories of BOTF and thanks for that.

< Message edited by pontifex666 -- 2/26/2016 8:45:04 AM >

(in reply to Retreat1970)
Post #: 357
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/25/2016 9:10:25 PM   
Bebop7

 

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Joined: 3/25/2016
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Trying to load main campaign game map but I get a notice/error?

"This is not a Valid Distant Worlds Game file"

i press ok...

Followed by a /net framework notice,

h t t p : / /w w w. filedropper. c o m /data_12

but i can make a custom game fine.

< Message edited by Bebop7 -- 3/25/2016 9:11:37 PM >

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Post #: 358
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/6/2016 12:35:11 AM   
Hagashi

 

Posts: 1
Joined: 4/6/2016
Status: offline
Hearing that both the new version and the Kirk era are both still being worked on warms my heart immensely. Just now getting into Distant Worlds so it's awesome to see this community still pumping out crazy stuff.

(in reply to Bebop7)
Post #: 359
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 5/14/2016 2:09:44 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Thanks for the kind words Hagashi! I'm in a planning stage at the moment, along with
waiting on more info on Distant Worlds 2. Enjoy!!


< Message edited by ehsumrell1 -- 6/5/2016 8:08:45 AM >


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