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RE: Unleashed Extended - 1/14/2016 10:56:39 PM   
Retreat1970


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I think this mod is completed so no more upgrades. Icemania's AI mod is integrated in this mod already, excluding the AI tech research order which isn't compatible.

(in reply to bill2505)
Post #: 61
RE: Unleashed Extended I & II - 1/26/2016 6:04:30 PM   
Handbanana

 

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Wow, I've never tried this mod before! It looks freaking awesome. UI is so good too! Only thing I miss are a few colony-specific resources! Way more polished then my own mod-mod-mod packs

(in reply to mordachai)
Post #: 62
RE: Unleashed Extended I & II - 1/27/2016 4:04:39 PM   
moonraker65


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Just started a new game with this. Certainly different to most of the others out there. Love the big tech tree to research though

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Post #: 63
RE: Unleashed Extended I & II - 2/25/2016 3:01:09 AM   
Retreat1970


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quote:

ORIGINAL: mordachai

This mod is "abandoned in working condition" as my old boss was fond of saying.

I will likely make another version one o' these days - but for now, you have a choice of either I or II - both work. II has more money available, and other tweaks (see the change log). I has less money - more like vanilla - and a few less changes. Or you can always mod either mod to be more to your liking (very easy to do).


I haven't seen Mordachai for awhile, and since I really enjoy this mod I'm going to update it.

I'm going through ship designs and policies. There's some errors here and there. Also, I will be adding an AI research build order, but only out 15 techs for all three lines. This will give the AI's a good start. Wonders will not be in the AI build order, but the AI will be close after 15 techs.

I have seven races done, but I have 30 left to go so don't expect anything soon. It's time consuming.

After I get the above done, I will release extra races. Probably two at a time. I had an unfinished mod so I will pull out the 10 races and add them.

The changes will work for both mods I and II.

(in reply to mordachai)
Post #: 64
RE: Unleashed Extended I & II - 2/29/2016 6:44:18 PM   
TTBeNnI

 

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Just wanted to say a very BIG thanks to all the people working on this! Please keep up the very good work for the best 4X game I know!

(in reply to Retreat1970)
Post #: 65
RE: Unleashed Extended I & II - 2/29/2016 7:16:42 PM   
Retreat1970


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I'm finished with the AI mod portion. I still have to test it a little more. So far it looks good.

Hopefully I'll post the updated files tonight. If not then tomorrow.

(in reply to TTBeNnI)
Post #: 66
RE: Unleashed Extended I & II - 2/29/2016 10:41:56 PM   
Retreat1970


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I'm posting this update for Unleashed Extended I & II (works for both).

What this update does:

Creates an AI research path for each race. This only extends out 15 to 20 techs (mid game). Each path is different, except for the energy line, which seems to be about the same for all.

Updated ship designs.

Updated racial policies.

If you've ever played Icemania's AI mod, this is the same thing (but just for this mod).

The AI should be noticeably harder, especially at higher difficulty levels (very hard on up).

To install, just overwrite the mod folders. Make a backup if you want to change back.

EDIT: IMPORTANT I did not realize the Lipid race has its own Government in version II and not Version I.
To fix this in version I, apply the update then open Customization/Unleashed Extended/Races/Lipid.txt with any word program. Change the values SpecialGovernment and PreferredStartingGovernment from 14 to -1.
Sorry for the mistake.


Attachment (1)

< Message edited by Retreat1970 -- 3/24/2016 10:38:34 PM >

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Post #: 67
RE: Unleashed Extended I & II - 2/29/2016 11:28:36 PM   
TTBeNnI

 

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Again: Thanks a lot!

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Post #: 68
RE: Unleashed Extended I & II - 3/1/2016 4:15:01 AM   
Retreat1970


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This will be the first add-on race. Some of you old 4xers might recognize them. I will upload them tomorrow.

New troops, shipset, and flag.




Attachment (1)

(in reply to TTBeNnI)
Post #: 69
RE: Unleashed Extended I & II - 3/1/2016 4:32:45 PM   
Retreat1970


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Here is the Abbidon race play tested and ready for download.

I'm not too excited with the shipset, but it is what it is for now. Edit: I changed the shipset.

Copy everything inside the abbidon folder (designTemplates to race biases) to your Unleashed Extended folder.

Racebiases will ask to overwrite. This is ok. Remember to backup if you want to go back.

I will work on the next race soon. EDIT: Abbidon is packaged with Amonkrie below.

< Message edited by Retreat1970 -- 3/3/2016 9:12:55 PM >

(in reply to Retreat1970)
Post #: 70
RE: Unleashed Extended I & II - 3/3/2016 3:12:01 AM   
Retreat1970


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Here's the second SE race. I will package it with the first. I'll upload them soon. I'm still playtesting so here's a picture for now.




Attachment (1)

(in reply to Retreat1970)
Post #: 71
RE: Unleashed Extended I & II - 3/3/2016 9:11:12 PM   
Retreat1970


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Amonkrie are ready for download. I packaged it with Abbidon. Download below.

Copy everything inside the folder (designTemplates to race biases) to your Unleashed Extended folder.

Racebiases and Abbidon (if you have Abbidon) files will ask to overwrite. This is ok. Remember to backup if you want to go back.

I will work on a few more races soon, but will post them in bunches instead of singly.


Attachment (1)

(in reply to Retreat1970)
Post #: 72
RE: Unleashed Extended I & II - 3/22/2016 9:16:43 PM   
Retreat1970


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2 errors I've found so far. Easy fixes.

In the research file, project 125 - Change the parent to 550 instead of 124.
In the component file, component 171 - 18, 3 change to 18, 4. The game doesn't see heavy armor as an upgrade since the reactive rating was the same as the tech before.

(in reply to Retreat1970)
Post #: 73
RE: Unleashed Extended I & II - 3/24/2016 8:56:09 AM   
Hermundure

 

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Thank you very much for your effort!
Its really nice to see one still improving this great mod!

I found an error too: After I copied your files into the unleashed folder, when you start a new game, go to race selection an select the Lipid race, you get an error message.
I had a clean install and no other mods.
Couly you possibly take a look into this issue? I tried to find myself what was wrong but with no experience in modding it was pretty useless :-p

Herm

(in reply to Retreat1970)
Post #: 74
RE: Unleashed Extended I & II - 3/24/2016 3:49:58 PM   
Retreat1970


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Hi Herm. I started a game as Lipid, and had no issues. Could you post the error? I'm no modding genius, but I'll try and help.

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Post #: 75
RE: Unleashed Extended I & II - 3/24/2016 4:01:38 PM   
Hattori Hanzo


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quote:

ORIGINAL: Retreat1970

2 errors I've found so far. Easy fixes.

In the research file, project 125 - Change the parent to 550 instead of 124.
In the component file, component 171 - 18, 3 change to 18, 4. The game doesn't see heavy armor as an upgrade since the reactive rating was the same as the tech before.


my daily noob question: which tool I have to use to make this "Easy fixes" ?

(in reply to Retreat1970)
Post #: 76
RE: Unleashed Extended I & II - 3/24/2016 4:08:46 PM   
Hermundure

 

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quote:

ORIGINAL: Retreat1970

Hi Herm. I started a game as Lipid, and had no issues. Could you post the error? I'm no modding genius, but I'll try and help.



Just did a complete clean reinstall of DW. Unleashed and your files.

The Error When I SELECT the race is in the attachment.


Attachment (1)

(in reply to Retreat1970)
Post #: 77
RE: Unleashed Extended I & II - 3/24/2016 4:11:49 PM   
Hermundure

 

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And if I ignore this and start the game anyways I get this much smaller error (this time in english)

Without your adittions it works without problems, I would love to get rid of this because your work is really nice on this one :-)

Attachment (1)

< Message edited by Hermundure -- 3/24/2016 4:13:52 PM >

(in reply to Retreat1970)
Post #: 78
RE: Unleashed Extended I & II - 3/24/2016 4:27:04 PM   
Retreat1970


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I'm sorry, but I cannot speak German.

To Hattori: any word editor will do. They are just txt files.

(in reply to Hermundure)
Post #: 79
RE: Unleashed Extended I & II - 3/24/2016 4:47:01 PM   
Hermundure

 

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Oh, LOL, there is a german sentence in the english document also ;-p

It just says an index is out of the expected area. It must not be to small or to high.
Parametername: Index
at
System.Throw.Helper............ and then the rest

(in reply to Retreat1970)
Post #: 80
RE: Unleashed Extended I & II - 3/24/2016 5:11:29 PM   
Retreat1970


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Here's a new race file, but honestly I don't know why your game fails and mine doesn't. Drop it into customization/unleashed extended/race folder and overwrite.

EDIT: I have recreated this error. It happens in version I not II. I will attempt fix.

< Message edited by Retreat1970 -- 3/24/2016 6:30:14 PM >

(in reply to Hermundure)
Post #: 81
RE: Unleashed Extended I & II - 3/24/2016 6:48:27 PM   
Retreat1970


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Here's the fix. There were some differences of the Lipids from version I to II.

So this fix is for version I only. Overwrite in Customization/Unleashed Extended/Races.



Attachment (1)

(in reply to Retreat1970)
Post #: 82
RE: Unleashed Extended I & II - 3/24/2016 7:53:06 PM   
Hattori Hanzo


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thank you Retreat1970, if they are simple text files I should be able to try..

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Post #: 83
RE: Unleashed Extended I & II - 3/24/2016 9:20:08 PM   
Hermundure

 

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Thx a lot Retreat, I will try it when my Distant World is downloaded, I deleted it again because I thought it HAS to be an error on my side ;-p

(in reply to Hattori Hanzo)
Post #: 84
RE: Unleashed Extended I & II - 3/25/2016 12:05:46 AM   
Hermundure

 

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I just checked it and whatever you did, it worked like a charm, no more crash ;-p

BTW I encountered a small error which has nothing to do with your upgrade but maybe a fix is easily possible:

The resource Uranium is missing in the Galactopedia (or how thats called) ;-p
Klicking on a resource button on a planet leads to the screen.

(in reply to Retreat1970)
Post #: 85
RE: Unleashed Extended I & II - 3/25/2016 2:14:34 AM   
Retreat1970


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Uranium is needed for bombard weapons, most reactors, and some missiles.

I'll leave it up to the mod author to create a help file.

(in reply to Hermundure)
Post #: 86
RE: Unleashed Extended I & II - 3/25/2016 10:13:38 AM   
Hermundure

 

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Hehe no, I think I expressed myself wrong.
I just meant there is a broken link in game from the resource icon of the planet info-view on the lower left of the screen which leads to the in game if you klick it.
If you klick all resources you are beeing taken to the in-game-wiki for info.
Just not Uranium, this one is a dead link because its entry is missing in the in-game-wiki.

But its really a minor issue, I was just mentioning it because I found this bug.

< Message edited by Hermundure -- 3/25/2016 8:29:56 PM >

(in reply to Retreat1970)
Post #: 87
RE: Unleashed Extended I & II - 3/27/2016 10:52:59 PM   
Retreat1970


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I'm working on a version III. Details will come when it's close to completion. It will be a stand alone version (full).

(in reply to Hermundure)
Post #: 88
RE: Unleashed Extended I & II - 4/7/2016 7:52:59 PM   
mordachai


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Hello DW:U::EUII fans! I'm back! lol - just as a player (for now).

Retreat1970 - looks like you did some very cool stuff! Awesome! Can't wait to try it out.

< Message edited by mordachai -- 4/7/2016 7:54:10 PM >

(in reply to Retreat1970)
Post #: 89
RE: Unleashed Extended I & II - 4/7/2016 9:00:57 PM   
Retreat1970


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Mordachai it's good to see you. I hope I haven't overstepped my bounds.

All I'm doing is adding a icemania AI mod, but on steroids. So UEIII won't be for everyone, but if you want a challenge then it's for you. I'm almost done, but work is getting in the way of finishing. There are a few things you might want to know for UEI and II since I've been watching the AI for the past 3 weeks.

The AI doesn't upgrade fighter bays. It shows as an upgrade for players, but the AI never upgrades. I've found the repair rate isn't the indicator for an upgrade. I changed the fighter capacity to 4, 6, 8 and the racial to 6, 8, 10. It worked. Size may work also.

I was having a problem getting the AI to upgrade from ion engines to proton. Again no problem for player. I changed the size from 6, 7 to 7, 6 which worked. A straight size 6 for all engines may work as well.

The AI won't upgrade from gerax to phoenix. I assumed it was because of the energy usage which it was.

A few other things: I extended the dhayut drive line and the keskudon reactor line. Altered the haakonish fuel cell to be more competitive. Added 5 races (could've done more but I'm at 50 race shipsets). I know there's more but I don't remember. Oh, I changed all of the policy files, because some of the settings actually matter lol. Tech focus (AI builds more research stations in that focus). Capture settings were wrong etc...

I've enjoyed your mod, but I didn't know if you were ever coming back. I'll quit messing with it if you want.

(in reply to mordachai)
Post #: 90
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