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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

 
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod Page: <<   < prev  22 23 24 [25] 26   next >   >>
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 7/23/2015 11:40:20 AM   
andrea23

 

Posts: 11
Joined: 7/23/2015
Status: offline
Wow amazing works

< Message edited by andrea23 -- 2/7/2016 5:15:15 PM >

(in reply to HaTeMe)
Post #: 721
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/20/2015 7:29:34 AM   
Doma

 

Posts: 1
Joined: 8/20/2015
Status: offline
Does anyone have an alternate link for the base package? I keep getting permission denied.

(in reply to andrea23)
Post #: 722
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/14/2015 5:25:51 AM   
NexusCron

 

Posts: 10
Joined: 6/10/2012
Status: offline
I am getting permission denied as well. Please? I wanna download this.

(in reply to Doma)
Post #: 723
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/2/2015 2:10:48 AM   
truenova

 

Posts: 2
Joined: 10/2/2015
Status: offline
I got all the packages except the races part 2, keep getting:

permission denied "Moksha" by Vas may be available for download from Amazon.

looks like some kind of DRM reporting problem for the music files.

(in reply to NexusCron)
Post #: 724
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/2/2015 2:15:44 AM   
truenova

 

Posts: 2
Joined: 10/2/2015
Status: offline
its odd I just kept trying every few min and eventually it let me download it.

(in reply to truenova)
Post #: 725
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 10/12/2015 8:54:56 AM   
Rakird

 

Posts: 12
Joined: 11/22/2012
Status: offline
Amazing work, thank you!

(in reply to truenova)
Post #: 726
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 1/14/2016 11:49:54 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Superb music in this mod. Really gives the game a different feel whilst playing. Keep up the good work

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Post #: 727
Issue with Mod - 1/17/2016 8:32:20 PM   
ccc2501

 

Posts: 1
Joined: 1/17/2016
Status: offline
Does anyone else have the issue were upon starting a new game with this mod, all characters are available for all positions. Hundreds are available. I'm pretty sure that's not correct.

Anyone else see this?

-ccc2501

(in reply to Blackstork)
Post #: 728
RE: Issue with Mod - 1/18/2016 8:42:17 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Do you mean you already have lots of characters in place ? No I don't get that. I've played as the Wekkarus and Dlakar and have had no problems so far. Are you sure you set the game up properly ?

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(in reply to ccc2501)
Post #: 729
RE: Issue with Mod - 1/23/2016 2:04:04 PM   
Clwebb

 

Posts: 1
Joined: 1/18/2016
Status: offline
Is this mod suppose to have slower hyperdrives? I have the Gerax HyperDrive and its only going like 6200 instead of the full 12500, my power is good, I dunno what is up?

(in reply to moonraker65)
Post #: 730
RE: Issue with Mod - 1/23/2016 7:23:10 PM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
There are quite a few changes to default in this mod I noticed. If you look at how ships are set up in the design menu you'll notice that you start with damage control unit, Countermeasures and basic proximity array already researched and most ships and bases have them fitted at the start


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(in reply to Clwebb)
Post #: 731
RE: Issue with Mod - 1/24/2016 7:24:11 PM   
Illamon

 

Posts: 2
Joined: 1/24/2016
Status: offline
So I am getting a pretty massive run time error whenever I try to start a game. I switch the theme, go to to create a game and it is almost a full page. It looks like the game may be repeating everything, making double. When I look at the files inside the mod, I have A.62 and then the normal stuff in the same location such as design templates, dialog, so on and so forth. When I then look in the A.62 it shows the most of the same things, their are a couple that are not included however. I followed the instructions exactly as stated, so not sure why it would be created double.

(in reply to moonraker65)
Post #: 732
RE: Issue with Mod - 1/24/2016 8:46:13 PM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Your file structure should be - C:\Matrix Games\Distant Worlds Universe\Customization\Beyond extended alpha. When you unpacked the zip did you take the folder from inside ? That's a common error with new themes. There are 2 folders, one is a holder. You must take the folder from inside and put it in to the Customization folder in the main game folder

< Message edited by moonraker -- 1/24/2016 9:50:10 PM >


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(in reply to Illamon)
Post #: 733
RE: Issue with Mod - 1/24/2016 9:18:19 PM   
Illamon

 

Posts: 2
Joined: 1/24/2016
Status: offline
I did, I use mods A LOT. I am big on Paradox stuff and starsector, It is just odd. It shows as the standard vanilla folder, and then i copy the a62 into the alpha folder. When I go into that folder should it show as a62 or should I take out the insides and put them in the folder without replacing? I tried replacing that also did not work, just became stuck on creating galaxy.

(in reply to moonraker65)
Post #: 734
RE: Issue with Mod - 1/25/2016 6:31:12 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
If it does not work, just delete whatever is inside and start all over again. Unless you did some changes, in which case you move the contents away until you get the basic mod working.

The structure should be:

Customization/ModNameFolder/<contents>

And contents should be the races, components.txt, shipdesigns and whatever the the actual mod files are named. They should match the structure in the core distant worlds folder.

Any folder name a62 or similar should not be present anywhere, I assume it is the contents of the a62 folder that should be inside the ".../Customization/Beyond Extended Alpha/ folder.

(in reply to Illamon)
Post #: 735
RE: Issue with Mod - 1/25/2016 8:34:22 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Yes what Bingeling says is right. In your customization folder it should just be Beyond Extended Alpha and all contents of the mod inside. Also remember that you have to combine the 2 race folders for this mod if you downloaded the music files as well

< Message edited by moonraker -- 1/25/2016 9:35:43 AM >


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(in reply to Bingeling)
Post #: 736
RE: Issue with Mod - 2/7/2016 5:01:40 PM   
andrea23

 

Posts: 11
Joined: 7/23/2015
Status: offline
amazing work

(in reply to moonraker65)
Post #: 737
RE: Issue with Mod - 2/10/2016 1:38:59 AM   
Unforeseen


Posts: 608
Joined: 3/26/2013
From: United States of Disease
Status: offline
RIP

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(in reply to andrea23)
Post #: 738
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 2/24/2016 12:48:45 AM   
Zuriel


Posts: 3
Joined: 2/23/2016
From: Terra
Status: offline
Lovely. Surely it is something to build upon. Yet... them Securans. How do they go from beautiful, to atrocious, to horny??? I have not the slightest, but please, put it back. The original is purrfect. And speaking of purrfect... the Zenox... hmm.. you know what? Forget about it. I'll do a complete makeover... ty.

Also, if you ever do come back to this galaxy, you could use Google Drive to upload 15gb's worth of data, free. More suggestions? Umm... details, more details, and lot's of details. The possibilities are out there... farewell.


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"If strength were all, tiger would not fear scorpion."

(in reply to Blackstork)
Post #: 739
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 3/21/2016 10:48:18 AM   
ugiin

 

Posts: 1
Joined: 3/20/2016
Status: offline
Is it ok to release my changes that ive made to this mod.

Changes are:
Way smaller ships and some ships have a drop shadow added to there image and afew other things.

(in reply to Zuriel)
Post #: 740
RE: Issue with Mod - 3/21/2016 3:47:36 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline

quote:

ORIGINAL: Unforeseen

RIP


why did you say that ?

(in reply to Unforeseen)
Post #: 741
RE: Issue with Mod - 3/21/2016 6:40:10 PM   
FrancoisH

 

Posts: 14
Joined: 8/24/2014
Status: offline

quote:

ORIGINAL: Hattori Hanzo


quote:

ORIGINAL: Unforeseen

RIP


why did you say that ?



I would say he's just deducting this from the fact there's not news from Blackstork since the end for summer 2015.

But maybe he's investigated and is privy to some information about the author. I really hope not this is why he said that.

I think he just mean the project is dead, that's all ;)

(in reply to Hattori Hanzo)
Post #: 742
RE: Issue with Mod - 3/27/2016 9:48:03 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Surely someone could take this on and develop it a bit further ? Some of he concepts in this mod make it a stand out I think

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(in reply to FrancoisH)
Post #: 743
RE: Issue with Mod - 5/17/2016 11:42:41 PM   
greenspacejerk

 

Posts: 6
Joined: 4/27/2016
Status: offline
I don't believe even half of that stuff elaborated on those fancy spreadsheets on page 1 of this thread can be THEORETICALLY realized. It never led anywhere.

(in reply to moonraker65)
Post #: 744
RE: Issue with Mod - 5/18/2016 12:14:23 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
If you played it, you'd realize it did lead somewhere. The project is dead. Nothing to see here.

(in reply to greenspacejerk)
Post #: 745
RE: Issue with Mod - 5/18/2016 5:48:00 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
Retreat1970: do you played it ?
it's not clear if this mod is still working or not..

(in reply to Retreat1970)
Post #: 746
RE: Issue with Mod - 5/18/2016 9:22:13 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Why should it stop working? Try it, see that it works, and have a fun game or ten.

(in reply to Hattori Hanzo)
Post #: 747
Music - 5/30/2016 2:38:51 AM   
Jamoid

 

Posts: 22
Joined: 4/24/2010
From: Scotland
Status: offline
Damn... someone really knows their electronica.

My favourite Black Dog track of all time is in there - Psil-Cosyin. Even some Drexciya and Brothomstates too! Excellent choices.

< Message edited by Jamoid -- 5/30/2016 2:54:12 AM >

(in reply to Bingeling)
Post #: 748
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/3/2016 3:43:15 AM   
johanwanderer

 

Posts: 209
Joined: 6/28/2014
Status: offline
Consider changing the dlakar.txt file in the races folder to allow one more government type. Otherwise, the game will crash if someone manages to overthrow the government.

So, instead of:
DisallowedGovernments ;0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,20

Allow:
DisallowedGovernments ;1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,20


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(in reply to ParagonExile)
Post #: 749
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 4/13/2017 1:29:34 PM   
Els

 

Posts: 2
Joined: 4/13/2017
Status: offline
Hallo guys
I play this game along with this BEAUTIFUL mod and im courius is still supported and we can expect new updates or is already abadoned by author?
Best Regards

(in reply to johanwanderer)
Post #: 750
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All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod Page: <<   < prev  22 23 24 [25] 26   next >   >>
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