Hi, I'm loving this mod, but there are several things I'd like to bring up:
1. In the latest version (the one with Retreat's editing), there is still that repeating column about the colonization tech cost and construction speed factor in the Napoar race.txt, which needs to be manually corrected.
2. The word 'torpedo' is misspelled a few times in fighters.txt. ... you might wanna peruse the whole file once again, English isn't my 1st language and I might have missed other errors.
This is my first post, but I have been on board for at least the last three years, but that spelling blunder irked me so much that it prompted me to finally register here, so that I could tell you guys! You deserve mad respect, kudos to all of you! :)
I constantly misspell things. Torpedoe is a common mistake I make. I'll double check my files this evening, and try to get my stuff posted... though I may have to integrate Retreat's changes... I'll see :)
It was actually 'topredo', the 'r' and 'p' had to be switched around ...
when I noticed that error I felt the urge to go through all of the text files (mainly because I wanted to see how things are set up and where to commit some minor changes to my liking), but, well, it seems all to be in tip-top shape!
I want to first say thank you guys! This mod is pretty great, it brings some of the best things from the community to one of my favorite games. I have one quick question. The Napoar race (Machines with fast colonization tech) seems to have low quality planets a lot in my games. I started a game with a volcanic planet (Their home type) with a 9% which is kinda crazy. Is it just bad RNG or is there a bug? Also I see a lot of other planets that the Napoar are suppose to be able to inhabit like Desert or Ice with low quality as well. Am I missing something?
Random Number Generator. It's practically luck. Since every starting system is random I'm assuming it's RNG, I may be wrong and DW:U may use something different but I just kind of use that term for "luck"
Random Number Generator. It's practically luck. Since every starting system is random I'm assuming it's RNG, I may be wrong and DW:U may use something different but I just kind of use that term for "luck"
thank you Noopy, it's always difficult for me to understand on the spot acronyms in english that's not my native language..
about your doubt, you should try to create many different games (always with the same Napoar race) and compare the results to see if it's only bad luck or something else.
It's no problem! Didn't mean to confuse you in the first place. And yes, I have created many games and it does seem random. Some Volcanic worlds are up to 90% and some desert worlds are 50-60 but it seems a little weird to get a home world type as 9% or a desert planet with around 20% But I guess that's just how a randomly generated galaxy is made.
I want to first say thank you guys! This mod is pretty great, it brings some of the best things from the community to one of my favorite games. I have one quick question. The Napoar race (Machines with fast colonization tech) seems to have low quality planets a lot in my games. I started a game with a volcanic planet (Their home type) with a 9% which is kinda crazy. Is it just bad RNG or is there a bug? Also I see a lot of other planets that the Napoar are suppose to be able to inhabit like Desert or Ice with low quality as well. Am I missing something?
Any help is appreciated!
Check home system setting at startup. A higher setting means a higher quality.
Napoar starts volcanic. You have to research other world types in order to colonize.
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Hey guys is this mod currently uptodate and playable?
I am playing the lattest version of this mod, But I think I am running on an issue with Resort Bases. I was curious why my income tab wasn't showing any income from resort bases and took a look at them, some have pops, buuut looking at the planets they orbit... they don't seem to be associated with them, I mean the build resort base isn't grayed out and the only modifier the bases seem to suffer, per the bases tab, is an empire-wide tourism bonus.
I am playing the lattest version of this mod, But I think I am running on an issue with Resort Bases. I was curious why my income tab wasn't showing any income from resort bases and took a look at them, some have pops, buuut looking at the planets they orbit... they don't seem to be associated with them, I mean the build resort base isn't grayed out and the only modifier the bases seem to suffer, per the bases tab, is an empire-wide tourism bonus.
Just a heads up
I don't completely understand your post, but if there's a problem it's not a mod issue. There isn't a way to modify the functionality of resorts.
The issue seems to be that the build resort button on the planets don't always grey out after a click, meaning you could, hypothetically, build as many resorts on the same planet. At the same time, because I was getting too little resort income, I was curious if the above issue was causing problems with the resort bases association with the planet/asteroid they are built upon( I had several resort bases near rich colonies in relatively nice locations with zero pop) I know that sometimes bases can fall off their planets, or that it had happened on previous versions of the game, and was afraid I was having that issue
First off, amazing mod. It really adds a whole lot to the game. There's only one thing that I don't like... The new economy. I really hate the fact that at the start of a pre-warp game you are already swimming in cash, it removes a lot of the game difficulty and management to me.
Is there a way that I could modify the game files to adjust the economy back to vanilla? That's really the only part of the mod that I am not really found of. Also, there seem to be a bug with tax rates and happiness.
I tried starting a new game with the humans with the Corporate something government (don't remember the exact name and I am at work ) and at the game start (pre-warp and starting), my taxes are already set to 100% and happiness doesn't even seem to suffer at all from being taxed to 100%. All I got was -5 happiness because of high taxes... That made no sense to me so I went on to test something and lowered the taxes to 0% and STILL had -5 to happiness for taxes too high. Am I the only one with this bug?! Happened with the other races I tested it with. The mod was installed on a fresh DW:U install (updated to the latest patch) and nothing else but the UEII installed.
I really enjoy the mod... but this whole economy overhaul seems messed up and rushed to me. Any input on this would be really apreciated! Thank you for your hard work and amazing mod.
Edit: Forgot to add that colony growth did not seem to be affected by tax rate either in any of the tests I made (be it 100% tax rate or 0%).
< Message edited by Julzjuice -- 5/27/2016 5:15:09 PM >
First off, amazing mod. It really adds a whole lot to the game. There's only one thing that I don't like... The new economy. I really hate the fact that at the start of a pre-warp game you are already swimming in cash, it removes a lot of the game difficulty and management to me.
Is there a way that I could modify the game files to adjust the economy back to vanilla? That's really the only part of the mod that I am not really found of. Also, there seem to be a bug with tax rates and happiness.
I tried starting a new game with the humans with the Corporate something government (don't remember the exact name and I am at work ) and at the game start (pre-warp and starting), my taxes are already set to 100% and happiness doesn't even seem to suffer at all from being taxed to 100%. All I got was -5 happiness because of high taxes... That made no sense to me so I went on to test something and lowered the taxes to 0% and STILL had -5 to happiness for taxes too high. Am I the only one with this bug?! Happened with the other races I tested it with. The mod was installed on a fresh DW:U install (updated to the latest patch) and nothing else but the UEII installed.
I really enjoy the mod... but this whole economy overhaul seems messed up and rushed to me. Any input on this would be really apreciated! Thank you for your hard work and amazing mod.
Edit: Forgot to add that colony growth did not seem to be affected by tax rate either in any of the tests I made (be it 100% tax rate or 0%).
You could take a look at the original version of the research extension part of this mod, 'Research Unleashed'. It only modifies the research tree and adds Das Chrome UI and Extended Races:
Guys, I have a small problem with the mod: my planet images are cut on the sides. I dont really know how to explain this, but it's like if the image was too big for the game and so it was cut a little on each sides. It doesnt apply to all planets though, only big planets with rings...
Does anyone ran into this problem before? Is there a way to fix that? I did not change anything to the mod, the only thing I changed, are the ship sprites.
Is there a way that I could modify the game files to adjust the economy back to vanilla
UEI has normal income modifiers. UEII and RetreatUE do not. Edit the governments text file in the mod folder, and adjust to your liking. I personally enjoy the monetary increase. Helps more than it hurts, especially for the AI.
Guys, I have a small problem with the mod: my planet images are cut on the sides. I dont really know how to explain this, but it's like if the image was too big for the game and so it was cut a little on each sides. It doesnt apply to all planets though, only big planets with rings...
Does anyone ran into this problem before? Is there a way to fix that? I did not change anything to the mod, the only thing I changed, are the ship sprites.
Any help would be greatly appreciated! :)
You explained it perfectly. It seems a randomly generated large (size) gas giant with rings exceeds the footprint allowed for said planet. As for a fix, maybe resizing all gas planets in an editor would work. I'm not up for the challenge (lazy), but if anyone is, feel free.
I found the following bug: The race specific hangar of the Calephs don't count as a hangar when creating a carrier ship. As a workaround I have to add normal hangars to fulfill the 20% hangar component criteria.
The race specific hangar of the Calephs don't count as a hangar when creating a carrier ship.
Works in RetreatUE. I know I made changes to the hanger bay (don't remember what), but UEI and II are Mordachai's mods and are unchanged.
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Missiles seems to be OP due to the Range, i cant seem to win any engagement if i don't use missiles
Missiles aren't that great (5 damage at lvl 1) until you get to Caslon missiles or assault missiles. The range is a pain, but with some micromanaging it should be easy to overcome. If their ships are faster than yours too, well you might be dead. Bring in 2+ fleets and box them in. Overkill is never a bad thing. I'm sure you'll think of something.
Side note: I can't speak for Mordachai, but I haven't been playing the game, and I just come around to lurk. These mods should be considered final, but feel free to change them how you want.
Hi all, Im a new DW player and I wanted to try out this mod... I copied it into customizaton folder and then went to activate it in themes menu. While it was activating it said error reading 33 line biases txt. And after that game folder path. i had no issues playing vanila or using other mods as das123's reskins.
Thanks for your time retreat mod seems awsome
< Message edited by VukyTzar -- 6/19/2016 8:32:41 PM >