Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: New Dawn

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: New Dawn Page: <<   < prev  1 [2] 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: New Dawn - 1/18/2017 11:05:57 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Patch 1.22 released. First post edited as well, to include the changes.

An extensive addition to the in game encyclopedia, with more information on each resource and race.

A revision of the tech tree, with colonization trimmed down to make sense in a human oriented galaxy. Now the you unlock 'exoplanet colonization' for desert, oceanic, continental and marshy swamps together- while 'Thermal insulation' unlocks arctic and volcanic together.

Each race now also has very specific bonuses to what planets they prefer, depending on their culture, which is detailed in their description along with their unique tech. Planets they prefer give a +33% production bonus, while planets they disdain get a -33%.

Not savegame compatible, as the tech tree is quite different. Requires the 1.21 installation, which you overwrite with this 1.22 patch.

download

< Message edited by Rosbjerg -- 1/18/2017 11:33:24 PM >


_____________________________


(in reply to Emperor0Akim)
Post #: 31
RE: New Dawn - 8/10/2017 2:55:11 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
1.3 released adding individualized ship sets to each race (from the great modding scene from Sector Ships - see original post for credits), dialect-based dialogue from real world languages, balances to weapons, engines and race abilities

Example of new shipsets:




< Message edited by Rosbjerg -- 8/10/2017 3:06:26 PM >


_____________________________


(in reply to Rosbjerg)
Post #: 32
RE: New Dawn - 8/10/2017 7:04:46 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Does anyone, by chance know, if it's possible to change the default background?

This old thing



I've rummaged through all the game files and I can see the buttons etc under the 'Chrome' folder, but not the actual background picture - and I'd love to add an image more suitable for the mod

_____________________________


(in reply to Rosbjerg)
Post #: 33
RE: New Dawn - 8/11/2017 7:55:23 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Not sure. Also, how the heck have I missed this mod?! Going to give it a try!

(in reply to Rosbjerg)
Post #: 34
RE: New Dawn - 8/11/2017 11:46:19 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
I totally forgot this damned good mod..

(in reply to Shogouki)
Post #: 35
RE: New Dawn - 8/12/2017 5:01:05 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Hope you enjoy it - are any of you having crashes when researching? One user reported this issue (with the second hyperdrive tech), and I can't replicate it myself.
Just to see if it's an isolated incident.

Edit: Might still be, but found 2 errors that are fixed now.

< Message edited by Rosbjerg -- 8/12/2017 9:27:27 PM >


_____________________________


(in reply to Hattori Hanzo)
Post #: 36
RE: New Dawn - 8/13/2017 12:34:51 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
no crashes with research until now

(in reply to Rosbjerg)
Post #: 37
RE: New Dawn - 8/19/2017 8:46:32 AM   
Serenitis

 

Posts: 54
Joined: 8/23/2015
Status: offline
I like the ship images ripped right from some Starsector mods, which haven't even have had the empty turret placeholders removed or covered up.
Effort/10

(in reply to Hattori Hanzo)
Post #: 38
RE: New Dawn - 8/19/2017 9:12:38 AM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
I see you didn't read the original post - where full credit is given - to the individual artist as well.

quote:

ORIGINAL: Rosbjerg

NEW SHIPSETS - from Fractal Softworks Forums added to give each race a unique look

SectorShip Model Credit to:
Arkandian Institute by Undefined
Blackrock Drive Yards by Cycerin
Bushi by Gotcha!, DefiasOne
Dassault-Mikoyan Engineering by Soren
Diable Avionics by FlashFrozen, Tartiflette
Flu-X by spoortje1
Hiigaran Descendants by Gotcha!, DefiasOne
Interstellar Federation Legacy by keptin, Wriath
Interstellar Imperium by Dark.Revenant
Metelson Industries by Azmond
Neutrino Corp. by FlashFrozen
New Galactic Order by Ahne
The Nihilic Empire by Dibuk
The Nomads by Trylobot
Scion Collective by Lucian Greymark
Shadowyards Reconstruction Authority by MShadowy
Tiandong Heavy Industries by MesoTroniK


I'd never claim ownership of other people's efforts - this entire mod is build on the awesome work of other people.
As said in the first post as well, this is more of a personal compilation, that I've decided to share.


That said, it actually did take quite a bit of effort to photoshop all the models to correct size, tinker with some to add variation, and add engine output etc

< Message edited by Rosbjerg -- 8/19/2017 9:19:15 AM >


_____________________________


(in reply to Serenitis)
Post #: 39
RE: New Dawn - 9/14/2017 8:26:31 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Are you still updating this mod or is it complete?

(in reply to Rosbjerg)
Post #: 40
RE: New Dawn - 9/15/2017 6:57:01 AM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
It's complete for now, but any issues that I'm made aware of (or find myself) will of course be updated/fixed, to the best of my ability.

So, barring any suddenly flash of creativity, I consider it done yeah.

_____________________________


(in reply to Shogouki)
Post #: 41
RE: New Dawn - 10/5/2017 6:51:27 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Does this mod make use of Icemania's AI improvement mod?

(in reply to Rosbjerg)
Post #: 42
RE: New Dawn - 10/5/2017 11:49:19 AM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Yes, I've tried to tweak the implemented focused research and the better layout, but in truth it was implemented in the very first iteration and a lot has changed since then.
So I had to loosen up a lot of the research paramaters, as I wasn't as good at figuring out when which race should do what, as Icemania was.

_____________________________


(in reply to Shogouki)
Post #: 43
RE: New Dawn - 11/5/2017 10:05:43 AM   
gazdadude

 

Posts: 28
Joined: 7/22/2014
Status: offline
has anyone managed to get it working with bacon mod

(in reply to Rosbjerg)
Post #: 44
RE: New Dawn - 11/9/2017 10:43:44 PM   
bluescreen1234

 

Posts: 2
Joined: 11/9/2017
Status: offline
Just downloaded the mod on a fresh install and im getting intermittent crashing. The base game and other mods work fine.

(in reply to gazdadude)
Post #: 45
RE: New Dawn - 11/10/2017 12:39:45 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Sorry to hear that, are there patterns to the crashes that you've noticed?

_____________________________


(in reply to bluescreen1234)
Post #: 46
RE: New Dawn - 11/11/2017 2:35:16 AM   
bluescreen1234

 

Posts: 2
Joined: 11/9/2017
Status: offline
Not that I could find unfortunately.

(in reply to Rosbjerg)
Post #: 47
RE: New Dawn - 11/29/2017 12:32:40 AM   
fuke

 

Posts: 13
Joined: 11/28/2017
Status: offline
I'm getting occasional (every 30-60 min) crashes too, no pattern (I think I was zoomed out without any windows open most/every time). Mod is awesome tho.

(in reply to bluescreen1234)
Post #: 48
RE: New Dawn - 11/29/2017 12:04:11 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Hmm thanks guys, I'll see if I can spot the error. It's usually an overlooked 'bad line' somewhere in the files.

_____________________________


(in reply to fuke)
Post #: 49
RE: New Dawn - 11/29/2017 2:28:42 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
Status: offline
Rosbjerg, I've just run New Dawn through my tool and it picked up on a few things that might cause this.

The race bias entry and policy file "Khoisan" is misspelt (should be Khosian).

Quite a lot of races are scripted to research projects that don't exist (Project ID's above 395).

The characters file for the Afrikaan contains a lot of race override values for an "Albannaich" race, which doesn't exist.

Those are the only things I could see in the log that might cause DW to crash.

_____________________________


(in reply to Rosbjerg)
Post #: 50
RE: New Dawn - 11/30/2017 10:58:23 AM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Ah, yes I had a lot of difficulty gettin Iceman's AI fitted to work with my mod, the sheer amount of edits that needs to be done. Thanks for pointing me in the right direction Sabranan, I'll check out your tool!

edit: unfortunately, with the holidays upon us, I might not be able to get it done before New Year. But I'll be sure to post and update here if I do.

< Message edited by Rosbjerg -- 11/30/2017 2:51:58 PM >


_____________________________


(in reply to Sabranan)
Post #: 51
RE: New Dawn - 12/2/2017 10:23:40 AM   
Borogwain

 

Posts: 2
Joined: 12/2/2017
Status: offline
I just want to say that I recently kind of "re-discovered" Distant Worlds: Universe and found this mod. It is impressive work and I am amazed how it changes my perception of DW:U. Most of all immersion is unequivocal. Secondly - brilliant idea - as I understand from one of merged mods - to slower hyperdrives. It really makes the universe, and in consequence gameplay itself, a lot more interesting. Thank you and authors of merged mods for all your efforts and hard work.

(in reply to Rosbjerg)
Post #: 52
RE: New Dawn - 12/3/2017 2:54:38 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline

quote:

ORIGINAL: Rosbjerg

Ah, yes I had a lot of difficulty gettin Iceman's AI fitted to work with my mod, the sheer amount of edits that needs to be done. Thanks for pointing me in the right direction Sabranan, I'll check out your tool!

edit: unfortunately, with the holidays upon us, I might not be able to get it done before New Year. But I'll be sure to post and update here if I do.


No worries at all! I'm just glad that you're willing to fix it. 😁

(in reply to Rosbjerg)
Post #: 53
RE: New Dawn - 12/3/2017 3:20:08 AM   
Hattori Hanzo


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

quote:

ORIGINAL: Shogouki


quote:

ORIGINAL: Rosbjerg

Ah, yes I had a lot of difficulty gettin Iceman's AI fitted to work with my mod, the sheer amount of edits that needs to be done. Thanks for pointing me in the right direction Sabranan, I'll check out your tool!

edit: unfortunately, with the holidays upon us, I might not be able to get it done before New Year. But I'll be sure to post and update here if I do.


No worries at all! I'm just glad that you're willing to fix it. 😁


me too..

(in reply to Shogouki)
Post #: 54
RE: New Dawn - 12/4/2017 7:41:11 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Thanks everyone for the feedback, I've been running it through the wonderful modding tool a few times now and I think I've ironed out any issues with missing and wrong strings. Hopefully this'll help with the stability issues you've been experiencing.

You can download the 1.31 patch and just overwrite.
www.moddb.com/mods/new-dawn-distant-worlds/downloads

_____________________________


(in reply to Hattori Hanzo)
Post #: 55
RE: New Dawn - 12/5/2017 4:16:10 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Awesome! Thanks very much Rosbjerg!

(in reply to Rosbjerg)
Post #: 56
RE: New Dawn - 12/5/2017 6:33:41 AM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Also, there's 2 folders that you guys can delete, the 'MyPolicy' in the Policy folder and the 'base_dialogue' in the dialog folder. Those are excess and not used by any faction.

I don't know if it causes any crashes if they are there, but the patch doesn't delete them.

_____________________________


(in reply to Shogouki)
Post #: 57
RE: New Dawn - 12/5/2017 3:56:33 PM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
cool Rosbjerg, I have downloaded it some minutes ago.

but we have a problem, Houston..

I don't know how to unzip the "7z" files..

can you please help me ?

(in reply to Rosbjerg)
Post #: 58
RE: New Dawn - 12/5/2017 4:20:41 PM   
Rosbjerg

 

Posts: 88
Joined: 3/11/2015
Status: offline
Woops heh it's packed by a program called 7Zip, like winrar, but better.

http://www.7-zip.org

_____________________________


(in reply to Hattori Hanzo)
Post #: 59
RE: New Dawn - 12/14/2017 8:17:09 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Just had a crash in New Dawn with the patch applied. Here's what the crash dump log had in it:


Distant Worlds - Crash Dump - 1.9.5.12

1:11:47 AM Thursday, December 14, 2017


System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Empire.InitiateRaceEvent(Race race, RaceEvent raceEvent)
at DistantWorlds.Types.Empire.DoRaceEvent(Race race)
at DistantWorlds.Types.Empire.ReviewEmpireEvents()
at DistantWorlds.Types.Empire.DoTasks()
at DistantWorlds.Main.C5o6bN55GkBkTp2DuaJ(Object )
at DistantWorlds.Main.n8Otelu22U(Object )


--- COMPLETE ---


(in reply to Rosbjerg)
Post #: 60
Page:   <<   < prev  1 [2] 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RE: New Dawn Page: <<   < prev  1 [2] 3 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.188