1. I'm playing with regular empire. (Pirates are off) 2. Nope 3. There is a definitive chance to be spying on an elimanated empire. (A lot of empire annihilated) 4. I started a new game, but nothing happened hitting CTLR-P. (neither CTD or Prisoner form)
Thanks!
Hi,
Yeah, it's probably the case where the prisoner's empire has been eliminated and that is causing the null reference exception. I'll put in a check for that and just eliminate any spies whose empire has been eliminated.
The reason you see nothing when starting a new game and pressing ctrl-p is because there are no prisoners. In that case I don't show the form. That's working as intended. I just wanted to make sure it wasn't also crashing.
Posts: 4378
Joined: 4/8/2003 From: USA Status: offline
quote:
ORIGINAL: BlindOne
I too can positively confirm that RetreatUE DOES work with baconmod if you properly modify all the files.
I myself am running a modified version of retreatUE with a bunch of other mods slapped together with BaconMod. The only issue I have is whenever a spy is caught or escapes it goes out of index bounds every once in a while but I am 99.9% certain this is a bacon issue and has nothing to do with retreatUE or the other mods that I compiled. I am running windows 7 however
quote:
I'm on a Windows 10 machine so I've no idea what the non-starting issue is being caused by
Non starting can be any file or even a tiny jot or jittle that has been messed up. I've had the entire game not start because the game had problems loading a specific component.png image... All I did was change the image of a component from 120 to number 185...and it COMPLETELY stopped working all together...dead in the water so to speak. Did not start up AT ALL! Like it never loaded...
To know if Bacon is running functionally with your mods all you need to do is install the bacon.exe and main files and load up your original mod (WITHOUT any changes from the baconworld customization folder) to see if it properly loads. If it loads without a hitch then you know it is not bacon that is messing things up. You won't have any added features such as terraforming, the hangar bays or extra mining capacity but it will give you a clue on whether you messed up the files yourself or whether it is a windows issue.
I recommend using notepad++ and the compare plugin to compare the ''original'' DW files to the BaconWorld files to see what has changed and then copying those changes to your own mod files. That's what I did.
quote:
ORIGINALLY POSTED BY: Glorious Bacon
What sort of crashes are you getting? Merging mods is pretty easy. You only need to add the components, facilities, and research projects that I've added which are not in the other mod. Those would be the fighter bayx, the terraforming facility, and the research that enables the fighter bays.
You're forgetting your improved mining capacity changes...you also need to edit the mining rates in the research components to change their capacity. Just a small note
I recommend you add an extra readme that lists all the changes that need to be made if you want to integrate it into another mod. It is easy to forget these things and it is doubly more annoying for a person who is completely unfamiliar with your mod and what changes need to be made to make it function.
Posts: 4378
Joined: 4/8/2003 From: USA Status: offline
quote:
ORIGINAL: RogerBacon
Version 1.66 Released
- Tradable items list is now alphabetized. - Ctrl-F makes the game re-check what system the selected ship is in. This should fix the issue where exploration ships are not exploring for some people because the game does not "see" them as being in a system. - Better logic for manual cargo missions resupplying construction ships. So you shouldn't have to worry about a rarely used strategic resource getting overfilled after repeated construction missions.
Since I don't have much free time anymore this will probably be the final version of the mod. It started as a small customization for myself and its grown into something larger than I ever thought. I'm glad I 2was able to bring it to the community for others to enjoy.
Thanks for all you have done to keep DWU alive and kicking Roger!
Posts: 814
Joined: 1/31/2002 From: Central Texas Status: offline
I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:
Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?
_____________________________
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:
Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index
This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?
In code it is standard practice to use try-catch blocks when code might cause a crash. In the catch section you usually put some sort of notification so you know something went wrong (but not terribly). I added those popups to see if anything was going wrong behind the scenes. I never see them in my game but some people are getting them. I'll remove them in the next version this weekend. For you they are not very informative but if they started popping up on my games I would be able to make more use of them.
Version 1,67 released. Fixed potential error in Prison form where a captured spy's empire has been eliminated (the spy will be eliminated as well). Removed diagnostic popups that were not useful to anyone.
no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?
I was wondering : would it be possible, as an option, to make an empire with the ability to raid ?
Thanks again
You are welcome. An empire with the ability to raid was something I looked into at one point. It wasn't as straight forward as I'd hoped (there are big differences between a pirate empire and a regular empire). It didn't seem worth the effort and I knew I'd never be able to teach the Ai to do it.
quote:
ORIGINAL: adecoy95
no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?
I run from by D drive. Did the previous version (1.66) work? I left the link up so you can check if that version works. I hope I didn't break anything with the final update.
I wanted to make a custom scenario where I would start with a single ship. I was seeing money generation as my main problem. I thought that raiding would solve that problem. I will probably play as a pirate, then spawn an empire with game editor and switch to be the empire later in the game.
So happy to try out the new terraforming abilities.
My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?
Just thought i'd bring that to your attention Roger, and thanks for a great looking mod :)
So happy to try out the new terraforming abilities.
My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?
Just thought i'd bring that to your attention Roger, and thanks for a great looking mod :)
Yes, they go in the main folder along with the exe. I'm glad you are liking it.
I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.
I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.
The number of private sector ships shown does not count state owned versions. To see your state owned versions look on the shiplist page and filter for "State Versions".
I really wish we could just build the state versions and make the privates pay for them...I see it as ''sub contracting'' or something... it would also fix them not showing up in the list, which is darn shame...but I suppose the other functionality you have for them wouldn't work anymore? Or am I mistaken?
Posts: 561
Joined: 10/2/2016 From: Finland Status: offline
Hi,
absolutey brilliant work with the mod, Roger!
The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow :) Would it be possible to add a multiplier for the gravity well effect to the settings file?
< Message edited by Nix77 -- 3/8/2018 12:45:09 PM >
The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow :) Would it be possible to add a multiplier for the gravity well effect to the settings file?
Hi,
I'm glad you like the mod. Unfortunately it has to be considered complete as I no longer have time to work on it. You can get the effect you want by modifying the max size of your skips in the settings file for your race. Increase ShipSizeFactorCivilian and ShipSizeFactorMilitary and then don't build your ships higher than you normally could and you will get the effect you want. For example, if you triple those values and then only build your ship to the size you normally could it will, effectively reduce the gravity well for that ship by two thirds. I hope that makes sense.
Posts: 561
Joined: 10/2/2016 From: Finland Status: offline
Yeah got it, thanks for answering!
That'd be however kind of a bubblegum fix, and wouldn't affect the AI :( I guess I'll just play with the regular effect and see how it works out!
Anyway, you've done lots of good stuff with the mod, plenty of great intuitive ideas and additions to the great game that DW:U is!
I've been for years now planning "The Ultimate 4X Space Game" (on paper only), and I'm astounded how blind most of the game developers are to recycle and refine good concepts and mechanics that have been used in previous succesful or just otherwise brilliant games. And they should really watch and learn from modders like you! I hope some development studio hits the sweet spot with their 4X product some fine day! :D
Posts: 4378
Joined: 4/8/2003 From: USA Status: offline
Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?
Guys I have problems running this mod in windows 10 but I solve it by updating the direct x in this directory. C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\_CommonRedist\DirectX\Jun2010\dxsetup.exe
Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?
Hi Tanaka,
I don't think there is anything hard-coded in the start distances. As you increase the number of AI empires the odds of one starting a given distance from you increases. Try starting several games with just one Ai empire and note the distance from you. If its always the same then I guess you are right but I suspect it will vary from one game to another. In any event, as you noted, the mod is complete and I don't have time to do any more digging for new features unfortunately.
Anyone find a way to make this mod compatible with "Retreat UE"? Specifically "Retreat1970's Unleashed Extended II + AI research orders". That would make the ULTIMATE game. I'd love to make it possible or if someone could upload the files if they've already done it?