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RE: "Hyping" my forthcoming mod (pun intended)

 
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RE: "Hyping" my forthcoming mod (pun intended) - 8/9/2018 1:52:13 AM   
RogerBacon

 

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quote:

ORIGINAL: paraboxx_slith

Ok that explains what you wanted to achieve with it. What I still don't know is if I have any disadvantages vs the AI if I ignore the feature while it is active. I think the docs could use some hint if the AI is using infrastructure spending and also if there is any automation for my own empire for it. Because if AI uses it and I don't I will fall behind. Right?



If you have it enabled and you don't use it then you might consider yourself at a slight disadvantage as there is no provision for the AI to use it for your empire. However I wouldn't consider it a real disadvantage because the AI won't be very smart about what planet it uses it on. If it uses it on a low development world the only read advantage will be the increase in happiness and that's not worth the cost in my opinion. You can see how much the Ai is investing by selecting one of their planets on the map and hitting ctrl-enter if you are really curious.


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Post #: 751
RE: "Hyping" my forthcoming mod (pun intended) - 8/11/2018 3:47:54 AM   
Smellfungus

 

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Hi Roger, thanks for your mod, you've done an excellent job! I've had a number of issues I've mostly managed to resolve myself, although I've now lost ctrl+p functionality. I get notifications that spies have been captured and ransomed, but tbe dialogue just doesn't open. Unfortunately, I don't know which change precipitated this or if it's unconnected to my fixes. I believe it may be something to do with turning off gravity wells (which mostly fixed my issue of intermittent 3-5 second freezing to my surprise as it happened even when paused and/or menus were open). I'm pretty much stumped now. Any other info that might help to diagnose the issue?

Also, if playing without Bacon World then only fighters are produced by AI. Doesn't affect me but thought it worth mentioning.

Edit: One other thing - occasionally !spy stops working. It's just happened to me now, it may be to do with alt+tab from full screen, though I don't see why. That being said it seems all keyboard controls only respect left ctrl, not right. I doubt this is intentional.

< Message edited by Smellfungus -- 8/11/2018 4:00:44 AM >

(in reply to RogerBacon)
Post #: 752
RE: "Hyping" my forthcoming mod (pun intended) - 8/11/2018 1:44:36 PM   
RogerBacon

 

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quote:

ORIGINAL: Smellfungus

Hi Roger, thanks for your mod, you've done an excellent job! I've had a number of issues I've mostly managed to resolve myself, although I've now lost ctrl+p functionality. I get notifications that spies have been captured and ransomed, but tbe dialogue just doesn't open. Unfortunately, I don't know which change precipitated this or if it's unconnected to my fixes. I believe it may be something to do with turning off gravity wells (which mostly fixed my issue of intermittent 3-5 second freezing to my surprise as it happened even when paused and/or menus were open). I'm pretty much stumped now. Any other info that might help to diagnose the issue?

Also, if playing without Bacon World then only fighters are produced by AI. Doesn't affect me but thought it worth mentioning.

Edit: One other thing - occasionally !spy stops working. It's just happened to me now, it may be to do with alt+tab from full screen, though I don't see why. That being said it seems all keyboard controls only respect left ctrl, not right. I doubt this is intentional.


Hi. I'm gald you are enjoying the mod. A few thoughts based on issues previous posters have mentioned...

Is your keybord setting set for English/ US localization? I just found out that users in countries where they use the dot like we use the comma in numbers were getting totally screwed when the BaconSettings were read in. It might affect your right alt, ctrl keys as well. I use the right keys often since I am left handed and use the mouse in my left hand.

The most common issue for the prison form appearing to not open is because its already open and BEHIND the game window. This can happen when you open in and the game is not paused and then the game pops up a notification which brings focus back to the main window. Try using alt-tab to see if the prison form is open and then bring it to the front.

Regardless of whether or not you have added bomber bays the AI will always use a 50/50 split of fighters and bombers.

If !spy is not sending a spy out it could be because your setting for % of spies to keep on counter-iontel is too high. Or it could be because none of your available spies has the espionage skill.

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Post #: 753
RE: "Hyping" my forthcoming mod (pun intended) - 8/12/2018 6:23:29 AM   
jurassic_v

 

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quote:

ORIGINAL: RogerBacon


Is your keybord setting set for English/ US localization? I just found out that users in countries where they use the dot like we use the comma in numbers were getting totally screwed when the BaconSettings were read in. It might affect your right alt, ctrl keys as well. I use the right keys often since I am left handed and use the mouse in my left hand.



Hi! looks like this was the problem with my games as well. i did a little bit of testing and the problem seems to go away if I change all "." to "," in decimal numbers in baconsettings and put my localization to us/eng. when I just changed my localization nothing happened.

(in reply to RogerBacon)
Post #: 754
RE: "Hyping" my forthcoming mod (pun intended) - 8/12/2018 12:05:25 PM   
Smellfungus

 

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quote:

ORIGINAL: RogerBacon

Hi. I'm gald you are enjoying the mod. A few thoughts based on issues previous posters have mentioned...

Is your keybord setting set for English/ US localization? I just found out that users in countries where they use the dot like we use the comma in numbers were getting totally screwed when the BaconSettings were read in. It might affect your right alt, ctrl keys as well. I use the right keys often since I am left handed and use the mouse in my left hand.

The most common issue for the prison form appearing to not open is because its already open and BEHIND the game window. This can happen when you open in and the game is not paused and then the game pops up a notification which brings focus back to the main window. Try using alt-tab to see if the prison form is open and then bring it to the front.

Regardless of whether or not you have added bomber bays the AI will always use a 50/50 split of fighters and bombers.

If !spy is not sending a spy out it could be because your setting for % of spies to keep on counter-iontel is too high. Or it could be because none of your available spies has the espionage skill.

Thanks for the reply! Yeah, my keyboard is Norwegian but set to English. I'm not sure if that could be the reason or how to go about fixing it if so, but it's no big deal for me.

Regarding prisoners it seems that the dialogue box will only open after your first capture of an enemy spy. I'm not 100% sure, but in my latest game it's working correctly after said event. Previously I'd checked to see if the form was opening behind the main window but that wasn't the case. In one game I managed to have three open at once all with different ransom values, I didn't think to test it at that time but there may be an exploit there.

Since I got everything set up correctly going back to double check will be painful, but I know my auto designed carriers only ever held fighters so I assumed that AI empires only had fighters, too. I read somewhere that I'd need to manually update all the default designs to include bomber bays for the AI to use them, is that not the case?

When !spy works for me it sends out the best agents first but it will happily send out all of them if I keep ordering. My worst agent had the Corrupt trait and their only skill was in counter espionage, they were the last option but !spy sent them out just like I wanted. I was hoping they'd get caught and eventually turned so my enemies would have that liability, but instead they were caught by internal intelligence and I got a pretty sweet agent in exchange (I play Ketarov).

I've not been able to find a single cause for !spy failing, but it always does after 1-4 years and reload/restart doesn't fix it. I have spy automation turned off and always plunder the pirates for all their sweet tech from game start, so !spy is an absolute dream. The only improvements I can think of is checking to see what tech other agents are hunting to increase spread, and when faced with multiple empires to steal from choosing: pirates > hostile empires > least friendly. Not sure if the latter is already in effect as it's a rare day I have a choice about who to plunder!

Edit: !spy is working again for no known reason, and it's targeting Ancient Guardians. That kind of needs to not happen.

< Message edited by Smellfungus -- 8/12/2018 12:57:45 PM >

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Post #: 755
RE: "Hyping" my forthcoming mod (pun intended) - 8/13/2018 1:12:15 PM   
RogerBacon

 

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quote:

ORIGINAL: Smellfungus
Since I got everything set up correctly going back to double check will be painful, but I know my auto designed carriers only ever held fighters so I assumed that AI empires only had fighters, too. I read somewhere that I'd need to manually update all the default designs to include bomber bays for the AI to use them, is that not the case?

Edit: !spy is working again for no known reason, and it's targeting Ancient Guardians. That kind of needs to not happen.

The Ai always uses a 50/50 split of fighters and bombers. Since Bomber bays are the same TYPE of component as fighter bays there is no way to set ship templates to design one or the other. Thus I made sure the Ai would always build 50/50 like before.

The !spy command targets the empire you have selected in the diplomacy panel (F5 I believe). If you use it from another screen it will remember the last selected empire.

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Post #: 756
RE: "Hyping" my forthcoming mod (pun intended) - 8/14/2018 4:51:38 PM   
Kadaban

 

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Hey Roger. Really like your mod, but sadly I'm having a bit of a problem with it as well.

First thing: shipMarkupFactor
The description states that
quote:

This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.

Well, thing is: it does modify maintenance costs. As I only just registered and can't post links I have to describe the situation. I have started the same mod pack (bacon, retreatue, das chrome - it's linked in the mod forum) once with 1x markup and then with 10x markup. The ship (Escort, size 233, standard design that came with the mod) with the same design had the purchase cost correctly scaled according to the markup value (from 452 to 4518 - rounding error I assume) , but the maintenance increases as well (from 259 to 910 which isn't 10x).
Is that working as intended and the description in the config is just wrong? I'd love to increase the shipmarkup for purchases but as I play pirate games as well, there's no way I can handle the increased maintenance at the start where you're grasping for every straw.

Second thing: Gravity wells
They are a good idea and I like the added complexity they bring, but they introduce a very weird bug when enabled. A "good bunch" (feels like 20%) are sometimes going nuts with the calculations to escape said gravity well and aim for 0,0 in the galaxy map. I know this has ben brought up before, but in the games I played it even happened with constructors that are currently immobile while building something. Also, and that's why I said "nuts", when this happens the FPS usually drops to an abysmally low 5-10 FPS. Sadly this also happens without the gravity well enabled (I had to disable it or a "whole" fleet with 50 ships would freeze the game for minutes) but at a far lower rate.

Third thing: Build order screen only counts non state ships
When I open the build order screen and look at the amount of ships and the recommendations (not really caring about the recommendations) the game only counts the non state ships. In my current game I have 13 gas mining ships but only 1 shows up in there and I only have 1 of them as a real non state ship which I have no control over. While I like being able to command around them manually, this feels weird and having to mark them all in the ships and bases screen just to count them is a bit tedious.

Last little thing: When you start the game with your modified exe it pops up the mod reminder twice. Can you reduce it to once or at least make the message nonmodal so the game at boots up while displaying the message? I sure as hell don't want to derive you of your work.

< Message edited by Kadaban -- 8/14/2018 4:55:57 PM >

(in reply to RogerBacon)
Post #: 757
RE: "Hyping" my forthcoming mod (pun intended) - 8/14/2018 10:19:09 PM   
RogerBacon

 

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quote:

ORIGINAL: Kadaban

Hey Roger. Really like your mod, but sadly I'm having a bit of a problem with it as well.

First thing: shipMarkupFactor
The description states that
quote:

This is a factor in determining ship purchase price. Defaults are 5.0 and 2.5 for pirates. It will not affect maintenance costs.

Well, thing is: it does modify maintenance costs. As I only just registered and can't post links I have to describe the situation. I have started the same mod pack (bacon, retreatue, das chrome - it's linked in the mod forum) once with 1x markup and then with 10x markup. The ship (Escort, size 233, standard design that came with the mod) with the same design had the purchase cost correctly scaled according to the markup value (from 452 to 4518 - rounding error I assume) , but the maintenance increases as well (from 259 to 910 which isn't 10x).
Is that working as intended and the description in the config is just wrong? I'd love to increase the shipmarkup for purchases but as I play pirate games as well, there's no way I can handle the increased maintenance at the start where you're grasping for every straw.

Second thing: Gravity wells
They are a good idea and I like the added complexity they bring, but they introduce a very weird bug when enabled. A "good bunch" (feels like 20%) are sometimes going nuts with the calculations to escape said gravity well and aim for 0,0 in the galaxy map. I know this has ben brought up before, but in the games I played it even happened with constructors that are currently immobile while building something. Also, and that's why I said "nuts", when this happens the FPS usually drops to an abysmally low 5-10 FPS. Sadly this also happens without the gravity well enabled (I had to disable it or a "whole" fleet with 50 ships would freeze the game for minutes) but at a far lower rate.

Third thing: Build order screen only counts non state ships
When I open the build order screen and look at the amount of ships and the recommendations (not really caring about the recommendations) the game only counts the non state ships. In my current game I have 13 gas mining ships but only 1 shows up in there and I only have 1 of them as a real non state ship which I have no control over. While I like being able to command around them manually, this feels weird and having to mark them all in the ships and bases screen just to count them is a bit tedious.

Last little thing: When you start the game with your modified exe it pops up the mod reminder twice. Can you reduce it to once or at least make the message nonmodal so the game at boots up while displaying the message? I sure as hell don't want to derive you of your work.


1 I'll look at maintenance costs for increased ship prices again. I usually play at about 4 times normal cost and I didn't notice increased maintenance. I've been playing pirate a lot lately and I know what you mean about being strapped for cash early on.
By the way, since you are playing the Bacon + retreat + das combined mod and playing pirates anyway, be sure to check out my latest scenario "Pirates of Jupiter".

2 The ships shouldn't actually GO to 0,0 but when inactive (like a construction ship building something and waiting for supplies its short of) it will draw the lines pointing to 0,0. The slowness is tied to the range circles. If you turn off range circles it doesn't show the vector lines when zoomed all the way in and that should help a lot. That's why range circles used to default to off.

3 I'm looking in to a way to include state version count in the advisor suggestions on the build screen.

[Edit]
OK, I looked at ship markup factor. For empires, everything works as described in the BaconSettings file. For pirates its a little more involved. Apparently, pirates have an additional surcharge to their maintenance that empires don't have. It's based on the tech cost setting when you create a galaxy and also multiplied by the shipMarkupFactorPirates.
Additionally it seems when ship price is calculated it is multiplied by shipMarkupFactor for empires and by shipMarkupFactorPirates for pirates as one would expect. However when maintenance cost is calculated it is divided by shipMarkupFactor regardless of whether or not the ship is empire or pirate. This might be a bug in the original game or a design feature. So a pirate’s default maintenance without changing any values would be 1/2 an empire’s maintenance plus the surcharge. Raising the shipMarkupFactor by itself will slightly lower pirate maintenance costs while raising the tech cost or shipMarkupFactorPirates will raise their maintenance costs.
Since the Bacon setting values are read in every time you load a game you can play around with the numbers until you have something you like.



< Message edited by RogerBacon -- 8/14/2018 11:36:01 PM >


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Post #: 758
RE: "Hyping" my forthcoming mod (pun intended) - 8/15/2018 1:13:54 AM   
sotthata

 

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quote:

ORIGINAL: RogerBacon
2 The ships shouldn't actually GO to 0,0 but when inactive (like a construction ship building something and waiting for supplies its short of) it will draw the lines pointing to 0,0. The slowness is tied to the range circles. If you turn off range circles it doesn't show the vector lines when zoomed all the way in and that should help a lot. That's why range circles used to default to off.


Ahh, but they do sometimes. I've posted about this in the past. I was vindicated when I was watching Larry Monte's Bacon Mod series... and episode back from late October IIRC; he had one that was heading off (yellow-line) to 0,0. In my case, I believe it was related to "Explore Sector" and it going to a black hole first. And for Larry, I think he did do explore sector w/ a black hole in it. (But don't quote me on that. He didn't notice until an episode or two later.)

Edit: And it has happened again in Larry's series. He noticed in Ep026 at time index 8:45

< Message edited by sotthata -- 8/16/2018 5:21:59 PM >

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Post #: 759
RE: "Hyping" my forthcoming mod (pun intended) - 8/20/2018 1:29:20 AM   
RogerBacon

 

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quote:

ORIGINAL: Kadaban

Hey Roger. Really like your mod, but sadly I'm having a bit of a problem with it as well.


Third thing: Build order screen only counts non state ships
When I open the build order screen and look at the amount of ships and the recommendations (not really caring about the recommendations) the game only counts the non state ships. In my current game I have 13 gas mining ships but only 1 shows up in there and I only have 1 of them as a real non state ship which I have no control over. While I like being able to command around them manually, this feels weird and having to mark them all in the ships and bases screen just to count them is a bit tedious.


I've modified that screen to now count both private and state versions of the ships in your empire. It will be in the next version.


Also, I've fixed a bug that would cause the prison form to not open if one of your spies was being held by an empire that you wipe out.


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Post #: 760
RE: "Hyping" my forthcoming mod (pun intended) - 8/21/2018 1:40:06 AM   
Kadaban

 

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quote:

ORIGINAL: RogerBacon
I've modified that screen to now count both private and state versions of the ships in your empire. It will be in the next version.


Nice, that helps a bit with keeping an overview.


quote:

ORIGINAL: RogerBacon
Also, I've fixed a bug that would cause the prison form to not open if one of your spies was being held by an empire that you wipe out.


Maybe this is related, but I had to abandon a game because I kept running into this bug after a certain amount of time played. This coincided with me being unable to open the prisoners screen btw. I also had two enemy agents flee from my prison in regular intervals and I'm not even sure they were actually caught - it were the same names over and over again. Btw, the time they take to flee can sometimes be really short. I had one flee before I could click the message.

System.NullReferenceException: Object reference not set to an instance of an object.
   at DistantWorlds.Types.Empire.PerformIntelligenceMissions()
   at DistantWorlds.Types.Empire.DoTasks()
   at DistantWorlds.Main.method_96(Object object_7)


Also another tiny request: Could you implement a toggle in your config for the !rangecircles option? The potential gain from having them displayed versus the huge slowdown I experience doesn't justify having them on and turning them off every time I reload the game feels like there should be an option.

< Message edited by Kadaban -- 8/21/2018 1:41:09 AM >

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Post #: 761
RE: "Hyping" my forthcoming mod (pun intended) - 8/21/2018 5:04:56 PM   
sotthata

 

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Roger,

Would it be possible to add a mechanic similar to the colony naming where ships won't refit? The use-case is where you have a fleet with salvaged alien tech ships that are potentially more powerful than your ships. What I end up having to do is split the fleet, send my designs for refit, and then recombine them after the refit completes. The implementation could be something like ships with names that start with a # are issued a refuel order if a fleet refit order is given.

Would this be useful for others than just me? :P

Cheers.

(in reply to Kadaban)
Post #: 762
RE: "Hyping" my forthcoming mod (pun intended) - 8/30/2018 1:52:05 PM   
RogerBacon

 

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quote:

ORIGINAL: sotthata

Roger,

Would it be possible to add a mechanic similar to the colony naming where ships won't refit? The use-case is where you have a fleet with salvaged alien tech ships that are potentially more powerful than your ships. What I end up having to do is split the fleet, send my designs for refit, and then recombine them after the refit completes. The implementation could be something like ships with names that start with a # are issued a refuel order if a fleet refit order is given.

Would this be useful for others than just me? :P

Cheers.


Hi. I liked your idea and I looked into it but it proved more difficult than I had expected so I'm afraid I won't be able to add it.


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Post #: 763
RE: "Hyping" my forthcoming mod (pun intended) - 8/30/2018 2:03:10 PM   
RogerBacon

 

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When I go to war with another empire I usually send in an attack fleet and later an invasion fleet. The attack fleet clears out the enemy ships and then provides cover for the invasion fleet. I like to capture all the mining stations in the system but this usually proves difficult because me fleet destroys them while clearing out the enemy ships. I always wanted to tell them "Leave the mining stations alone and just take out the ships". Well, now I can...


!notarget X
Using the !notarget command on a ship or fleet will prevent them from actively seeking out targets that fit the criteria specified. You can use the following values for X.
bases <---- I use this all the time now.
military <---- Good for small raiding fleets that you just want to attack merchant shipping.
stronger <---- Will avoid going after anything with greater firepower
faster <---- Will avoid going after faster targets. Good if you are getting "kited"

To clear a targeting restriction you can issue !notarget with no parameters.
You can check what targeting restrictions a ship has by selecting it and hitting Ctrl-Enter.

There are some limitations. If a prohibited target fires at your then you will (usually) fire back. However you will probably want to keep an eye on any ship or fleet that has targeting restrictions at least until you learn how they will react. Also, if you give the command to a fleet it will propagated to each ship in the fleet but the fleet will not remember any setting. That means if you add a ship to the fleet you will need to issue the targeting restriction for the new ships as well. (You can re-issue it to the fleet).



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Post #: 764
RE: Bacon Mod - 9/2/2018 4:57:06 PM   
Omnius


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RogerBacon,
Looks like quite an impressive mod. I'm just getting into this fine space game and have created a custom game on a large 15 x 15 sector map with 1,400 planets. I'm controlling everything manually, especially my military ships and fleets. I'm still early into the game with about 160 ships split into 30 fleets, problem is I can't create any more New Fleets as that option no longer shows up on my Join Fleet screen. I played official Shakturi Dominion scenario and let the AI control everything and ended up with 100 Fleets for over 2,000 ships. I couldn't create any more new ones but having 100 fleets certainly helped control so many ships. Now that I'm learning and enjoying playing everything manually I'm a tad worried about my 30 fleet limit in my current custom game. I've looked through all of the options and the game editor and find nothing that controls the number of fleets we can have, but there indeed seems to be something limiting fleet numbers. When I Ctrl-right click to Join Fleet I no longer see the option to create a New Fleet.


Just wondering if your Bacon Mod has any way of helping us manage the number of fleets we can have in a game? I've looked all over and can't find anything ingame that would do this. I'm hoping as I increase the number of ships I'll see an increase in the number of fleets I can build.

(in reply to RogerBacon)
Post #: 765
RE: Bacon Mod - 9/2/2018 7:25:54 PM   
RogerBacon

 

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quote:

ORIGINAL: Omnius

RogerBacon,
Looks like quite an impressive mod. I'm just getting into this fine space game and have created a custom game on a large 15 x 15 sector map with 1,400 planets. I'm controlling everything manually, especially my military ships and fleets. I'm still early into the game with about 160 ships split into 30 fleets, problem is I can't create any more New Fleets as that option no longer shows up on my Join Fleet screen. I played official Shakturi Dominion scenario and let the AI control everything and ended up with 100 Fleets for over 2,000 ships. I couldn't create any more new ones but having 100 fleets certainly helped control so many ships. Now that I'm learning and enjoying playing everything manually I'm a tad worried about my 30 fleet limit in my current custom game. I've looked through all of the options and the game editor and find nothing that controls the number of fleets we can have, but there indeed seems to be something limiting fleet numbers. When I Ctrl-right click to Join Fleet I no longer see the option to create a New Fleet.


Just wondering if your Bacon Mod has any way of helping us manage the number of fleets we can have in a game? I've looked all over and can't find anything ingame that would do this. I'm hoping as I increase the number of ships I'll see an increase in the number of fleets I can build.


As people have said in your other thread on this subject, thr "ships and bases" screen should allow you to continue making fleets.
The maximum number of fleets you can create with the right click meu does appear to be 30. Also, there is another place where the maximum limit is capped at the maximum of 100 or the number of ships you have divided by 10. However, this limit may only be used for the AI. I don't know for sure.


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Post #: 766
RE: Bacon Mod - 9/3/2018 3:38:19 PM   
Omnius


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RogerBacon,
Thanks for the help on the ships and bases screen being the best place to add new fleets. Right now I'm learning the base game before trying some of the mods. I hope that this mod will be compatible with the Star Wars one.

Did you place a modification in this mod that changes the number of fighters assigned to bases or carriers? I hope that you didn't change the actual default loadout with more fighters than bombers as that is the proper loadout. You need fighters to escort bombers plus fighters to defend the base or carrier so the fighter loadout should be higher than 50%. Check US aircraft carrier loadouts and you'll see that about 2/3 of planes are fighters with about 1/3 as bombers. I hope that you leave the default loadout percentages alone and only allow players to change the loadout percentages if they want to. I certainly don't want to have to change the base and carrier loadout percentages back to default since I don't want that changed.


< Message edited by Omnius -- 9/3/2018 3:45:07 PM >

(in reply to RogerBacon)
Post #: 767
RE: Bacon Mod - 9/3/2018 9:48:15 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: Omnius

RogerBacon,
Thanks for the help on the ships and bases screen being the best place to add new fleets. Right now I'm learning the base game before trying some of the mods. I hope that this mod will be compatible with the Star Wars one.


It's compatable with every mod. Slight adjustments to some txt files are necessary to get some features to show up.

quote:


Did you place a modification in this mod that changes the number of fighters assigned to bases or carriers? I hope that you didn't change the actual default loadout with more fighters than bombers as that is the proper loadout. You need fighters to escort bombers plus fighters to defend the base or carrier so the fighter loadout should be higher than 50%. Check US aircraft carrier loadouts and you'll see that about 2/3 of planes are fighters with about 1/3 as bombers. I hope that you leave the default loadout percentages alone and only allow players to change the loadout percentages if they want to. I certainly don't want to have to change the base and carrier loadout percentages back to default since I don't want that changed.



The number of fighters and bombers a ship or base has is determined by the design template. My mod does not touch design templates since those are text files that anybody can alter however they see fit.
the ratio of fighters to bombers is 50/50 in unmodded DFU and is not alterable outside of my mod. My mod splits fighter bays into fighter bas, bomber bays and (in the last patch) a 50/50 fighter-bomber bay. With these differet types you can set the ratio to whatever you want. AI ships will always keep the default 50/50 split though.


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(in reply to Omnius)
Post #: 768
RE: Bacon Mod - 9/4/2018 2:52:48 PM   
RogerBacon

 

Posts: 724
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So you are a pirate. You've raided, looted, and smuggled your way to the top. You've beaten all the other pirates into submission, built your criminal network and maybe even won the game. What's left other than starting a new game..?

Go legitimate!
Renounce your pirate lifestyle and become a legitimate empire. Now you have to compete with the other established empires using the empire victory conditions. Can you win the game a second time?

Using the command !golegit you can turn your pirate empire into a regular empire. You must have built a criminal network and the planet on which your network exists will become your new capital. You will get a one-time +50 relations bonus for renouncing your pirate lifestyle and you will need it if you've been doing a lot of looting. Best of all... This feature is already in the currently released version of the mod. I was waiting for someone to complete the "Pirates of Jupiter" scenario but it looks like no one played that one so I'm announcing it now.

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(in reply to RogerBacon)
Post #: 769
RE: Bacon Mod - 9/4/2018 8:36:31 PM   
elvendeathknight

 

Posts: 81
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:D

Is it something AI pirates will use ?

(in reply to RogerBacon)
Post #: 770
RE: Bacon Mod - 9/4/2018 10:39:41 PM   
RogerBacon

 

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quote:

ORIGINAL: ArchMike

:D

Is it something AI pirates will use ?


Good question. No. If an AI pirate wins the game just start over and try to do better next time. :)


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(in reply to elvendeathknight)
Post #: 771
RE: Bacon Mod - 9/5/2018 11:53:59 AM   
elvendeathknight

 

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In an earlier post, you had mentioned this possibility (moving from pirate to empire) and said that you had difficulties. Congratulations on succeeding !

Just to be sure, the empire will behave just like a normal empire (governor characters spawing, ruins exploration, etc) ?

Coupled with the possibility to build a constructor from a controlled planet, it is now possible to make a scenario where you start with a single ship and build your strength to be a huge empire. Thanks !

(in reply to RogerBacon)
Post #: 772
RE: Bacon Mod - 9/5/2018 2:14:32 PM   
RogerBacon

 

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quote:

ORIGINAL: ArchMike

In an earlier post, you had mentioned this possibility (moving from pirate to empire) and said that you had difficulties. Congratulations on succeeding !


Thanks.

quote:


Just to be sure, the empire will behave just like a normal empire (governor characters spawing, ruins exploration, etc) ?



Well, there are so many ways to play this game as well as automation levels so its possible I missed something but, for the most part, you are exactly like a regular empire. The only things that remain from your pirate career are your flag and your reputation. But, as I said, you get a +50 rep bonus when converting to help out a bit so everyone doesn't hate you right away.

Also, be aware that because you are now competing with the other empires using the regular set of victory conditions, it is possible one of the other empires may have already met the victory conditions. If that is the case you will "lose" the game right away. To avoid this you can always go after the strongest empire while you are still a pirate to make sure they don't auto-win when the new victory conditions kick in.



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(in reply to elvendeathknight)
Post #: 773
RE: Bacon Mod - 9/6/2018 8:24:51 PM   
o30k

 

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Hey, is there anyway that I could use the changes to the hyperspace exiting changes without the use of everything else?

I like the mod as a whole but at the moment i'm enjoying the base game and wanted to try it with ships exiting jump closer/farther apart.

Thanks.

(in reply to RogerBacon)
Post #: 774
RE: Bacon Mod - 9/6/2018 8:34:37 PM   
RogerBacon

 

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quote:

ORIGINAL: o30k

Hey, is there anyway that I could use the changes to the hyperspace exiting changes without the use of everything else?

I like the mod as a whole but at the moment i'm enjoying the base game and wanted to try it with ships exiting jump closer/farther apart.

Thanks.


Most of the mod's settings are controlled by the BaconSettings.txt file. You can disable or set values to vanilla DWU values for most things.

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Post #: 775
RE: Bacon Mod - 9/6/2018 9:13:53 PM   
o30k

 

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So how would I go about doing that? Is it as simple as deleting from the file everything I don't want to use or do I have to change the numbers etc to be the same as the original? Thanks.

(in reply to RogerBacon)
Post #: 776
RE: Bacon Mod - 9/11/2018 11:36:39 PM   
Krankenhausen

 

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I love your mod. It adds a new dimension to the game. But recently when I'm playing DW, whenever I select a ship in the lists on the left it moves to the top of the list. could this be a feature of your mod? I'm pretty sure it didn't do this before and I can't find any option that could cause it in the menus or Bacon Settings. Can I turn it off?

(in reply to o30k)
Post #: 777
RE: Bacon Mod - 9/12/2018 2:53:27 AM   
RogerBacon

 

Posts: 724
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From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: Krankenhausen

I love your mod. It adds a new dimension to the game. But recently when I'm playing DW, whenever I select a ship in the lists on the left it moves to the top of the list. could this be a feature of your mod? I'm pretty sure it didn't do this before and I can't find any option that could cause it in the menus or Bacon Settings. Can I turn it off?


THe left menues now sort by distance from the selected object. I've never used those menues to select a ship but, yeah, once you select a ship it woulbd be the closest so it would go to the top. I mostly use those menues to find the closest base or resource site so having them sorted by distance was important to me. I'll have to look at the mod and see how easy it would be to go back and make the sorting optional.

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(in reply to Krankenhausen)
Post #: 778
RE: Bacon Mod - 9/13/2018 11:08:41 AM   
Krankenhausen

 

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Thanks for looking into it!

And at least it's good to know I wasn't going mad, that behaviour had changed

(in reply to RogerBacon)
Post #: 779
RE: Bacon Mod - 9/13/2018 9:28:07 PM   
elvendeathknight

 

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Making the sorting optional would be awesome!

(in reply to Krankenhausen)
Post #: 780
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