RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (Full Version)

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Blackstork -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/19/2014 10:07:28 AM)

I like AI mod balance done by Icemania. He have also nice check tables where he controls performance comparison. Range also important thing , and thing called TTk time to kill which also counts on range and should be better for close range weapons.




Shark7 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/20/2014 3:31:07 AM)

I was talking generalities, not put into the complexities of DW. For DW, in my example honestly I'd probably halve the damage of the rail gun since it completely ignores shields.

My point being that weapons, shields, etc should be done so that there is no one winning formula. IE loading a ship with nothing but rail guns should not be the best solution, just a solution.




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/21/2014 11:33:51 AM)

Icemania is the man for balancing. He'll get the job done, probably way better than me. [:)]




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/21/2014 11:35:07 AM)

Update:

Almost done. There are now more than 900 research projects and 293 components. The last free components and about 50 projects are reserved for race specific tech for the still to be added races.

I'm adding missing stuff and do basic balancing before the beta.

I have several cool improvements and extensions for Universe that either don't work or can't be added until the game gets a new patch, so plead to the developers together with me to consider implementing at least the first requests on my wish list (see op post). [&o][&o][&o]

3 would be great, 5 fantastic, even more would bowl me over. [:D]




Kizucha -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/21/2014 2:53:23 PM)

Good news.[:)] Start bombarding the dev's with pm's.[:D]




Joshwoo69 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/22/2014 5:46:34 AM)

Expect a release soon?
1 week?(at most?)




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/22/2014 10:27:30 AM)

The good news:
Basic balancing and checking should be done in a few days, so yeah, one week at most. [:)]

The bad news:
The mod simply won't start until the #256 component bug gets fixed. [:(]

There are still about 200 research projects and some other cool new stuff to add, but that will go into beta 2. Well, if the developers enable me to add this. [&o]




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/26/2014 3:34:00 PM)

K, basic balancing and checking is done where possible, the mod is basically ready for beta testing. [:D]

Once the #256 component bug gets fixed I'll add the missing 40 components, check if those are working as intended and release beta 1. Until then I do some more testing and pretty up the mod.

If the fix takes longer I'll consider releasing the mod as it is now as alpha. That alpha would be for testing only, gaming is not possible because a lot of essential stuff is missing due to the component bug.




Vellarain -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/26/2014 8:23:01 PM)

Take your time man, even though I am drooling for this mod I will gladly wait for a stable and functional beta to play around with.




Mad Igor -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/27/2014 2:39:54 AM)

what about AI utilizing new tech ?




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/27/2014 11:10:48 AM)

The AI is using the new components just fine. It will be even better with Icemania's upcoming Ai mod settings.




Darkspire -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/27/2014 2:44:15 PM)


quote:

ORIGINAL: lurchi

Once the #256 component bug gets fixed



Do you have the crash report and more details?

Darkspire




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/27/2014 3:22:38 PM)

Well, if I have component #256 and try to start a new game I get this error message:

[image]http://i59.tinypic.com/312wxp4.png[/image]




Joshwoo69 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 9:51:04 AM)


quote:

ORIGINAL: lurchi

Well, if I have component #256 and try to start a new game I get this error message:

[image]http://i59.tinypic.com/312wxp4.png[/image]

Use notepad++ and go to line 414 and see the problem.




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 12:02:05 PM)

quote:

ORIGINAL: Joshwoo69

Use notepad++ and go to line 414 and see the problem.


I know the problem very well, line 414 is where component #256 is defined. [:'(]
There is no error whatsoever in the file, I checked multiple times. Using a copy of another perfectly fuctioning component instead and giving it #256 results in the same message. [:(]




Sirian -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 1:48:38 PM)

Cannot read ComponentId...

Since I bet the id is there it can only mean that it can't be read into the data structure. I would reaklly like to know the data type of the member holding the id. I bet its an 8 bit data type.




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 2:08:44 PM)

Considering the values 0-255 are fine that's what I guessed as well, it would be too much of a coincidence. There's at least one place in the game where a poor little byte is abused to store that number. [sm=nono.gif]




Unreal2004 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 2:14:45 PM)

Can you skip the ID for 256 and just go 255-257?




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 2:52:52 PM)

I never tried that, but considering everything else has to be in numeric order I doubt it'd work.




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 2:54:36 PM)

Well, I just tried, doesn't work.




Unreal2004 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 3:14:32 PM)

That just verifies that it is an 8-bit limit then, wonder if #256 is looping back to component #0 or if it is trying to find a component #-1.




ParagonExile -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/29/2014 9:25:45 PM)

I need this mod in me.

Lurchi! (╯°□°)╯︵ ┻━┻

Hope the bug gets fixed, though if it's a problem with 8-bit...





Shark7 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 4:55:29 AM)

Not that I have any idea of what I'm talking about, but...

IIRC, in most cases 0-255 are your limits with certain coding languages/older (read 16/32 bit) technology. The fact that #256 is giving the error puts me on that track of thinking.




joproulx99 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 5:29:33 PM)

Im sure doing more COMPONENT IMPROVEMENTS vs making new components would save you enough components ID to get it done and cap at 255 components and be done with it no? Come on, I know you can! :)

After all in most case it is an improvement, just with a different name and ressources to build, need to retrofit too, but still its such a big three that I dont see this as a problem...considering everyone benefit the same.

ALLOWED RACES can also save components ID by making improvements (new paths) races specific





lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 6:42:02 PM)

It's not that easy. My lategame components are not simple upgrades, they differ in size and/or needed resources, needed energy, needed fuel...

I already rationed the components, but there still are 45(!) missing including not yet implemented race techs bringing the component number to 300. Each with several upgrades. I'd have to redo huge parts of the mod. No way. [:-]




Unreal2004 -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 6:50:11 PM)

Are you the only one so far to hit the 256 limit? Or have others pushed past that? If it truly is the 8 bit limit and not a typo somewhere (hate trying to find those in all the lines of code) then the creators need to go to 16bit?




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 7:00:13 PM)

Erik just wrote there's going to be a patch per month instead of per week, so I guess the next one will come in two weeks. I sure hope it fixes that bug.




lurchi -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 7:11:55 PM)


quote:

ORIGINAL: Unreal2004

Are you the only one so far to hit the 256 limit? Or have others pushed past that? If it truly is the 8 bit limit and not a typo somewhere (hate trying to find those in all the lines of code) then the creators need to go to 16bit?


One other modder hit that magic border and got the very same result. [:(]

I'm about 99,999% sure there's a single byte used somewhere to store the component number. It's quite easy to fix by simply replacing the 8bit with a 16bit variable. It might be hard to find, though.




Vellarain -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (9/30/2014 9:41:13 PM)

That has gotta be your best bet, but as far as finding that single line of code... I would rather look for a stick of hay in a stack of needles.




DinoSaurus -> RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything... (10/1/2014 6:34:28 AM)

Lurchi,

I have another question - but maybe not a new idea for you:

Do you have any planetary structures/buildings to increase colony happines/ growth/ income?!

Something like national parks (e.g. only for special planet types), theme parks or so.

Would it be possible to add a new character: Entertainer?! Influences the tourist income, diplomatic issues, colony happiness and so on...

---

By the way. We talked above about new resources - please let me know if and what is needed and in the grafic style of the icon... maybe I will have time to work on next week...

[:)]




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