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RE: Distant Worlds Extended

 
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RE: Distant Worlds Extended - 9/14/2012 7:31:38 PM   
Haree78


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Joined: 5/18/2010
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Vasquez the quickest way you could do it is to go to the race file of the race you are going to play and find this line in the file:
DesignsPictureFamilyIndex ;10
The number at the end is what ship family they are using. Then you can copy the ship family you want to use and put it in the \shipImages\ folder under the directory your race uses. so \family1\ \family2\
You would be changing the mod so the race would forever use that ship set even when the AI use it until you change it back. But when using the race yourself your ships will automatically choose that ship set.

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Post #: 61
RE: Distant Worlds Extended - 9/14/2012 9:08:48 PM   
Vasquez


Posts: 441
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From: München, Bayern, Deutschland
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Got it^ Thank you Haree78 =)

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Post #: 62
RE: Distant Worlds Extended - 9/18/2012 1:46:11 AM   
franky12321

 

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Does this mod work with the latest version of the game? (.16)

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Post #: 63
RE: Distant Worlds Extended - 9/18/2012 3:55:05 AM   
jpinard

 

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The latest version of the game is later than that, and yes - it works perfectly!

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Post #: 64
RE: Distant Worlds Extended - 11/1/2012 6:30:30 PM   
Haree78


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Hey all.

An update for those interested. I have 38 unique races with unique ship sets, dialog, policies and biases. And using Martian's wonderful race art the art style looks lovely and generally consistent. I have designed each race with their own story and winning conditions in mind, I just need to put each of the new races descriptions to paper like the last release.

Everything is ready for release and has been play tested enough but there is an issue. I think I have hit a previous unhit barrier in the Distant Worlds engine and I am getting hard PC locks when using the mod. Is there anyone out there that would be willing to test the new version for me to see if you will experience the same thing? You would need to play a large 19 random empire game for some time to experience the same crash.

Lastly I was really looking in to modifying the Galactopedia to add links and descriptions to the new races but haven't found a good way to do this. Has anyone managed to do this yet?

I kind of want to do a short preview of the new races but I am worried people will never be able to play this mod after all the hard work because of the crashing :(

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RE: Distant Worlds Extended - 11/3/2012 4:21:11 AM   
unidterror

 

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i think your characters file is empty could be the problem?only the visareen are on the list. it could be this.

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Post #: 66
RE: Distant Worlds Extended - 11/3/2012 5:04:42 AM   
Haree78


Posts: 1269
Joined: 5/18/2010
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The mod that is in the original post is version 1, and works fine. I was talking about a version 2 I have been working on. You don't need a character file for races in themes if you don't mind randomly generated ones.

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RE: Distant Worlds Extended - 11/3/2012 2:26:25 PM   
Dracus

 

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If I add these races to my game, does the game allow all 29 or does it just pick 19 of the 29?

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Post #: 68
RE: Distant Worlds Extended - 11/3/2012 7:49:15 PM   
unidterror

 

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I just tried to get this theme to work and its not working.. i cannot activate the theme.. switch theme button is not activating.
I also started a project where i combined the 2 mods that extended alien races.. and still working on it.. there is some technical bugs. need to be fix but total races is 36.. with own shipsets.. which i downloaded off the forum here. i hope none of you mind..

< Message edited by unidterror -- 11/3/2012 8:19:11 PM >

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Post #: 69
RE: Distant Worlds Extended - 11/3/2012 9:36:18 PM   
unidterror

 

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also i want to see this new mod your coming with Haree 78 with 38 races.. ..
also whats is wrong with this biase files
the error showing up is line 12 Wekkarus or something.. ..

'Distant Worlds Racial Biases - version 1.5.0.0

'determines natural bias of each race towards other races
'this bias can be either positive or negative
'maximum value is 50, minimum value is -50
'each row determines the natural bias feelings of the race named at left to all races
' each bias value (column) in the row is how the named race feels towards the race matching the index number for the column
' e.g. Ketarov has natural +10 bias towards other Ketarovs (race index 0), +10 bias towards Atuuk (race index 1), 0 bias towards Gizurean (race index 2), etc

'#, Name, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36,

0, Ketarov, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 5, 0, 0, 0, 10, 0, 0, -5, 5, 0, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
1, Atuuk, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 5, 0, 0, 0, 10, 0, 0, -5, 5, 0, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
2, Gizurean, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0, -5,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
3, Dhayut, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0, -5,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
4, Human, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, -5, 5, 10, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
5, Quameno, 0, 0,-10,-10, 0, 10, 0, 10, 0, 0, 0, 0, 10,-10, 0, 0, 0,-10, 0, 0,-10, 0, -5, 10, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
6, Mortalen, 0, 0, 5, 5, 0, 5, 10, 5, 10, 10, 0, 0, 5, 5, 10, 0, 0, 5, 0, 0, 5, 0, 5, 5, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
7, Ackdarian, 0, 0,-10,-10, 0, 10, 0, 10, 0, 0, 0, 0, 10,-10, 0, 0, 0,-10, 0, 0,-10, 0, -5, 10, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
8, Haakonish, 0, 0, 5, 5, 0, 5, 10, 5, 10, 10, 0, 0, 5, 5, 10, 0, 0, 5, 0, 0, 5, 0, 5, 5, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
9, Naxxilian, 0, 0, 5, 5, 0, 5, 10, 5, 10, 10, 0, 0, 5, 5, 10, 0, 0, 5, 0, 0, 5, 0, 5, 5, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
10, Zenox, 0, 0,-15,-10, 0, 0, 0, 0, 0, 0, 10, 10, 0,-15, 0, 10, 0,-15, 0, 0,-15, 0, -5, 5, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
11, Teekan, 0, 0,-10,-10, 0, 0, 0, 0, 0, 0, 10, 10, 0,-10, 0, 10, 0,-10, 0, 0,-10, 0, -5, 5, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
12, Wekkarus, 0, 0,-10,-10, 0, 10, 0, 10, 0, 0, 0, 0, 10,-10, 0, 0, 0,-10, 0, 0,-10, 0, -5, 10, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
13, Boskara, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0, -5,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
14, Shandar, 0, 0, 5, 5, 0, 5, 10, 5, 10, 10, 0, 0, 5, 5, 10, 0, 0, 5, 0, 0, 5, 0, 5, 5, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
15, Ugnari, 0, 0,-10,-10, 0, 0, 0, 0, 0, 0, 10, 10, 0,-10, 0, 10, 0,-10, 0, 0,-10, 0, -5, 5, 0, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
16, Kiadian, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, -5, 5, 10, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
17, Sluken, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0, -5,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
18, Securan, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, -5, 5, 10, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
19, Ikkuro, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 5, 0, 0, 0, 10, 0, 0, -5, 5, 0, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
20, Shakturi, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0,-10,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
21, Mechanoid, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, -5, 0, 10, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
22, Keskudon, -5, -5, 0, 0, -5, -5, 5, 0, 5, 5, -5, -5, 0, 0, 5, -5, -5, 0, -5, -5, 0, -5, 10, -5, -5, -5, 0, -5, -5, 0, 0, 0, 0, 0, 0, 0, 0,
23, Tairoshan, 5, 5, 0, 0, 5, 10, 5, 10, 10, 5, 5, 5, 10, 0, 5, 5, 5, 0, 5, 5, 0, 5, -5, 15, 5, 5, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0,
24, Enton, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, -5, 5, 10, 0,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
25, Lipid, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,-10, -5, 0, 0, 15, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
26, Phaerax, 0, 0, 10, 10,-10,-10, 5,-10, 5, 5,-10,-10,-10, 10, 5, 0,-10, 10,-10, 0, 10,-10, 0, -5,-10, 0, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
27, Visareen, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 5, 0, 0, 0, 10, 0, 0, -5, 5, 0, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
28, Riktoh, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 5, 0, 0, 0, 10, 0, 0, -5, 5, 0, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0,
29, Navii, -5, 5,-10,-10, 5, 0, 0, 5, 0, 5, 0, -5, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, 5,-10, -5,-10, 5, 5, -5, -5, 0, 0, 0, 0, 0, 0, 0,
30, Predators, -10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10,-10, 0, 0, 0, 0, 0, 0, 0,
31, Hynerian, 10,-10, 0, 0, -5, 0, 0, 0, -5, 5, 0, 5, 0, 0, 0, -5, 0, 0, 10, 5,-10, 0, 0,-10, -5, 0, 5, 10, 5, 0, 0, 0, 0, 0, 0, 0, 0,
32, Salarian, 0, -5, -5, -5, 5, 10, 0, 5, 0, 0, 10, 0, 0, 0, 5, 5, 10, 0, 10, 5,-10, 10, -5,-10, 0, 10, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0,
33, Centauri, 5, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, 10,-10,-10, 5,-10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
34, Turians, 5, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, 10,-10,-10, 5,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0,
35, Asgard, 5, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, 10,-10,-10, 5,-10, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0,
36, Psilon, 0, 0,-10,-10, 10, 0, 0, 0, 0, 0, 0, 0, 0,-10, 0, 0, 10,-10, 10, 0,-10, 0, 10,-10, 0, 10, 0,-10, 10, 10, 0, 0, 0, 0, 0, 0, 0,[


the exact wording of the code error is

"Unhandled exception has occurredd in your application. If you click continue, the application will ignore this error and attempt to continue. If you click quit, the app will close imm.
(there is more)
More bias values than races at line 12 file C:\MatrixGames]Distant Worlds\Customization\Distant Worlds Extended\biases.txt


< Message edited by unidterror -- 11/3/2012 10:01:44 PM >

(in reply to Haree78)
Post #: 70
RE: Distant Worlds Extended - 11/3/2012 10:03:47 PM   
unidterror

 

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Joined: 11/3/2012
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and then there is a detail button.. here ill show you rest of info.. i am amateur at coding and game making. i just do this for fun, any help or tips Id really appreciate from older members or newer ones..

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ApplicationException: More bias values than races at line 12 in file C:\Matrix Games\Distant Worlds\Customization\Distant Worlds Extendedsupa\biases.txt
at DistantWorlds.Types.Galaxy.LoadRaceBiases(String applicationStartupPath, String customizationSetName, RaceList races)
at DistantWorlds.Types.Galaxy.LoadRaces(String applicationStartupPath, String customizationSetName)
at DistantWorlds.Main.WENSSH3eeEDSvwHW9kq(Object , Object )
at DistantWorlds.Main.fVtpUmwoCU(String , String )
at DistantWorlds.Start.OEXX9jwqht(String , Boolean , Boolean )
at DistantWorlds.Start.j7f37nl98v(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.7.0.16
Win32 Version: 1.7.0.16
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.7.0.16
Win32 Version: 1.7.0.16
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.7.0.16
Win32 Version: 1.7.0.16
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
WindowsBase
Assembly Version: 3.0.0.0
Win32 Version: 3.0.6920.5448 built by: Win7SP1GDR
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/Interop.WMPLib.DLL
----------------------------------------
System.Deployment
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
PresentationCore
Assembly Version: 3.0.0.0
Win32 Version: 3.0.6920.5448 built by: Win7SP1GDR
CodeBase: file:///C:/Windows/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


(in reply to unidterror)
Post #: 71
RE: Distant Worlds Extended 1.1 released - 11/3/2012 11:18:19 PM   
unidterror

 

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Joined: 11/3/2012
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nevermind i got it to work thx =D just re dl and changed bias.. thatsall

(in reply to Haree78)
Post #: 72
RE: Distant Worlds Extended 1.1 released - 11/4/2012 1:43:16 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
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I can see the parsing issue was probably because of the commas at the ends of the lines, it was expecting another value after the comma.
The line 12 it talks about is more likely the line 12 in the text file, not the 12th race, Wekkarus.

_____________________________


(in reply to unidterror)
Post #: 73
RE: Distant Worlds Extended 1.1 released - 11/6/2012 12:59:44 AM   
Dracus

 

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Joined: 11/29/2011
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quote:

ORIGINAL: Haree78

I can see the parsing issue was probably because of the commas at the ends of the lines, it was expecting another value after the comma.
The line 12 it talks about is more likely the line 12 in the text file, not the 12th race, Wekkarus.



I decided to try your mod. Going for 5 hours now with 27 AI races makes the star map fills in fast. Lots of fights going on, I got hit in a single star system by 5 different fleets of ships, it took everything I had to save the planet but I lost all the mines and my star port before I could drive them all off and I am only playing on normal settings and range set to 2.5 enforced. Expanding too far with this many races means alot of wars which really improves the fun. The game does seem more active now on the big map. The one race though with the one blue right eye and the no left eye, that one creeps me out.

I can say this mod is worth getting.

< Message edited by Dracus -- 11/6/2012 1:27:36 AM >

(in reply to Haree78)
Post #: 74
RE: Distant Worlds Extended 1.1 released - 11/6/2012 1:35:00 AM   
Haree78


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Joined: 5/18/2010
Status: offline
Thanks, I'm really glad you are enjoying it. I would say that I have never seen the races in the mod expand faster than the stock races have a chance to expand. It really depends on starting position, a lot. I have seen the Ackdarians, the Quemeno, Atuuk, several others all explode before because of a great starting position.
I think the guys you are talking about, the Keskudons start off great, they rarely get beaten in to a corner like other races, although I have seen it. In my last game they were really powerful, along with the Ikkuru and the Gizurians, who always seem to do well. I have seen many times that the Keskudons can be not much of an issue though.

I will preview the new races now that are in the next version of the mod.

PS I wouldn't advise starting with 27 races. Even though I now have 38 races in the mod I am about to release, I would advise starting with 19 races. It means each game is very different in terms of challenges. Independents will start up Empires and Empires will split. I have found starting with a lot more than 19 gives a higher chance at crashes. If you aren't getting crashes with 27 races then that's great, wish mine would behave better.

_____________________________


(in reply to Dracus)
Post #: 75
RE: Distant Worlds Extended 1.1 released - 11/6/2012 1:48:10 AM   
Dracus

 

Posts: 162
Joined: 11/29/2011
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I have not yet seen a crash for having that many, what I do see is that some of the races at random never actually expand much and kind of just defend thier system. To me, this makes them more like active independents that are just fighting to keep from being taken over. I have not played long enough to see if any new empires arise or if any break apart. Once I complete a game, I will let you know if these things are affected by having more real races in a game.

The crash I get is the same one I got from day one and that is after so many hours, I need to exit the game and restart cuase the game to me still appears to have a memory leak and the crash is due to running out of free resources.

(in reply to Haree78)
Post #: 76
RE: Distant Worlds Extended 1.1 released - 11/7/2012 6:49:50 AM   
Haree78


Posts: 1269
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Version 2.0 released. Check the original post.

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Post #: 77
RE: Distant Worlds Extended 1.1 released - 11/7/2012 8:14:30 AM   
Martian


Posts: 121
Joined: 8/26/2012
Status: offline
Great news!
Thank you very much, Haree!
This is one of my favorite mods.
Downloading...

(in reply to Haree78)
Post #: 78
RE: Distant Worlds Extended 1.1 released - 11/7/2012 8:38:24 AM   
unidterror

 

Posts: 43
Joined: 11/3/2012
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this is awesome! your pro at this keep up the great work!!, just wanted to say the new race image pictures are perfect man.. they really look like they belong in the original game, YOU sir should work for Matrix Games!
idk maybe he does. But thank you Haree, this is a very good tweaking.
its kinda messed up now i want to play your mod rather then original yours looks better!
okok ima go play

Oh i will intensly play a huge game and ill let you know how it goes =D.

< Message edited by unidterror -- 11/7/2012 8:45:33 AM >

(in reply to Martian)
Post #: 79
RE: Distant Worlds Extended 1.1 released - 11/7/2012 8:38:27 AM   
Haree78


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Awesome, I would love to hear how your games go :)

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Post #: 80
RE: Distant Worlds Extended 1.1 released - 11/7/2012 9:05:11 AM   
unidterror

 

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Joined: 11/3/2012
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Ok, already from the start. I am more impressed with the added content soo much just by the fact that i can actualy put 1 of each race 1400 15x15 map.. its EPIC man just insane!.. 200% better then orignal already convinced. ahaha.
back to the game.

(in reply to Haree78)
Post #: 81
RE: Distant Worlds Extended 1.1 released - 11/7/2012 12:40:00 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
IMMACULATE Paul, just plain IMMACULATE!!!!!!!

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(in reply to Haree78)
Post #: 82
RE: Distant Worlds Extended 1.1 released - 11/7/2012 2:00:20 PM   
Haree78


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Thank you Ed :)

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Post #: 83
RE: Distant Worlds Extended 1.1 released - 11/12/2012 4:27:36 AM   
unidterror

 

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Joined: 11/3/2012
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so far ive played 1 huge game still in play.. but ive managed to get save game file size 140,000kb ahaha.. it takes me like 5mins to load the game..
I still playing it however and i can tell you its very stable game and very enjoyable the new races really increase the difficulty. In my current game im no where near the biggest empire. With all these races in one game we all hungry for everyone else planets..
because when i play 1400 15x15 star maps.. i will always use rare independant races(less indies colonies) and lowest setting for colonie(less colonizable planets) like in the real galaxy.. we dont actualy know of any other existence other then ours.
and it makes the game more difficult to find good planets.
anyways! ahaha
rofl realized i changed subject there but love the mods Haree78,, no point giong back to Original.! ahaha
good planet mod love it and the also beautiful places.. mod love it. and the other one is beautiful ruins mod!
yep use em all. Lately ive been rebuilding weapon sprites to make em nicer and smaller in kb size not easy cause gota start from scratch.
im done...
phew
I dont even play DW anymore... I play MODDed DW ahaha.

< Message edited by unidterror -- 11/12/2012 4:28:41 AM >

(in reply to Haree78)
Post #: 84
RE: Distant Worlds Extended 1.1 released - 11/12/2012 10:21:14 AM   
Haree78


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Wow with all races? That's really interesting. I have had stability issues when I have done.
Do you have issues with Empire colours? I had an issue a few times where it uses all these different colours which is fine but it has so many Empires one of them will use black as their colour which is impossible to see on the map.

What races are you neighbouring? When you set up tight conditions it certainly can be hard depending on who you are next to of course. Right now in my extended game the only new race I am near are the Napaor who aren't that big on humans as we are too aggressive but they aren't war like.
My current favourite race are the Lemeresh and I don't have them in this game with random empires so bit disappointed but I've nearly won so maybe next time :)

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Post #: 85
RE: Distant Worlds Extended 1.1 released - 11/12/2012 3:40:31 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: Haree78

Wow with all races? That's really interesting. I have had stability issues when I have done.
Do you have issues with Empire colours? I had an issue a few times where it uses all these different colours which is fine but it has so many Empires one of them will use black as their colour which is impossible to see on the map.

What races are you neighbouring? When you set up tight conditions it certainly can be hard depending on who you are next to of course. Right now in my extended game the only new race I am near are the Napaor who aren't that big on humans as we are too aggressive but they aren't war like.
My current favourite race are the Lemeresh and I don't have them in this game with random empires so bit disappointed but I've nearly won so maybe next time :)


I've got a game going with 30 AI empires and I do run into an issue where one empire has no primary color. You can fix this in the in game editor, just bear in mind when you go to edit empires and choose that empire, you will be hit with an exception/error warning...hit continue and igore it, assign a color and save, the game will continue without problems.

Remember to hit continue though, if you hit the other button the game will crash/shut down and give you an error report.

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(in reply to Haree78)
Post #: 86
RE: Distant Worlds Extended 1.1 released - 11/12/2012 5:47:05 PM   
Kalthaniell


Posts: 320
Joined: 5/31/2011
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Wow, great work Haree78!

I like how much thought you put into detailing each and every race to make it uniqe! It will make the gameplay much more involving and meaningful. I'm pretty sure that I'll be annihilating each and every brainjar slug out there! Finally a new race to be racist about except the Quaemo! ^^

(in reply to Shark7)
Post #: 87
RE: Distant Worlds Extended 1.1 released - 11/12/2012 10:56:26 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Thanks Kal and thanks for the extra ship set you gave me.
Each race certainly is very different in feel. We do moan about the amount of stuff not exposed to modding to us but with the policies, race files and biases there's actually a hell of a lot you can do with it.
Although to be fair at 38 races now with unique win conditions and characteristics I am running out of ideas that aren't imbalanced.

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Post #: 88
RE: Distant Worlds Extended 1.1 released - 11/13/2012 1:02:19 AM   
unidterror

 

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Joined: 11/3/2012
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save file size 140 000+
all 38 races are still alive and Im no where near the best empire maybe half way. You cant see all the different colors from far like this but if i had a bigger image you could clearly see.
EXCELLENTE
EXSQUISITE

MASTERPIECE

In my mind I would call this a patch/ExpansionPack.



Haree mod extended 2.2 with 38 races and 1 of each race type.. insane hard and also independents can start their own empire.
[image][URL=http://imageshack.us/photo/my-images/805/20121110185709.jpg/][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL][/image]

< Message edited by unidterror -- 11/24/2012 7:20:33 PM >

(in reply to Haree78)
Post #: 89
RE: Distant Worlds Extended 1.1 released - 11/13/2012 12:11:28 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Added a small update to fix Tairoshan engine trails.

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Post #: 90
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