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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

 
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 8:58:18 PM   
adecoy95


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Joined: 3/26/2010
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quote:

ORIGINAL: Blackstork

As i see wars declared not on you. This is world war where alliances start to fight. As i understand it it is actually cool feature which many people like which comes from Icemanias idea to spice galaxy diplomatics abit. I only re-arranged races within it, added more lore-based spice and created real diplomacy-specialized, manipulator race specialization. (before Beyond diplomacy specialization was just word in the lore pedia entry, now Such-Oos, and soon to be released Humans will be nasty diplomacy manipulators)
If you play with 47 this will be serous memory test.
Can you show your diplomacy screen please?
This is epic world war feel between alliances which makes game amazing and adds alot of struggle and epic feel. It does not happens often. I'd watch Such-Oos race - they could initiate such kind of stuff as they love to pile people versus their enemies.
This is indended thing which went to extreme in your game, and i'd say it kind of luck :)
I'd be glad in your place. It is thing that does not happen often but it adds alot of spice to the game - world wards in 4x games are amazing :P


PS> I noticed you playing Yereni with Human flag. Yereni could have bad time if piled, since their diplomacy suck. Be friendly with your alliance, stick to them, they will protect you alot in this brawl, and consider to help some to your allies if they got swarmed. Stick close to Tairoshans if they are close around.. Try to keep out of it and focus on Red alliance enemies)

Also i am not sure you can start game 47 race game.
47 wars is little, because total quantity of wars possible in galaxy with 47 races is (47*(47-1))/2= 47*23 - 23 times more than 47. :) its just world war... they happen , sometimes.... not every game have one, and since i promised epic experience - my work and adjustments combined with Icemania work and ideas deliver it :)

All aliances can be seen here :

Light Alliance - Good - Alliance 1 - Gondor-esque
Dark alliance - Evil - alliance 2 - Mordor-esque
Red Alliance - Neutral - Alliance 3
Blue Alliance (Yereni belong here) Neutral - Alliance 4
Hostilities: 1 vs 2, 3 vs 4.
https://docs.google.com/spreadsheets/d/1MxPi8qKWKnJpyd3BJog9HRsv7w8osy9366LKooxwR0A/edit?usp=sharing


aah sorry it took so long to get back to you, unfortunatly i already make progress past that point, however, your totally right about it being half that, however, you can have more than 45 because in my game i set it so independant races could form empires.

thats a pretty cool system, i like it, it is definatly cool to see the wars pile on thats for sure.



quote:

PS> I noticed you playing Yereni with Human flag. Yereni could have bad time if piled, since their diplomacy suck. Be friendly with your alliance, stick to them, they will protect you alot in this brawl, and consider to help some to your allies if they got swarmed. Stick close to Tairoshans if they are close around.. Try to keep out of it and focus on Red alliance enemies)


i noticed it felt a little easier to form alliances than i remember, so i have been enjoying their benefits for sure. i think the race i am playing has somewhat weak troops, or maby just average, either way i have been letting my alliance friends do the space work and i have been collecting homeworlds, tho one of them rebelled, check out this enormous stack of rebels, their military power is over 150k http://i.imgur.com/fp75jpN.png

one feedback i would mention is that the new ship designs are really great, all the ai are well built and even the civvies are using their full warp speeds, i assume the mod had some hand in that, its nice to see them use some stronk ships. one negative tho is that they are just a little too built, i would recommend reducing the amount of troop transports they carry, because currently they are not leaving anything but garrison on their homeworlds, making them much easier to conquer than in vanilla. personally what i do about this is i edit out troop modules from everything but troop transports, fleets still carry a troop transport and then you dont have all the extra capital ships from the mod carrying around 2 troops each

< Message edited by adecoy95 -- 8/29/2014 10:03:48 PM >

(in reply to Blackstork)
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 9:39:51 PM   
Blackstork


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The thing that in Beyond races differ more than in vanilla games, and Yereni is arrogant, intelligent and spiritual race which try to avoid violent death and diceases because thye unlocked immortality (immunity of death from aging under curtain circumstances/life style) for their race. Its implemented through game mechanics :
Their con is , actually, the troop recruitment speed , and weak, unwilling to fight troops. They rely on Armor robots, and their generals are very high IQ trained armored armies manipulators. You should focus on armor robots and collect and stack few Yereni generals (they get very hi bonus for Armor trops strength)
Other solution is to get another race which have bonuses to troop recruitment, and powerful troops. Assimilate them, develop their colony and use them as your land army.
Check Character systems in OP and race descriptions here /in pedia. There some options to play through it, but your feedback and feel is about right for one who plays Yereni. :)
Also try to have IR NANI (purity of body) religious leader , if you dont have one - they are most suited branch to rule expansionist Yereni empire.

Also AI behaviour and ship designs come as initial development from AI Icemania's mod, While i adapted, tweaked it for Beyond mechanics and races, Yereni one is made by me - setup and adaptation using base work done by Icemania in his mod which completely integrated into Beyond.
Put attention on what races you conquer, and how you use them. This have very high impact in Beyond since it can provide , for example generals with enourmous troop recruitment speed so it will cover your weak spot.

< Message edited by Blackstork -- 8/29/2014 10:48:52 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 9:58:12 PM   
adecoy95


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well, i did not mean my faction as much as all of them, most of the homeworlds i have seen only have minimal garrisons because the large number of capitals are scooping up excess defenders. the only reason that one in the screen had so many troops is because it rebelled. either way i will crosspost this feedback to his mod post

i thought about switching leaders, but the one i have is really good, happiness and pop growth are my faverote stats. im building clone bays but i am not sure if they work on armored troops or not either way i have quite a few kerend battle golems

< Message edited by adecoy95 -- 8/29/2014 10:59:07 PM >

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/29/2014 10:03:27 PM   
Blackstork


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Ow nice, They defenitely better than Yereni Idols. Kerengd Battle Golems with Yereni generals is effective offencive force :) And yeh, i think you have IR NANI , the same as one i suggested, with pop growth... IR SARY will provide much more happines and other things tho, but the default IR NANI is quite potent.

The problem with garrizons is problematic mechanic and possibility of easy capture.
Seems it is fixed in 1.9.5.8 and Icemania working on it in his mod - tractor beam logic will prevent easy capturing with speedy tanky transports.
Once its done each race will require some own approach to fight with in end-plan of Beyond. I try to make maximum variation between races, their tactics, etc , emphasizing it with character systems

< Message edited by Blackstork -- 8/29/2014 11:25:58 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/30/2014 6:39:01 AM   
Icemania


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adecoy95, what difficulty are you playing on? On Extreme the AI has no problem having large garrisons as well. With Vanilla the problem is the AI fleets have pathetically small armies in their fleets. I can't make troop transports larger (otherwise they are not available early game) so need some capacity on the larger ships.

With respect to the 1.9.5.8 use of Tractor Beams, I wouldn't say it will prevent easy capture with speedy tanky transports, because it depends on how many transports are sent and how many tractor beams are installed ... but it will certainly help.

That said, with the new mechanics, I'm planning to put out a test version anyway. I'll increase the Troop Garrison levels (to 1.5 in the Policy files) for all races as a test and we can see what happens.

< Message edited by Icemania -- 8/30/2014 7:54:20 AM >

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/30/2014 6:43:10 PM   
Blackstork


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Release .54 may be posponed due some intensive work on Humans which were extended beyond regular setup and generation. I've put some quite complex human target design, and All .54 plan, including Lameresh overhaul, Keskudons, Humans, Alliance tracks and few UI might take some time, maximum week. Because of certain update (overhauling Corporate Nationalism goverment) i really want to include Ketarovs into the release.
Meanwhile, i will really apreciate feedback from players who played current version with any of "Character-system-released" races (14 races, bottom part of OP post). Player feedback, desires, expressed experience is improtant for mod development.
Also if there any desires for certain character systems being implemented, you are invited to book your favorite list in top of my "to-develop" priority list. :)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/31/2014 7:36:37 PM   
Blackstork


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Done another Beyond race Alien Immersion package , reposting from Alien Immersion Thread.
All new racial packages UIs will be includied in upcoming A.54 release

1.02.24 issue is done! Beyond Race , welcome electrovore worms

Veey
Blue alliance
DL LINK: http://www.mediafire.com/download/64j7cgeo0m66pxy/Alien_Immersion_-_Extended_V_1.02.24_Veey.zip

Autechre - Bronchusevenmx24
Mika Vainio - Cargo
Errisoma - Adejj
Pan Sonic - Ulottvuus
SaffronKeira - Ethan
Suero Wire - Fence


Soubdtrack To be used with Alien Immersion 1.02 alliance system base soundtracks or as race-specific extension with Beyond default track.

< Message edited by Blackstork -- 8/31/2014 8:38:14 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/31/2014 8:11:16 PM   
dvr

 

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Just wanted to say that I am enjoying your mod very much. Just finished a playtrough with the Securans. Which race can you recommend next? Maybe I will try the Veey next.
Thanks again!

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 8/31/2014 8:28:40 PM   
Blackstork


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You are wellcome! Again, your joy and feedback makes me happy and somewhat satisfied :P
If you go for Veey be sure you install their audio package as well, to empasize the feel and immersion of being Veey. They are unique race which could be really devastating, but need some serious precision and timing control.
I must say that new Wekkarus is somewhat really funny (imo) if you dig deep... And they do dig deep, hehe
Also Zadaj are fun, being good honorable insectoids is not simple task :P
Such-Oos offer also very unique game, full of manipulation and one-field monster research and milking private sector.
Ergreagd are very insteresting, but alas they are complex and need understanding of what they are, because their gameplay is very special.
Laarans are huge communis evil empire with powerful capital and brainwashed masses inspired by their Chief, and Inspiring Presence unchangible powerful leader is big pro, if you can manage cons of being Laaran.
Any of races which have already character system (bottom of the OP post, actually.. character systems add some spice to the game , more difference to gameplay , more flavor and specialization

< Message edited by Blackstork -- 8/31/2014 9:31:02 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/1/2014 6:58:15 PM   
Blackstork


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.54 Update planned for Friday-Sat night.
I may postpone it further if need arises, but for now seems i will be able to release it before weekend.

Final Patchnotes:
- Minor fixes and tweaks.
- Zadaj and Archei pedia entry.
- Unique goverments pedia entries.
- Remake for Lameresh race, now it will be playable race (wont have super beam from start of the game) for players with unique super laser "Antimatter Beam Projector" aviable earlier, shooting further, and dealing more damage. Together with their nature (character system) they still will be viable to compete for "Destroy x3 times ships than you lose" victory condition, but obcourse with much more effort, and with need of precise target selection.
- Veey and Lameresh UI Included (advance from Alien Immersion Project). Ketarov UI might be added if all will go smoothly.
- Alliance specific soundtrack packages - for use with race specific 6 track packs from Alien Immersion. (might be released before actual patch release as separate download)
- Alliance chart.
- Pedia Updates with weapon focus (semi merge from AI Mod by Icemania with all corrections made in adaptation into Beyond)
- Remake of Corporate Nationalism goverment
- 4 Character Systems : Humans (quite complex one with alpha for unique character art direction because design deman already some diversion :P), Lameresh, Keskudon, Ketarov.
- New , Beyond, (nice version in-between vanilla and extended styles) race art picture for Naxxilians, as preparation for releasing their CS in next bundle.


< Message edited by Blackstork -- 9/1/2014 8:03:48 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/2/2014 3:26:10 AM   
Euler

 

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I was just looking at an older version of your mod and I was wondering how I can tell what version number of the mod I have? I looked in the "about" text file and I can see comments about the mods used but I did not see any version number. I suggest you add it if you have not already so people can easily tell what version number of the mod they are working with. Thanks!

< Message edited by Euler -- 9/2/2014 4:26:31 AM >

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/2/2014 4:25:38 AM   
Blackstork


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Thanks ! I will add the version number in "about.txt" starting from next update.
If you once downloaded and had .5 release, all you need to do to ensure yo have latest is download and instal latest update.
As far as i know it wont break save.

< Message edited by Blackstork -- 9/2/2014 5:27:01 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/2/2014 12:04:27 PM   
dvr

 

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You are rocking with mod! Any other plans for the future?

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/2/2014 1:53:14 PM   
Blackstork


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Thanks! :P
They are clear, and i stated them already here and there by bits, so gathering all it is:
1. 50 races. Each race should be very different to play. This is easier task for Beyond because of alot of tools to differ the race coming from Character systems.
2. Creating Character System for each race, this includes creation of informative Leadership Portfolio Graphs.
3. Creating UI/Immersion stuff for each race.
4. Balance All races with CS implemented.
5. Integrate good top-priority mods. Next big project i think will be integration of Research Reloaded with lurchi.
6. Creation unique character face art (as example race Ergreagd) for each race.
7. Add some stuff which i have in mind, but there are no modding tools implemented yet.

List is huge, and approx. finish of all this list is really distant. But Rome wasn't build in one day :P :)

And as short term plans - they are stated few posts above for update .54.
.6 will contain integration of newest version of Icemania's AI mod and more CS.
Following patches will release more CSs and fix things
.7 will be probably aimed on attept to cooperate with lurchi and integrate his mod. The hardest part here is AI mod/Research Mod merging. Integrating any of those alone with Beyond is complex but not so huge task. Creating race-specific research queues for tech tree with 1000 projects.... this could be complex, so i thinking about doing some excel programming.
Once all integrations and CS done, mod will pass to short Beta stage, and then will be called as normal release (past-beta). Following work will release unique character portraits for all races and tweak and fine-tune things and art.

< Message edited by Blackstork -- 9/2/2014 3:05:59 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/2/2014 4:13:50 PM   
dvr

 

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Very ambitious indeed! Incorporating Research reloaded sounds to good to be trough, that's another mod I keep my I on. The author seems very devoted as well.

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/4/2014 10:59:59 PM   
Blackstork


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BIG UPDATE ON ALIENT IMMERSION PROJECT RELATED CLOSELY TO BEYOND (IT IS ACTUALLY PART OF BEYOND, AND PART OF UPCOMING A.54 RELEASE)
THIS FOLLOWS BEYOND ALLIANCE SYSTEM

Version 1.02 - Alliance System Release.

Following idea started by Icemania in AI mod, i readjusted races into more "lore apopriate" groups in Alien Immersion, and as well in Beyond mod where it become part of the epic story system, including also reflected by me all lore racial biases mentioned in their pedia entries.

All races devided into 4 allainces.
Light Alliance - Good - Sanguinic - Gondorish
Dark Alliance - Evil - Choleric - Mordorish
Red Alliance - Neutral - Melancholic, Extraverted, Ideological - Reptiles, Neutral Insectoids, Neutral Rodents, Xhuman, Banoserit
Blue Alliance - Neutral - Phlegmatic, Introverted, Arrogant, Pragmatical - Neutral Amphibious races, Greedy & Modest Ursidians, Yl'ta, Veey

DOWNLOAD:
http://www.mediafire.com/download/tsntzp9p87j25e6/Alliances.zip

HOW TO USE:

Prior to instalation , if you install 1st time please remove all contents of folder Sounds/Music in your active theme directory.

Each of alliance packs meant to be the main body soundtrack for all races that belong to certain alliance. Due lack of any mechanic that allow automatic soundtrack recognizing, there is need to swap them manually. Download and Extract the package. Find your race alliance according chart given in this post (and in OP) and copy contents of that alliance folder into your active theme folder.
I asked few times for implementation of some music folder indexing, and i hope devs will respond soon. thanks.

It is hightly reccomented to augment those alliance soundtracks by race-specific 6 tracks sets.
Full version of Alien Immersion Soundtrack for Beyond is Alliance soundtrack + Race soundtrack. I really reccoment to do this way.
PLEASE NOTE!!!! only racial packs that are version 1.02 and above!!!! (marked at stripe in Alien Immersion OP) are compatible and should be used with those alliance sets.
Eventually all races packages will be transfered to 1.02 version


Alliance Chart:


Track Lists:
(All rights reserved by music artists, see "RIGHTS" part of Alien Immersion thread)

Light Alliance
Subheim - Streets
Biosphere - Oi-1
Steve Roach - Living The Dream
Kangding Ray - Palisades
Boldstroke
Utopia
Galaxy - Everlasting Tone
Global Communication - Maiden Voyage (8'07")
Global Communication - 4'14"


Dark Alliance
Lustmord - Black Star
DistantWorldsTheme_ROTS
Murcof - Camino
Empusae - Sphre Des Bois
Halgrath - Consecreation
Halgrath - Epic Journey and Oblivion
Sephiroth - The Clock of Distant Dreams
Shadows
Steve Roach & Vir Unis -Neurotropic


Red Alliance
Isan - Calf
Arovane - Ambielo
Astropilot - Hidden Planet
Atom Heart - I See More Than You Do
Outlaw
Kanding Ray - OR
Kanding Ray - Blank Empire
Persuit
Brothomstates - I'm a Ram


Blue Alliance
Seefeel - Gatha
DistantWorldsTheme_Legends
Electric Universe - Longing
Bauri - Abyss
Biosphere - Gravity Assist
Funckarma - Nuncas
Sabled Sun - Shattered
OnTrack
Sabled Sun - Singularity



PLEASE DELETE OLD BEYOND SOUNDTRACK IF YOU USE ALLIANCE TRACKS.
ALSO ITS HIGHTLY RECCOMENDED TO GET RACE-SPECIFIC VER.1.02 SOUNDTRACKS FROM ALIEN IMMERSION PROJECT THREAD OP: http://www.matrixgames.com/forums/fb.asp?m=3651979
:

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/5/2014 1:00:08 PM   
dvr

 

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If I understand it correct from previous posts, races are intended to ally races from their native preference but can still ally races from other "axis"?

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/5/2014 1:57:38 PM   
Blackstork


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Yes, indeed.
Diplomatic biases works normally simply initial race biases are set that all races form 4 alliances.
Further lore/familiy biases apply over it.
Lets say same family creatures from different, non hostile alliances have good chances to be friends.
This means your axis will be friendly and protecting, while enemy faction will be organized and hostile, while 2 other factions will be somewhat neutral and other modifiers come into play.
You may also have more favored friends within your axis and less favored and which favor you to lesser extent.
Also lore feuds can be changing factor (Human vs Xhuman could stir some hostilities between Light and Red alliances, because Human diplomatic function - this is also will be very dominant in upcoming .54 patch where Humans actually have diplomatic power which extends just simple lore description (their character set reflects that making them 2nd diplomatic race in the game after Such-Oos and followed by Tairoshan.)



< Message edited by Blackstork -- 9/5/2014 3:01:38 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/5/2014 2:04:44 PM   
Blackstork


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Note: Due extencive work and testing needed nad also very busy week on my job (so i needed to work extended hours and work on my natural free day) i will postpone .54 update to Sat-Sun. If things go well i may release it in sheluded earlier timeframe without info-graphs and pedias updates. (those features are informal only, not touching gameplay, and they take time from me to create them, but easy to patch during the week, so perhaps i will split it into sheluded gameplay-only update and later .55 informative-only patch)

< Message edited by Blackstork -- 9/5/2014 3:07:04 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/5/2014 2:08:23 PM   
dvr

 

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Clear, another level of realism to the game. (which is good!) looking forward to it :)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/5/2014 7:43:12 PM   
Blackstork


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Alliance system as it presented already part of .53.
In .54 it will come with more epic immersion, flavor, further power to diplomacy-oriented character sets, slight tunes and informative part of it which makes clear race's allegiance to the player.
The plan for later stages is to provide color tint to bottom of screen user interface so for each race it will match to its axis theme.

< Message edited by Blackstork -- 9/5/2014 8:45:14 PM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/6/2014 4:55:49 AM   
Vellarain

 

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So after getting familiar with the Vanilla version of the game, I have decided to finally dip my feet into this supermod tonight.

You know things are about to get very interesting when the mod is larger than the parent game!

(in reply to adecoy95)
Post #: 292
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/6/2014 6:53:24 AM   
Blackstork


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@Vellarain - Have Fun and have great experience! I reall reccomend to play for one of 14 races which have their on character system (bottom of OP post - there is a list and tips), and i really reccomend to do it with installation of Alliance ssoundtrack + race-specific soundtrack (this one can be found in Alien Immersion thread for now, later it will be mirrored to 3rd post here)


Small (not small) update:
Icemania released version 1.02 of his mod, and i really urge to re-integrate it again (assuming that devs will fix tractor beam logic very soon all this is very promising)

.54 is changed into .6 release and will be released during upcoming week.
With all sheluded (including informational stuff) things of .54 + reintegration of Icemania 1.02 version. (this is quite some work)
I may inlcude in .6 those things as well, additionally to ex-.54 updates and AI Mod 1.02:
- race-specific tint coloring for rest of HUD UI (from Chrome mod by Das) according to race's Alliance allegiance.
- more one-two character system.
- Race specific Soundtracks ver. 1.02 (compatible with Alliance system and Alliance Soundtracks) for more races as part of Alien Immersion project update. The soundtracks done in 1.02 will be mirrored into Beyond thread.

This will be really big update.

< Message edited by Blackstork -- 9/6/2014 9:58:40 AM >


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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/6/2014 7:01:41 AM   
Hawkeye_BF


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Absolutly great!!! With beyond that game become the best game ever, I love it so much!!!

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/6/2014 8:46:04 AM   
Blackstork


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quote:

ORIGINAL: Hawkeye_BF

Absolutly great!!! With beyond that game become the best game ever, I love it so much!!!


Happy to hear it! :)
If someone have tale/experience to share that would be intresting thing to hear/see.
Thanks alot for your support, its appreciated and valuable for the mod. :)

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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/6/2014 10:21:51 AM   
Blackstork


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Patchnotes for next release (eta unknown yet, it depends on how much time AI mod 1.02 integration will take and my week work hours and amount of real-life job):
(ex-A.54 release been remade into A.6)

- aviable as patch and as new separate complete download. For DW:U ver. 1.9.5.8
Final Patchnotes:
- Minor fixes and tweaks.
- Zadaj and Archei pedia entry by ParagonExile..
- Unique goverments pedia entries by ParagonExile.
- Remake for Lameresh race, now it will be playable race (wont have super beam from start of the game) for players with unique super laser "Antimatter Beam Projector" aviable earlier, shooting further, and dealing more damage. Together with their nature (character system) they still will be viable to compete for "Destroy x3 times ships than you lose" victory condition, but obcourse with much more effort, and with need of precise target selection.
- Veey and Lameresh UI Included (advance from Alien Immersion Project). Ketarov UI might be added if all will go smoothly.
- Alliance specific soundtrack packages - for use with race specific 6 track packs from Alien Immersion. (might be released before actual patch release as separate download)
- Alliance chart.
- Pedia Updates with weapon focus (semi merge from AI Mod by Icemania with all corrections made in adaptation into Beyond)
- Remake of Corporate Nationalism goverment
- 6 Character Systems : Humans (quite complex one with alpha for unique character art direction because design deman already some diversion :P), Lameresh, Keskudon, Ketarov, Naxxilians, Shandar.
- New , Beyond, (nice version in-between vanilla and extended styles) race art picture for Naxxilians
- Complete adaptation and integration of Icemania's AI Mod version 1.02
- Remake for Way of Ancients and Darkness goveremnts (been tuned down)
- Alliance-based color tints for rest, non-top pannel UI designs *coming from Das chrome mod, which will reflect the alliance your race belongs to.
- Transfering alot of Alien Immersion race-specific soundtracks into 1.02 version so they will be compatible with alliance system and easy-replaceable.
- 1-2 Race-specific Front pannel Uis (Alien Immersion) (Mentioned Ketarovs and Naxxilians to match patch character systen release)

< Message edited by Blackstork -- 9/6/2014 12:25:00 PM >


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Post #: 296
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/7/2014 3:39:19 AM   
Azuran


Posts: 40
Joined: 6/3/2013
Status: offline
Some Portrait Replacements You Might like:

Boskara
Credit: http://joeslucher.deviantart.com/art/Race-6-392856792



Lipid
Credit:http://www.deviantart.com/art/Alien-Fetus-23484825


Yerini
Credit:http://www.deviantart.com/art/Alien-Race-detail-358287705


Mortalen
Credit:http://www.deviantart.com/art/Alien-373306702


Gizurean
Credit: http://www.deviantart.com/art/Celestial-Conquest-Insectiod-Lord-460328799


Weekarus
Credit:http://www.deviantart.com/art/Daughter-Oceana-207028681


< Message edited by Azuran -- 9/7/2014 4:40:27 AM >

(in reply to Blackstork)
Post #: 297
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/7/2014 4:56:35 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Thanks mate.
Those pieces of art are really nice, but they have more hand-drawn, and slightly soft-cartoony feel, and i really appreciate your participation and effort, but i like choices for those races from Extended/Beyond as they are (especially that i did Alien Immersion UI for some races already), and like more 3rd model art or more grim style.


< Message edited by Blackstork -- 9/7/2014 5:57:18 AM >


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Post #: 298
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/7/2014 5:48:19 AM   
Azuran


Posts: 40
Joined: 6/3/2013
Status: offline
quote:

ORIGINAL: Blackstork

Thanks mate.
Those pieces of art are really nice, but they have more hand-drawn, and slightly soft-cartoony feel, and i really appreciate your participation and effort, but i like choices for those races from Extended/Beyond as they are (especially that i did Alien Immersion UI for some races already), and like more 3rd model art or more grim style.



It's understandable, there has to be a consistent artstyle to make all the races match in atmosphere. I was working on the Universa mod, but I put it on hold because there is a 50 race limit and have lots of schoolwork and real life things that came up unexpectedly. I haven't been able to play much Distant Worlds in a few months, but I am amazed at how the newest patches have added new modding features. I can't wait for the 50 race limit to be gone.

Also you can find lots of free EDM/ambient/goa/space/psytrance music at www.ektoplazm.com

I did mod for Civ4 myself, so if you need help brainstorming some stuff I might be able to help. I have just started playing Beyond Universe today so I don't have much feedback.

1. I strongly believe that the last two races should be plant based.

2. Should this mega mod have a concept similiar to stretch goals as in you list what you want to complete first before you add the next thing. I was wondering if new resources will be added, and have some of the races have victory criteria or traits modified by new resources.

< Message edited by Azuran -- 9/7/2014 6:51:56 AM >

(in reply to Blackstork)
Post #: 299
RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod - 9/7/2014 6:37:25 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
1. I am always happy to have dedicated people helping to build this huge project, so i really appreciate feedback and will gladly hear ideas, tho i might filter them due my stylistic end vision of this project. I am being RL designer myself i really emphasize fine tuning of feel/immersion/art polish.
2. Yes, 2 last spots are resrved for Plant races. Inwordyes is busy, but he said its ok if i will release 2 of those myself. I am busy with other stuff now, which is most important, so for now i left those races to be pinata. There is also reason described in [5] below.
3. I dont know what could be added byond huge list that is already planned. Most of planned features could be done mainly by myself (due art demand/complex system of creating character system known only to me and ergie), and that list for "work for Blackstork" stretches upon one year timeframe. I am serious. Entering final release means releasing all races character systesm, UI, features and according to my calculations could take time till end of this year. Then Entering Advanced planned release (with all unique character portraits - like Ergreagd race now) - is another huge chunk of work (assuming 1.5 races = 1 week). So for now other features are not planned, unless they are done by someone other, tested, checked and then integrated into this project. I would be happy to see those, but i cant do it myself, aside from "integration" process help.
4. Character systems is big thing. IT seems to be subtle for player who plays few minutes, or logs to see the game without playing it. But de-facto it stirs whole game alot, adding alot of new customization and alot of new differencies between existing races.
5. Said Character system, and other features, + alliance thing and immersion, obcourse allow to create more races with different gameplay/feel. Before, in vanilla+extended, 40 races seemed quite a limit for most people of how much races needed to have all of them different in-play. Now with complex politics, AI mod weapon specs and queues, and character systems which allow whole bunch of new specializations, as well as with art and immersion stuff which change experience , player experience can be very different even among 50+ races. The game accepts max 37 tho, but 50 at least is minimum goal. More than that is not desperately required , but i made calculations for lore goal in the Beyond, and i could say there is optimal qty of 14 races per alliance. 56 races is alot to choose from, and alot of races to create new features for. The problem also that i want alliances being balanced. Releasing now 2 plant races means there will be disbalance in alliances proportions. So till race limit extended, i think we will keep Beyond cap at 48 , and may raise it to 56 maximum. Believe me, with all new features and stuff, end-goal Beyond mod will provide very different experience, that player will need to re-adapt to playing new race.
6. Thanks for the link to music site, it will check it!

< Message edited by Blackstork -- 9/7/2014 7:43:17 AM >


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