I have about 10 races done with unique shipsets and troops. If you want you could use those and just change the details to how you want them to fit into your system.
I was really hoping that I could use Icemania's mod but it's not even close as you can see here
Smarter AI Researching is harder than I thought but so far 17 races are done. The one in blue is the one I'm working on and the Red means that it will be changed. Also a pic of the AI research sequnce for Benosarit just to give an example. It will probably require fine tuning but so far I'm applying the basics of each race and the specials components that they have.
I have about 10 races done with unique shipsets and troops. If you want you could use those and just change the details to how you want them to fit into your system.
If I can help, let me know.
I've sent you an e-mail with the download link for version 0.5
Also thanx for all the new shipsets. I really like this one particular shipset and I'm tempted to add another race just for this shipset. First I thought it looked too dark but it looks good when I tested it in game. A crystaline like entity would fit I think.
Credit for the above shipset goes to KineticShipyards (SE V). Modified by myself for DW:U compatibility.
I've played an auto game of the Abbadus for awhile now. Everything looks good so far. The tech trees are mind blowing. I'm not sure where to go or what to research, but that will come with more experience. Most of my games are done well before tech 7, so I'm unsure I'll ever see tech 13. If I come across any issues while playing I'll repost.
< Message edited by Retreat1970 -- 9/16/2014 2:04:54 PM >
Good to hear that everything is working well so far.
Trying to reach tech level 13 should not be a priority. It is just there for people who wants to play a long sandbox game or if your game suddenly lasts longer than normal. It's there so that you have something to look forward to.
I don't mind players not reaching tech level 13 as long as they enjoyed the mod. There are enough new early techs that players can test and play with.
Hopefully, with enough testing, the tech trees are balanced enough so that any choice the player makes is a viable strategy.
You lurchi and blackstork should (have) team up together OMG. Modding this much is too much work for one person, of course you get burned out :O, many awsome ideas are spread out into so much different mods...very impressive what you have done on your own so far...
Ya take a break. I was making a SE V conversion mod, but quit. It's a lot of work, and I enjoy the original game just as much anyways. I'm a little burned out from playing DW:U so much and have moved on to other games atm. I'll still fire it up once and awhile to play your mod. It's a good mod that doesn't get the credit it deserves.
I'm glad I took a break since I was getting tired of DW. Been playing Dead Rising 3 and now just got a hold of Shadows of Mordor.
But it looks like quite a lot of people have downloaded my mod. So I might start working on it again but slowly not like before. Priority would have to be how the AI chooses research priority (Smart AI Researching).
The new update 1.9.5.8 looks like nothing was fixed so I have a bad feeling that 256 components is the cap along with 1000 research techs. I had more ideas but if this is the cap then I'll just work with what I already have. Maybe rearrange things.
Smarter AI is almost complete and is around 99% done. I just need to recheck to make sure there are no bugs.
It was a lot more work than I thought. The more techs I had, the harder it was to complete since there was so many choices available. As I add more, it became more complex and harder to manage.
But now that I am almost done, the hardest part of modding is done with. Any new techs and components I add after this version will become a lot easier since the basic groundwork is all done.
Is this mod usable with the Beyond mod? Edit: I answer the question by myself, "sure it's not". But when will be the release for a full playable version?
< Message edited by fruitgnome -- 10/22/2014 11:25:17 AM >
I really don't know much about the Beyond mod. You probably know more than me.
My mod had been playable since release of 0.1. I just like to keep adding stuff as I learn modding. If you want to try it, I suggest waiting for the next version which I will upload in a few days.
Whenever I add enough new stuff to my mod I release it and increment the version number by 0.1.
Technically I could name this next version 1.0 since it's basically complete but I know I will be adding more stuff when I get new ideas.
I'm already thinking about 2 new ideas that I could add but haven't decided on yet.
1) I have a workaround in how to change the fighter/bomber ratio (this would need around 50 new techs)
2) I think I solved the problem of bigger is better in ships sizes. Since bigger ship = more weapons. But I think I solved this. I could make a tech branch where smaller ships could be as powerful as those massive ships without increasing ship size. (this would take around 75-100 new techs)
I am getting an Unhandled Exception error at line 4384 of Research.txt while switching to the theme. Does this require the beta update 1.9.5.9? I am still running 1.9.5.8.
Edit: as a bit of troubleshooting I deleted line 4384 only to have the issue then pop up at line 4391 at the next "Parents" line.
< Message edited by Unreal2004 -- 10/25/2014 11:45:08 PM >
Gotcha, will wait till 1.9.5.9 is out of Beta to retry then, had a nasty crash that I cant locate with the beta update so I reverted to *.5.8 where it is stable again.
If the crash is repeatable and "silent", upload savegame/mod so it can be fixed. See a sticky on the tech forum. If there is a crash log, write it and consider not uploading...
One purpose of a beta version is to locate the new crashes.
With planning you can produce all four types of resources in a controlled fashion on the six colonizable planet types.
Darkspire
I think you are right.
I think when the font was increased, it affected how many can be seen on the planet and 2 of the resources are pushed off the edge. Because I can only see 6 per planet as max. The other 2 are probably there and can't be seen.
The plan for version 0.7 is to have 10 character each per race. After I get that done, then I can add more but priority is to have each race at least have 10 for variety.
Posts: 1986
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quote:
ORIGINAL: fierceking
quote:
ORIGINAL: Darkspire The limit is 8 per location.
With planning you can produce all four types of resources in a controlled fashion on the six colonizable planet types.
Darkspire
I think you are right.
I think when the font was increased, it affected how many can be seen on the planet and 2 of the resources are pushed off the edge. Because I can only see 6 per planet as max. The other 2 are probably there and can't be seen.
Ignore the data box in the SW corner in this instance, although it can be expanded like many of the data screens it is not very helpful. Click on the planet to center it, press 'Home', look at the small rectangular box which has a list of horizontal resource icons to the right of the planet, that will show all the resources, bear in mind that if you play with events on then that has to be taken into account when planning a resource map as extra resources can be added to colonies during a game, they can sometimes take a few days / weeks of game time to show up on the list to the right of the planet.
As for that total per planetary body, eight, that is official, the info was from Elliot when I got my idea for the manufactured resources (luxury / strategic) added to the game during beta testing.
From this pic, I can see 6 resources from the main view and 7 resourcees, maybe 8 with 1 cut off? I don't know since I can't see
Also what do you mean by
"With planning you can produce all four types of resources in a controlled fashion on the six colonizable planet types. "
How is that possible? I thought resources are randomly generated at the start of the game and then they randomly pop up on planets. How can you block something from being produced on a planet if it's randomly generated?
I plan on changing some of the race pics since I don't like some of them especially the Dhayut and Naxallian. Now I need to look around for some new ones.
Some more previews...
Ackdarian
Ieq'ent
< Message edited by fierceking -- 10/30/2014 5:33:52 PM >