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

 
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RE: "Hyping" my forthcoming mod (pun intended) - 10/13/2017 7:59:07 PM   
eu33

 

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I don't know if this is due to your mod but on a large map trading is impossible. if pressing on a trade offer made by the AI does not crash the game, it will take about 5 to 10 minutes for the game to react again and open up the trade window.
same goes for when you initiate a trade, minus the crash.

is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ? :(

(in reply to BTAxis)
Post #: 241
RE: "Hyping" my forthcoming mod (pun intended) - 10/13/2017 10:03:19 PM   
RogerBacon

 

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quote:

ORIGINAL: eu33

I don't know if this is due to your mod but on a large map trading is impossible. if pressing on a trade offer made by the AI does not crash the game, it will take about 5 to 10 minutes for the game to react again and open up the trade window.
same goes for when you initiate a trade, minus the crash.

is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ? :(


Yeah, its the mod. I made all known bases and planets tradable and in late games (which I never get to) on large maps (which I never play on) it causes very long delays on opening the diplomacy trade screen. In the next version of the Bacon Mod I will make this an optional setting in the settings file.

(in reply to eu33)
Post #: 242
RE: "Hyping" my forthcoming mod (pun intended) - 10/15/2017 9:22:37 AM   
rongvk

 

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Hi Roger, enjoying reading about all the ways your mod tweaks the base game while we patiently wait for DW2. Very exciting stuff. Also enjoying watching Larry Monte showcase the mod in his latest letsplay.

While tossing the dice a few times for a promising starting position, and trying out new features right off the bat using the editor, I noticed that for some games "science ships" seemed broken: Ctrl+enter did nothing and alt+ctrl+right click only showed 'hold position', in other games the game crashed after a handful of seconds. If it's of any use to you, the following error message pops up:

Error Code:GxHab

System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Habitat.IndependantColoniesRecruitAndTrainTroops(Double timePassed)
at DistantWorlds.Types.DoTasks(DateTime time)
at DistantWorlds.Main.method_86(DateTime dateTime_7, Int64 long_1, BuiltObjectList builtObjectList_1, Boolean bool_28)
at DistantWorlds,Main.ProgramLoop()

Following this I did a clean install of DWU and only added your mod, and reloaded the save games that were screwy, making sure to press a key after loading is completed, with the same results, so I'm wondering how I managed to break things. Because I liked the map I started several new games "loading an existing as map", again encountering the same problem. I wonder if it has anything to do with the use of the editor?

Also I was wondering if there was a way for you to add a line to BaconSettings allowing for us to mitigate the impact of gravity wells somewhat. While I certainly like the concept of not being able to hyperjump close to stars and the added level of realism and tactics it introduces to the game (especially combined with greater hyperjump inaccuracy), I would personally prefer to e.g. halve the sum of microwave, x-ray and solar radiation. It sounds like something that might be feasible.

(in reply to RogerBacon)
Post #: 243
RE: Bacon Mod - 10/15/2017 5:56:54 PM   
Tanaka


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Wow thanks for all of your work some really great changes and fixes here! I have been wanting this option since day one!

"Added a new command "!nukem" to the shipfinder. Typing this will destroy all ships and bases except for those with a character on board. This is a good way to get rid of all those powerful space wrecks when playing story mode. Note that this is experimental. An early version I had about a month ago seemed to cause crashes in my game about 19-23 years in. I think it was because of orphaned characters when I nuked ALL ships but I have not had a chance to test it out. If you get consistent crashes with a message about character skill level then don't use this. I think it should be OK though."

No more game breaking random super ships!!

< Message edited by Tanaka -- 10/16/2017 3:48:59 AM >


_____________________________


(in reply to RogerBacon)
Post #: 244
RE: "Hyping" my forthcoming mod (pun intended) - 10/15/2017 6:43:38 PM   
RogerBacon

 

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quote:

ORIGINAL: rongvk

Hi Roger, enjoying reading about all the ways your mod tweaks the base game while we patiently wait for DW2. Very exciting stuff. Also enjoying watching Larry Monte showcase the mod in his latest letsplay.

While tossing the dice a few times for a promising starting position, and trying out new features right off the bat using the editor, I noticed that for some games "science ships" seemed broken: Ctrl+enter did nothing and alt+ctrl+right click only showed 'hold position',


You built exploration ships that had at least one lab on then, right? That's what makes them a science ship. Default designs don't have labs.
Science ships take anywhere from 1 to 30 days after being built to be recognized as science ships by the game. Think of this as the time the crew are still unpacking things and getting the labs set up. If you hit ctrl-enter or alt-ctrl+right click before this time you won't see the science ship options.

quote:



in other games the game crashed after a handful of seconds. If it's of any use to you, the following error message pops up:

Error Code:GxHab

System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Habitat.IndependantColoniesRecruitAndTrainTroops(Double timePassed)
at DistantWorlds.Types.DoTasks(DateTime time)
at DistantWorlds.Main.method_86(DateTime dateTime_7, Int64 long_1, BuiltObjectList builtObjectList_1, Boolean bool_28)
at DistantWorlds,Main.ProgramLoop()

Following this I did a clean install of DWU and only added your mod, and reloaded the save games that were screwy, making sure to press a key after loading is completed, with the same results, so I'm wondering how I managed to break things. Because I liked the map I started several new games "loading an existing as map", again encountering the same problem. I wonder if it has anything to do with the use of the editor?


The only thing I did to the independent empire was to increase the troops they build as per the baconSettings.txt file. You can always tell is my code is being called by looking at the stack trace since all of my classes are prefixed with the word "Bacon". I'm not sure what the issue is here but it must have been something you did with the editor. Do you remember what you did? I've actually only used the editor once and that was years ago.
quote:


Also I was wondering if there was a way for you to add a line to BaconSettings allowing for us to mitigate the impact of gravity wells somewhat. While I certainly like the concept of not being able to hyperjump close to stars and the added level of realism and tactics it introduces to the game (especially combined with greater hyperjump inaccuracy), I would personally prefer to e.g. halve the sum of microwave, x-ray and solar radiation. It sounds like something that might be feasible.


Try one game all the way through with the gravity wells as they are. By mid game you will find that for most of your ships they only occupy the middle third of most systems. With faster sublight engines and the pathing improvements I made in the last path you will barely notice the gravity wells.

(in reply to rongvk)
Post #: 245
RE: Bacon Mod - 10/15/2017 6:46:39 PM   
RogerBacon

 

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quote:

ORIGINAL: Tanaka

Wow thanks for all of your work some really great changes here! I have been wanting this option since day one!

"Added a new command "!nukem" to the shipfinder. Typing this will destroy all ships and bases except for those with a character on board. This is a good way to get rid of all those powerful space wrecks when playing story mode. Note that this is experimental. An early version I had about a month ago seemed to cause crashes in my game about 19-23 years in. I think it was because of orphaned characters when I nuked ALL ships but I have not had a chance to test it out. If you get consistent crashes with a message about character skill level then don't use this. I think it should be OK though."

No more game breaking random super ships!!


I'm glad you like it. That description was a long time ago and I can confirm that it works and doesn't cause any crashes. There are some game events that can still spawn the occasional ship but they won't be the super ship relics that litter so much of the game in story mode.
If you are playing story mode and thigns are going too easy for you remember that I also have commands to spawn the shakturi whenever you are ready for them. :)

(in reply to Tanaka)
Post #: 246
RE: Bacon Mod - 10/15/2017 9:20:04 PM   
eu33

 

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Hello again !

I am in a precarious situation here: I can't play this mod fully because of the trading issue and i can't play without this mod either!

What am i to do ? nothing, until baconmod is updated ?
Any time frame for the update?
Sorry for being selfish ! :(

(in reply to RogerBacon)
Post #: 247
RE: Bacon Mod - 10/15/2017 10:17:23 PM   
RogerBacon

 

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quote:

ORIGINAL: eu33

Hello again !

I am in a precarious situation here: I can't play this mod fully because of the trading issue and i can't play without this mod either!

What am i to do ? nothing, until baconmod is updated ?
Any time frame for the update?
Sorry for being selfish ! :(


I'm targeting Friday for the next update. I might be able to get it out sooner but I'd like to do a little testing.
There is a small bug in the current release where if you refit a science ship and remove the labs it will still let you pick research for it. It won't actually DO any research though so its a small bug. I'm fixing that but I need to make sure I don't create any null reference situation when doing so.

(in reply to eu33)
Post #: 248
RE: Bacon Mod - 10/15/2017 10:32:06 PM   
eu33

 

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quote:

ORIGINAL: RogerBacon


I'm targeting Friday for the next update. I might be able to get it out sooner but I'd like to do a little testing.
There is a small bug in the current release where if you refit a science ship and remove the labs it will still let you pick research for it. It won't actually DO any research though so its a small bug. I'm fixing that but I need to make sure I don't create any null reference situation when doing so.



Thank you for the update. i will survive another 5 days. it is worth waiting for your mod.

Good night !

(in reply to RogerBacon)
Post #: 249
RE: Bacon Mod - 10/16/2017 12:02:18 AM   
Hattori Hanzo


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quote:

ORIGINAL: eu33

Hello again !

I am in a precarious situation here: I can't play this mod fully because of the trading issue and i can't play without this mod either!

What am i to do ? nothing, until baconmod is updated ?
Any time frame for the update?
Sorry for being selfish ! :(


at which kind of "trading issue" do you refer ?

(in reply to eu33)
Post #: 250
RE: Bacon Mod - 10/16/2017 1:23:57 AM   
RogerBacon

 

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quote:

ORIGINAL: Hattori Hanzo

at which kind of "trading issue" do you refer ?




quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: eu33

I don't know if this is due to your mod but on a large map trading is impossible. if pressing on a trade offer made by the AI does not crash the game, it will take about 5 to 10 minutes for the game to react again and open up the trade window.
same goes for when you initiate a trade, minus the crash.

is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ? :(


Yeah, its the mod. I made all known bases and planets tradable and in late games (which I never get to) on large maps (which I never play on) it causes very long delays on opening the diplomacy trade screen. In the next version of the Bacon Mod I will make this an optional setting in the settings file.



(in reply to Hattori Hanzo)
Post #: 251
RE: "Hyping" my forthcoming mod (pun intended) - 10/16/2017 10:38:17 AM   
Scorten

 

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Does this mod work with Retreat's "Unleashed Extended II + AI orders"? Also does it decrease performance?

(in reply to eu33)
Post #: 252
RE: "Hyping" my forthcoming mod (pun intended) - 10/16/2017 1:13:29 PM   
RogerBacon

 

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quote:

ORIGINAL: Scorten

Does this mod work with Retreat's "Unleashed Extended II + AI orders"? Also does it decrease performance?



I'm currently using it with the Unleashed mod, so yeah its fine with that. I don't know "AI Orders" mod. If you mean Iceman's improved AI mod that one is just optimizing the ship design templates I believe so it will work fine with that too.
It does not decrease performance except the diplomacy screen can take longer to open on large map late games due to the fact that ALL known bases and planets are added to the trade items list. I'm making that optional in the next version due out later this week.

(in reply to Scorten)
Post #: 253
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 5:30:21 AM   
rongvk

 

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quote:

ORIGINAL: RogerBacon

The only thing I did to the independent empire was to increase the troops they build as per the baconSettings.txt file. You can always tell is my code is being called by looking at the stack trace since all of my classes are prefixed with the word "Bacon". I'm not sure what the issue is here but it must have been something you did with the editor. Do you remember what you did? I've actually only used the editor once and that was years ago.
quote:



I like to manually remove independents and world destroyers from the start of the game and take a quick peek to check the distribution of AI empires while I do so. I guess the lack of independents is what must've broken it.

quote:

ORIGINAL: RogerBacon

Try one game all the way through with the gravity wells as they are. By mid game you will find that for most of your ships they only occupy the middle third of most systems. With faster sublight engines and the pathing improvements I made in the last path you will barely notice the gravity wells.



I will! Thanks for the advice. My next game will be as Ackdarians, they ought to be zipping along the void plenty fast in no time. Looking forward to future updates. I'll just play a straight up no-editor game this time

I should note that in some games I also had science ships which I could see accrued science points as evidenced by the pop up window after pressing ctrl-enter but did not show the research dropdown menu upon alt-ctrl-right clicking and conversely in other games science ships who did show the research dropdown menu but did not seem to accrue research points.

That might be down to that month long box unpacking window I guess.

(in reply to RogerBacon)
Post #: 254
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 2:24:36 PM   
Scorten

 

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quote:

ORIGINAL: RogerBacon
I'm currently using it with the Unleashed mod, so yeah its fine with that. I don't know "AI Orders" mod. If you mean Iceman's improved AI mod that one is just optimizing the ship design templates I believe so it will work fine with that too.
It does not decrease performance except the diplomacy screen can take longer to open on large map late games due to the fact that ALL known bases and planets are added to the trade items list. I'm making that optional in the next version due out later this week.


I've tried it with the Unleashed Mod and unfortunately a lot of the text gets cut off or overlaps with e.g. resource icons. :(

(in reply to RogerBacon)
Post #: 255
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 4:00:40 PM   
RogerBacon

 

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quote:

ORIGINAL: Scorten

I've tried it with the Unleashed Mod and unfortunately a lot of the text gets cut off or overlaps with e.g. resource icons. :(


Hmm... I must have been thinking of a different mod. I'll have to check when I get home. Maybe I'm using the DW Expanded Universe and not Extended one.

If the text is overlapping, try setting shadow=false in the baconSettings.txt file. That's the only place I changed the font size. Also, what resolution are you playing on?

(in reply to Scorten)
Post #: 256
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 4:43:44 PM   
Scorten

 

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The mod pack I'm using is called "Retreat1970's Unleashed Extended II + AI research orders". It can be found in a thread in this subforum. It's called "Unleashed Extended I & II" by mordachai.
I have a 27" 1920x1080 display if that helps.. I'll try setting shadow to true and report back :)

EDIT: Set shadow to true, font looks uglier now but doesn't overlap with icons anymore.

< Message edited by Scorten -- 10/17/2017 4:57:29 PM >

(in reply to RogerBacon)
Post #: 257
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 5:07:29 PM   
RogerBacon

 

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quote:

ORIGINAL: Scorten

EDIT: Set shadow to true, font looks uglier now but doesn't overlap with icons anymore.


Yeah, that's DWU default setting. Ugly.

(in reply to Scorten)
Post #: 258
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 7:30:07 PM   
RogerBacon

 

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I'm planning on getting the next version of the mod out this Friday, Over the next couple of days I'll post my progress. Here's the first item that I've very happy to announce which will be in hte next version.

No More 'Press Any Key'
Queue Homer Simpson saying "Where's the Any key?"
I've found a way to initialize the BaconSettings without any input from the user. So as soon as the saved game loads (or new game starts) the settings will be read in. This is a big issue because I know ther ewere still people pout there not hitting a key and I suspect this is the cause of the few rare bugs that remain (like ships stuck in a loop).

Pressing 'A' will now toggle automation for the selected ship. Previously in only turned automation on but wouldn't turn it off.


(in reply to RogerBacon)
Post #: 259
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 10:40:54 PM   
BTAxis


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Awesome.

(in reply to RogerBacon)
Post #: 260
RE: "Hyping" my forthcoming mod (pun intended) - 10/17/2017 11:04:33 PM   
RogerBacon

 

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In the upcoming version of the mod I will make the feature that makes all bases and planets tradable an option because in the late game some people were reporting waits as long as 18 minutes to load the trade screen. This feature will be controlled by the baconSetting entry
tradeEverything=false

Still, I wanted people to be able to trade the occasional base so I have added this...

Be an Arms Dealer
Who doesn't want to? You will now be able to sell ships (and bases) to other empires. Here's a screenshot of me selling a cruiser.


The price will be determined by several factors. The starting price is the CURRENT cost to build the ship based on resource prices. So build low, sell high. There are then other factors that go in to it. I'll leave it to the capitalist-minded among you to figure out what those are.

Procedure:
Select a ship or base you own and press CTRL-T (T for trade)
You can repeat as many as you like. Then, go to the diplomacy screen and open up the trade panel. All the ships you selected will be there. Once you leave the rade panel the list of ships will be cleared. So, before you queue up a large list of ships you might want to check that your potential trade partner has the cash.






(in reply to BTAxis)
Post #: 261
RE: "Hyping" my forthcoming mod (pun intended) - 10/18/2017 6:40:41 PM   
RogerBacon

 

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Coming in the next update...

Repeatable missions!

Manually assigned cargo and transport colonist missions can be ordered as repeatable.
If you assign a STATE freighter or passengership to a mission and hold down shift along with the usual key command the mission is set as repeating. After the ship finishes its mission it will repeat it again. It will continue until you clear it with the !clear command in the ship-finder.

I'm really happy about this one. I was so close to getting it working before but on subsequent trips the ships never grabbed any cargo or people. For cargo missions the ship will use the same logic to determine what to pick up each trip based on whats there at that moment. So you don't have to worry about it showing up looking for one thing, not finding it, and proceeding to fly the route with empty cargo holds.

Since the ships will continue doing the mission until manually cleared, you might want to give them a name that reminds you of what they are doing.


(in reply to RogerBacon)
Post #: 262
RE: "Hyping" my forthcoming mod (pun intended) - 10/18/2017 10:00:42 PM   
RogerBacon

 

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It has been brought to my attention that the latest virus definition update from Bitdefender now flags the Bacon Mod as a generic Trojan. This is a false positive and you can tell its a false positive because even previous versions of the mod, which didn't flag before now flag. I have sent the exe to Bitdefender and we will see if they refine their detection algorithms so as not to falsely identify it. In the meantime if BD is deleting your exe or preventing it from running you will need to whitelist it or your DW folder.

(in reply to RogerBacon)
Post #: 263
RE: "Hyping" my forthcoming mod (pun intended) - 10/19/2017 12:39:10 AM   
DonH58

 

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Wanted to say because of your mod I'm back to playing Distant Worlds. One question will the next update be save game compatible? or should I start a new game?

(in reply to RogerBacon)
Post #: 264
RE: "Hyping" my forthcoming mod (pun intended) - 10/19/2017 12:42:03 AM   
RogerBacon

 

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quote:

ORIGINAL: DonH58

Wanted to say because of your mod I'm back to playing Distant Worlds. One question will the next update be save game compatible? or should I start a new game?


The next update will be save game compatible. No worries there. And welcome back to DWU.

(in reply to DonH58)
Post #: 265
RE: "Hyping" my forthcoming mod (pun intended) - 10/19/2017 7:29:38 PM   
RogerBacon

 

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When you give a mission to a construction ship it will load up with supplies to build the intended base as well as a little extra. Why it picks a little extra... who knows. Anyway, When it finishes it drops off the extra supplies at the newly built base. That's nice so the base can do upgrades if it needs to later on. It's not so nice for the construction ship who now has to fly all the way back to a space port to pick up supplies for its next mission. For this reason, it never madse any sense to order a manual supply mission (Alt-3) to a construction ship. It simply didn't help. Enter greedy construction ships.

Greedy Construction Ships
In the next version of the Bacon Mod construction ships will only drop off a max of 100 units of each type of resource when finishing a base. If you do nothing else this won't actually change default behavior because they only pick up about 50 units of each type of resource over what is required to build the base.
However, if you order a manual supply mission to a freighter and top it off with lots of supplies then it will be able to complete several build commands before having to go home for supplies. To that end, the manual supply mission has been slightly modified as follows. When a construction ship is the target (Alt-2) the freighter will try to load an even number of ALL non-luxury supplies instead of just whatever the source has in excess.

(in reply to RogerBacon)
Post #: 266
RE: "Hyping" my forthcoming mod (pun intended) - 10/20/2017 2:23:28 AM   
RogerBacon

 

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quote:

ORIGINAL: RogerBacon

It has been brought to my attention that the latest virus definition update from Bitdefender now flags the Bacon Mod as a generic Trojan. This is a false positive and you can tell its a false positive because even previous versions of the mod, which didn't flag before now flag. I have sent the exe to Bitdefender and we will see if they refine their detection algorithms so as not to falsely identify it. In the meantime if BD is deleting your exe or preventing it from running you will need to whitelist it or your DW folder.



I'm happy to report that Bitdefender corrected the false positive with today's virus definition update and DistantWorlds.exe no longer flags as dangerous.

(in reply to RogerBacon)
Post #: 267
RE: "Hyping" my forthcoming mod (pun intended) - 10/20/2017 1:46:06 PM   
RogerBacon

 

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Coming in the next release (planned for later today)...

Find your Damaged, Out of Fuel, or Newly Built ships fast with new dropdown options


Look for damaged ships...


And we find these three.


Damaged or out of fuel are self-explanatory. "Newly built" means ships that have been built since the last time you checked the "newly built" screen. The only limitation is that the newly built is reset when loading a saved game so no ships will show the first time, even if you just built one before saving. I hope this will make it easier for people to find the ships they are looking for.

(in reply to RogerBacon)
Post #: 268
RE: "Hyping" my forthcoming mod (pun intended) - 10/20/2017 5:48:43 PM   
RogerBacon

 

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Version 1.5 released!

New
'A' key toggles ship automation
CTRL-T adds selected base or ship to tradable items list if you own it.
Shiplist screen - added new categories: damaged, low fuel, newest, under attack.
Freighter and passenger ship mission can be made repeatable.
Ability to pop up a custom reminder when a ship finishes its mission.

Changed
'Trade Everything' now optional. Set to true in settings to enable.

Fixed
If you opened the ship finder with a state ship selected it would order the ship to escape since the game detected the 'e' key being pressed.



(in reply to RogerBacon)
Post #: 269
RE: "Hyping" my forthcoming mod (pun intended) - 10/20/2017 6:12:01 PM   
adecoy95


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thanks rogerbacon for adding my suggestion, you do some incredible work

about the gas giants, i just think it could be fun to be able to colonize them and barren worlds, i know it would be completely unbalanced, but i have always been curious what it would look like in game to see that happen. asteroids are cool too, in the beginning its basically a mining station! and you said ai will colonize asteroids too? thats pretty sweet

thanks for making trade everything optional, it was very laggy even in early game to trade

< Message edited by adecoy95 -- 10/20/2017 6:40:37 PM >

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