Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RetreatUE Fix

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RetreatUE Fix Page: [1]
Login
Message << Older Topic   Newer Topic >>
RetreatUE Fix - 7/25/2020 2:17:03 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Fixes for RetreatUE. 8/14/20

Fixed the Enton not using stealth as posted elsewhere.

Fixed a few gravity weapon races that didn't build troop transports. Apparently the tractor beam isn't considered a weapon, and you need a weapon or the game won't auto design a transport template.

Extended the long range laser, impact blaster, and maxos blaster research lines by one and connected them to the super beam.

Not enough races using Ion weapons. Added AI Ion capability to these races (randomly chosen from races with one weapon): Abbidon, Core, Ortain, Lemeresh, Lipid, Quameno, and Teekan.

Fixed Y'lta help file.

10/24/20

These are things I changed for my personal RetreatUE. All changes are optional or you can modify to taste. Please back up. Design templates and race files are recommended at least or ceratain AI races will not build troop transports and such.

Added Cubite 1/2 super luxury (2x as many 1/2 as useful). Just for fun. Easy to remove though it has a help file associated with it.

Removed paths from Talassos and Duecalios shields to shield recharging. There's another way.

Added small shield recharger component to Cordivan shield line. Branches to long range or high density shield recharger and then to system shield recharger. Cordivan line useful again.

Changed area shield recharging to system. Longer ranges, power, and size. Meant for bases or large ships.

Added optimized gerax drive as a prerequisite for refined hyperjump theory. Gerax line useful again.

Improved Riktoh racial hyperdenial component and extended by one tech.

Moved hyperjump disruption from tech 5 to 4 and extended the line by one tech. I wanted earlier hyperjump denial since I have bacon mods gravwell off (pathing issues).

Added small energy to fuel converter to tech 2. Size is still 250 but output is 10 (later tech is 50). I wanted to play around with this earlier.

Moved all planetary governance down one tech and removed officer training facility from line. Didn't make sense.

Moved officer training to space command line and lowered tech 4 to 3.

Added open trade network as a prerequisite for the trade guild wonder.

Changed colonization module pops to 50M, 150M, 300M, cloning 600M, cyrogenic 700M, and Galactic 600M.

Structured research building has prerequisites now as do the rusan, danuta, and casidor wonders.

Added spy facility to ship scanning tech 3 from steath tech 6.

removed ship scanning prerequisite from unified scanning theory.

Moved terraforming from tech 4 to tech 3.

Added caslon/hydrogen mini reactors to tech 4 (1/3 size). Just a min/max mechanic for fun.

Moved ion cannon to tech 4 from 5 and added two prerequisites.

Added repair component to all damage control. starts at 60 seconds.

All of these fixes are optional.

Unsure if you can overwrite while in a save game so I would just wait. The changes aren't critical anyways.

Files include prievious fixes. Overwrite in the appropriate spot. This will most likely be it for changes as DW2 is around the corner.

11/15/20

FIXED image missing

Attachment (1)

< Message edited by Retreat1970 -- 11/15/2020 10:14:59 PM >
Post #: 1
RE: RetreatUE Fix - 7/29/2020 3:45:50 PM   
wetpig

 

Posts: 23
Joined: 10/7/2018
Status: offline
Thanks for that!

(in reply to Retreat1970)
Post #: 2
RE: RetreatUE Fix - 8/2/2020 3:11:23 PM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline
Thanks for keeping your great mod updated, much obliged.

(in reply to wetpig)
Post #: 3
RE: RetreatUE Fix - 8/11/2020 4:40:22 PM   
rmse17

 

Posts: 14
Joined: 12/14/2014
Status: offline
Hi, I have a question about this mod and citizen happiness.

Overall I really like this mod's extended research tree!


I currently have XHuman capital with the following: 70% tax rate, a bunch of wonder including the following:
The Holographic Network
The Holographic Universe
Distant Worlds 2 wonder
XHumans -higher happiness +5%
Our colony has very high level of dev (+37)
Yarass Marble (+5)
Wonders provide +100% happiness bonus (+1)
Empire leader provides +3% happiness bonus (0)
Resource shortages (-1)
Current tax rate is too high (-44)
-----

Colony happiness is at -1
Tax 70% with 82% compliance

Is this normal?

I am used to playing Extended AI improvement 1.05 in which (with less wonders available) once I have the two happiness wonders set up like that I can usually run 90% tax rate with XHuman and they are still happy.


(in reply to Bleek)
Post #: 4
RE: RetreatUE Fix - 8/11/2020 7:18:54 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
The easy answer: Tax is too high.

The lame answer: Idk.

The guess: Happiness modifiers weren't changed much if at all. I'm sure you know these but I'll list anyways: Tax rate, facility bonuses, development, raids, new conquest, shortages, and unhappy alien pop.

On a side note check your empire screen and run the numbers. You may be surprised to see you're collecting less than 70% anyways.

There are much smarter people on these forums than me and hopefully they'll give better advice.

(in reply to rmse17)
Post #: 5
RE: RetreatUE Fix - 8/12/2020 12:16:08 AM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
I no longer see a thread for your mod on the forums though?

(in reply to Retreat1970)
Post #: 6
RE: RetreatUE Fix - 8/12/2020 2:00:36 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
https://www.matrixgames.com/forums/tm.asp?m=3834204

It was never built from scratch. It's built from Mordachai's UEII. When Mordachai disappeared I took over. The best way I've played is by using the DasRetreatBacon combination.

(in reply to Shogouki)
Post #: 7
RE: RetreatUE Fix - 8/12/2020 7:58:31 PM   
Shogouki


Posts: 177
Joined: 8/11/2013
Status: offline
Ahh ok, sorry for the misunderstanding!

(in reply to Retreat1970)
Post #: 8
RE: RetreatUE Fix - 8/13/2020 6:24:29 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
All good friend.

I'm working on another fix. All optional just changing things that bug me. Maybe tomorrow.

(in reply to Shogouki)
Post #: 9
RE: RetreatUE Fix - 8/13/2020 9:03:39 PM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline
Will it require a new game, or is it safe to 'patch' and continue?

I'm currently >30 hours in to a large game with BaconUE.

(in reply to Retreat1970)
Post #: 10
RE: RetreatUE Fix - 8/15/2020 4:28:17 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Original post updated. Non critical update. I wouldn't use it until a fresh game (because I don't know).

(in reply to Bleek)
Post #: 11
RE: RetreatUE Fix - 8/18/2020 2:23:55 PM   
rmse17

 

Posts: 14
Joined: 12/14/2014
Status: offline
quote:

ORIGINAL: Retreat1970

The easy answer: Tax is too high.

The lame answer: Idk.

The guess: Happiness modifiers weren't changed much if at all. I'm sure you know these but I'll list anyways: Tax rate, facility bonuses, development, raids, new conquest, shortages, and unhappy alien pop.

On a side note check your empire screen and run the numbers. You may be surprised to see you're collecting less than 70% anyways.

There are much smarter people on these forums than me and hopefully they'll give better advice.


Got it fixed, something was off in that game, so I just purged the game folder, did a steam reinstall, placed the mod and then the patch into Customization, and loaded saved game, and all things are now as expected. Just won my game.

Amazing mod! The extended tech tree really diversifies things!

< Message edited by rmse17 -- 8/18/2020 2:25:24 PM >

(in reply to Retreat1970)
Post #: 12
RE: RetreatUE Fix - 10/29/2020 2:10:13 AM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Main post updated.

(in reply to rmse17)
Post #: 13
RE: RetreatUE Fix - 11/15/2020 8:14:33 PM   
BlindOne

 

Posts: 54
Joined: 11/19/2017
Status: offline
Where's the cubite image file though?

Changing themes to this version seems to throw out an error message telling me I'm missing resource image 44, so I checked the data and indeed there's no image 44 for cubite in the attachement. There is a nice help file for it showing the intended image file but the actual image file is not included ... am I missing something or is nobody else getting this error?

(in reply to Retreat1970)
Post #: 14
RE: RetreatUE Fix - 11/15/2020 10:14:41 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
Total screwup good catch. Main post updated with new attachment.

(in reply to BlindOne)
Post #: 15
RE: RetreatUE Fix - 2/16/2021 6:34:57 AM   
Journier

 

Posts: 349
Joined: 3/28/2010
Status: offline
Hello Retreat, using your updated version of the Retreat UE mod with the base retreatUE , any time i install your update file in first post, i get an unhandled exception at the ship design screen.

This does not occur unless i install the Retreat UE fix over the original Retreat UE.

I am using Bacon mod only, but have tried it with dasbaconretreat as well, Which works great before the Retreat UE fix as soon as I get the updated retreatUE files installed its a no go :(

Any direction on this?

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at DistantWorlds.Controls.DesignListView.BindData(Galaxy galaxy, DesignList designs, Bitmap[] builtObjectImages, Boolean allowMultiSelect)
at DistantWorlds.Main.method_307(Design design_3)
at DistantWorlds.Main.tbtnDesigns_Click(Object sender, EventArgs e)
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)



< Message edited by Journier -- 2/16/2021 6:37:12 AM >

(in reply to Retreat1970)
Post #: 16
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Design and Modding >> RetreatUE Fix Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.719