DW - Starfall Ver 1.12
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.2
The galactopedia was not one my prioritites. There is just too much to do still. I don't even know how to edit it yet.
Looking at what you wrote, it was not what I had in mind. But the history you made is way better than what I would have come up with so I'll leave it the way it is. Thanx for that.
If you want to make the others I'd be happy to add them to the mod. Except the Kuannut, since doing a lot of changes to them on the next version.
Now I just have to figure out how to add it to the mod.
Looking at what you wrote, it was not what I had in mind. But the history you made is way better than what I would have come up with so I'll leave it the way it is. Thanx for that.
If you want to make the others I'd be happy to add them to the mod. Except the Kuannut, since doing a lot of changes to them on the next version.
Now I just have to figure out how to add it to the mod.
RE: [WIP] DW - Starfall - version 0.2
Man I feel spoilt for choice around here! You and lurchi didn't want to team up I take it?
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RE: [WIP] DW - Starfall - version 0.2
Teaming would have been a good idea
But I think Lurchi is done with his tech tree mod and just waiting for the component cap to be increased.
My tech tree is around 80-85% done I think....maybe less
If anyone wants to help out just let me know. I could always use the help.
The next version should be ready by tomorrow if there are no new problems.
But I think Lurchi is done with his tech tree mod and just waiting for the component cap to be increased.
My tech tree is around 80-85% done I think....maybe less
If anyone wants to help out just let me know. I could always use the help.
The next version should be ready by tomorrow if there are no new problems.
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- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
Updated to ver 0.4
- Retreat1970
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- Location: Wisconsin
RE: [WIP] DW - Starfall - version 0.4
Looks good. I don't have time to mod though I can so I thought I'd do so little things to help you. Like I said if the entrys don't fit your lore I'll change them (didn't have alot to go on).
Edit: The compacted troop transport shows mini-heliowave reactor component (bug).
Edit: Abbadus have race events 1 and 2 (Nepthys wine and sea monster attack). Neither apply on a swamp world (as you know).
I added a research path to Abbadus (like Icemania's AI mod). For the future, but it works well.
Edit: The compacted troop transport shows mini-heliowave reactor component (bug).
Edit: Abbadus have race events 1 and 2 (Nepthys wine and sea monster attack). Neither apply on a swamp world (as you know).
I added a research path to Abbadus (like Icemania's AI mod). For the future, but it works well.
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- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
Haven't played and modded in a while but looking at the new patch notes...it looks interesting so I'll start up again.
I'll check what you've pointed out.
I'll check what you've pointed out.
- Retreat1970
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RE: [WIP] DW - Starfall - version 0.4
welcome back
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- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
ORIGINAL: Retreat1970
Edit: The compacted troop transport shows mini-heliowave reactor component (bug).
Edit: Abbadus have race events 1 and 2 (Nepthys wine and sea monster attack). Neither apply on a swamp world (as you know).
I added a research path to Abbadus (like Icemania's AI mod). For the future, but it works well.
Fixed the 2 that you've mentioned and was able to add another 25 or so components.
As to Icemania's AI mod, that's good to know. I know that the default tech tree was changed slightly but nothing major. I haven't checked his mod yet so I really can't tell yet.
From what I've read, most think it's a very good addition to any mod. So I'll check it out when my tech tree is done.
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RE: [WIP] DW - Starfall - version 0.4
A little update...
The next version 0.5 will be released soon
The tech tree is done for now and I'm in the process of balancing it out by playtesting it a bit.
Icemania's AI mod will not work completely with the changes I've made. You could add it temporarily but with so many changes, it will probably only work in the early stages of the tech tree.
I've just started with the AI for the mod.
I'm in the proces now of going thru each one to get the research sequence each race needs to have. It should be interesting to see the final outcome.
I will be doing a preview of all the changes to the tech tree in a day or so.
The next version 0.5 will be released soon
The tech tree is done for now and I'm in the process of balancing it out by playtesting it a bit.
Icemania's AI mod will not work completely with the changes I've made. You could add it temporarily but with so many changes, it will probably only work in the early stages of the tech tree.
I've just started with the AI for the mod.
I'm in the proces now of going thru each one to get the research sequence each race needs to have. It should be interesting to see the final outcome.
I will be doing a preview of all the changes to the tech tree in a day or so.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
This is a preview of the upcoming update of Starfall
It is technically complete but I am doing some playtesting with AI improvement so I won't upload yet.
So far 7 of 48 races are done. With so many techs, it is very time consuming to playtest each one and to pick the right tech path for each race individually from 1000 techs.
Version 0.5
There are 2 new types of resources
Nebulium
Which will produce these components
Zudrinium
Which will produce these components
This latest version adds a massive amount of components and research techs
The mod has now a total of
1000 Techs
256 components
Although massive, you don't actually have to research every single one of them. The point of this mod is to give the player options in how to play depending on their playstyle.
There are many different weapons with differing speeds, ranges and rate of fire.
There are 3 types of armor with differing armor strength and reactive armor strength combo
There are 3 different types of infantry research focussing on (Attack, Defense or Balanced approach)
- plus a bonus to some races in a special tree branch
There are 3 different types of armored tank/units also focussing on (Attack, Defense or Balanced approach)
You get to choose the way you want to play. Either Focus on Offence, Defense or play balanced
There are 3 different types of planetary defenses focussing on (Accuracy, Damage or Balanced approach)
There are 3 different types of Shipboard Marines which again focus on (Attack, Defense or Balanced approach)
Again more choices to play with. Defense, Offence, Balanced and for Planetary Defense you can choose Accuracy
There are 2 types of autocannon
1) the original
2) one that fires very rapidly (every .22 secs) for those pesky fighters
There are 2 types of missiles
1) very long range, very very slow speed but energy efficient
2) faster missile speed, shorter range but has faster firing rate
The Beam weapon tree is divided into 3 weapons
1) Lasers
2) Blasters
3) Phasers
Each of these 3 are sub-divided into more
Lasers is divided into 4 different laser weapons
Blasters is divided into 4 different blaster weapons
Phasers is divided into 4 different phaser weapons
There are 2 ion weapons
There are 4 types of tractor beams
There are 2 types of area weapons with 2 different weapon balance to make 4 types
There are 8 types of torpedoes
- Some are very slow and some very fast
- some have very long range and others short
- there are many different combinations
These weapons all vary in
1) Range
2) Energy efficiency
3) Damage
4) Rate of fire
There are 4 types of repairbots (2 for Ikkuro)
1) focusing on faster repair
2) focusing on damage absorbsion
There are 4 types of ship construction sizes to choose from
1) max out at 2800
- weapon plant, hightech plant, energy plant are very big in size
- low output
- Build speed is very slow to balance out the size
- materials to build the 3 plants are very expensive
* the tech tree is tied to a very large engine that is not very energy efficient
2) max out at 2400
- weapon plant, hightech plant, energy plant are medium in size
- medium build output
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper
3) max out at 2000
- weapon plant, hightech plant, energy plant are small in size so it takes less space
- faster build output
- Building ship is at it's fastest
- materials to build the 3 plants are very cheap
4) max out of 2500 (XHuman Only)
- weapon plant, hightech plant, energy plant are medium in size
- medium build output but faster than the 2400 build
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper
- One would usually choose the biggest as the only choice but I've made is so that it is very expensive to make those plants. (weapon plant, hightech plant, energy plant) They require very rare materials that are hard to get. Not impossible but hard.
- Plus construction speed will be a factor later on.
There are 4 types of engines with 1 of them having very high cruise thrust speed
There are 4 types of hyperdrives with differences in
1) Quick Hyperjumps (2 secs)
2) Energy efficient jump drives
3) High speed
4) Balance of the top 3
There are 4 types of shields which differ in varing amounts in Shield strengths and recharge rate
There are 5 types of reactors using 5 different gasses
Hydrogen
Caslon - You can now use caslon as an end game fuel source ( to balance this, I've lowered the galaxy supply of caslon by about 20%)
Krypton - used by Abaddus
Argon - used by Delphid
Helium 3 - used by Quemeno
* First I wanted to make a new component that converted Helium to Helim-3 as a fuel source but that can't be done by modding so I had to go another route. I made a new reactor which will use a lot of Helium to make and will use Helium as it's fuel source.
Research Labs
This is the original with 3 consecutive wonders. So the first one to research these pretty much gets all 3 wonders.
Now you have to focus on one and you can't get all 3.
There are 4 types of research lab branches with it's own wonder.
1) Focus on Weapon Research
2) Focus on Energy Research
3) Focus on HighTech Research
4) Focus on a Balanced Research of all 3
The Delphid has 2 types of Shields
The Xenox has 2 types of shields to choose from
- These 2 races also get the bonus of recharging shield automatically research with the same techs
The Boskara has 2 different types of special weapon which branches off
The Paratis has 2 special missile weapon types that branches off
The Egora and Wakerrus share 2 tech weapons trees that crossover and eventually goes to a superweapon
The Yor has 2 different tech branches that also upgrade to newer beam weapons
Some extra bonus for some races...
There are more that I'd like to add that would really improvely gameplay but I think I am at the research tech cap of 1000. Hopefully Erik increases the research project cap.
It is technically complete but I am doing some playtesting with AI improvement so I won't upload yet.
So far 7 of 48 races are done. With so many techs, it is very time consuming to playtest each one and to pick the right tech path for each race individually from 1000 techs.
Version 0.5
There are 2 new types of resources
Nebulium
Which will produce these components
Zudrinium
Which will produce these components
This latest version adds a massive amount of components and research techs
The mod has now a total of
1000 Techs
256 components
Although massive, you don't actually have to research every single one of them. The point of this mod is to give the player options in how to play depending on their playstyle.
There are many different weapons with differing speeds, ranges and rate of fire.
There are 3 types of armor with differing armor strength and reactive armor strength combo
There are 3 different types of infantry research focussing on (Attack, Defense or Balanced approach)
- plus a bonus to some races in a special tree branch
There are 3 different types of armored tank/units also focussing on (Attack, Defense or Balanced approach)
You get to choose the way you want to play. Either Focus on Offence, Defense or play balanced
There are 3 different types of planetary defenses focussing on (Accuracy, Damage or Balanced approach)
There are 3 different types of Shipboard Marines which again focus on (Attack, Defense or Balanced approach)
Again more choices to play with. Defense, Offence, Balanced and for Planetary Defense you can choose Accuracy
There are 2 types of autocannon
1) the original
2) one that fires very rapidly (every .22 secs) for those pesky fighters
There are 2 types of missiles
1) very long range, very very slow speed but energy efficient
2) faster missile speed, shorter range but has faster firing rate
The Beam weapon tree is divided into 3 weapons
1) Lasers
2) Blasters
3) Phasers
Each of these 3 are sub-divided into more
Lasers is divided into 4 different laser weapons
Blasters is divided into 4 different blaster weapons
Phasers is divided into 4 different phaser weapons
There are 2 ion weapons
There are 4 types of tractor beams
There are 2 types of area weapons with 2 different weapon balance to make 4 types
There are 8 types of torpedoes
- Some are very slow and some very fast
- some have very long range and others short
- there are many different combinations
These weapons all vary in
1) Range
2) Energy efficiency
3) Damage
4) Rate of fire
There are 4 types of repairbots (2 for Ikkuro)
1) focusing on faster repair
2) focusing on damage absorbsion
There are 4 types of ship construction sizes to choose from
1) max out at 2800
- weapon plant, hightech plant, energy plant are very big in size
- low output
- Build speed is very slow to balance out the size
- materials to build the 3 plants are very expensive
* the tech tree is tied to a very large engine that is not very energy efficient
2) max out at 2400
- weapon plant, hightech plant, energy plant are medium in size
- medium build output
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper
3) max out at 2000
- weapon plant, hightech plant, energy plant are small in size so it takes less space
- faster build output
- Building ship is at it's fastest
- materials to build the 3 plants are very cheap
4) max out of 2500 (XHuman Only)
- weapon plant, hightech plant, energy plant are medium in size
- medium build output but faster than the 2400 build
- Build speed is abit faster to balance out the size
- materials to build the 3 plants are abit cheaper
- One would usually choose the biggest as the only choice but I've made is so that it is very expensive to make those plants. (weapon plant, hightech plant, energy plant) They require very rare materials that are hard to get. Not impossible but hard.
- Plus construction speed will be a factor later on.
There are 4 types of engines with 1 of them having very high cruise thrust speed
There are 4 types of hyperdrives with differences in
1) Quick Hyperjumps (2 secs)
2) Energy efficient jump drives
3) High speed
4) Balance of the top 3
There are 4 types of shields which differ in varing amounts in Shield strengths and recharge rate
There are 5 types of reactors using 5 different gasses
Hydrogen
Caslon - You can now use caslon as an end game fuel source ( to balance this, I've lowered the galaxy supply of caslon by about 20%)
Krypton - used by Abaddus
Argon - used by Delphid
Helium 3 - used by Quemeno
* First I wanted to make a new component that converted Helium to Helim-3 as a fuel source but that can't be done by modding so I had to go another route. I made a new reactor which will use a lot of Helium to make and will use Helium as it's fuel source.
Research Labs
This is the original with 3 consecutive wonders. So the first one to research these pretty much gets all 3 wonders.
Now you have to focus on one and you can't get all 3.
There are 4 types of research lab branches with it's own wonder.
1) Focus on Weapon Research
2) Focus on Energy Research
3) Focus on HighTech Research
4) Focus on a Balanced Research of all 3
The Delphid has 2 types of Shields
The Xenox has 2 types of shields to choose from
- These 2 races also get the bonus of recharging shield automatically research with the same techs
The Boskara has 2 different types of special weapon which branches off
The Paratis has 2 special missile weapon types that branches off
The Egora and Wakerrus share 2 tech weapons trees that crossover and eventually goes to a superweapon
The Yor has 2 different tech branches that also upgrade to newer beam weapons
Some extra bonus for some races...
There are more that I'd like to add that would really improvely gameplay but I think I am at the research tech cap of 1000. Hopefully Erik increases the research project cap.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: [WIP] DW - Starfall - version 0.4
I can help play test if you want.
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 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.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
I'll be busy today.
But I can give you a copy tomorrow. I just need to add a few things to boost population growth since I think population is still too slow.
I'll upload a copy to Mediafire tonight and give you the link sometime tomorrow.
But I can give you a copy tomorrow. I just need to add a few things to boost population growth since I think population is still too slow.
I'll upload a copy to Mediafire tonight and give you the link sometime tomorrow.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
I'd like to take a look at your shipsets and troops.
If you don't mind, you can send it to me at
sickfierce at gmail.com
If you don't mind, you can send it to me at
sickfierce at gmail.com
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: [WIP] DW - Starfall - version 0.4
I'm not home until Monday. I'll send them then.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 0.4
Monday or after Monday sounds good.
It will give me more time to work on the mod till then.
It will give me more time to work on the mod till then.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)
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.
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.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)
ORIGINAL: Retreat1970
I can help play test if you want.
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.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)
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.
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.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)
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.
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.
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)
Version 0.5 has been released.
After playtesting for 3 days and fixing bugs, I am starting to get burned out.
Only 19 of 48 races have Smarter AI Researching. I am releasing it incomplete just in case I decide to stop making the mod.
After playtesting for 3 days and fixing bugs, I am starting to get burned out.
Only 19 of 48 races have Smarter AI Researching. I am releasing it incomplete just in case I decide to stop making the mod.