DW - Starfall Ver 1.12

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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fierceking
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Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.2

Post by fierceking »

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.
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Icemania
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RE: [WIP] DW - Starfall - version 0.2

Post by Icemania »

Man I feel spoilt for choice around here! You and lurchi didn't want to team up I take it?
fierceking
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RE: [WIP] DW - Starfall - version 0.2

Post by fierceking »

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.
fierceking
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RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

Updated to ver 0.4
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Retreat1970
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RE: [WIP] DW - Starfall - version 0.4

Post by Retreat1970 »

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.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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.
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Retreat1970
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RE: [WIP] DW - Starfall - version 0.4

Post by Retreat1970 »

welcome back
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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.


fierceking
Posts: 236
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RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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
Image


Which will produce these components
Image


Zudrinium
Image

Which will produce these components
Image


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

Image

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


Image

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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

Image
Image

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

Image




There are 2 types of autocannon
1) the original
2) one that fires very rapidly (every .22 secs) for those pesky fighters

Image


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

Image


Blasters is divided into 4 different blaster weapons


Phasers is divided into 4 different phaser weapons


Image
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

Image




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

Image

Image



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

Image

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

Image

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

Image

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

Image

Image

- 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.

Image



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

Image



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

Image

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...

Image



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.



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Retreat1970
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RE: [WIP] DW - Starfall - version 0.4

Post by 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.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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.
fierceking
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RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

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
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Retreat1970
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RE: [WIP] DW - Starfall - version 0.4

Post by Retreat1970 »

I'm not home until Monday. I'll send them then.
fierceking
Posts: 236
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RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

Monday or after Monday sounds good.

It will give me more time to work on the mod till then.
fierceking
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Joined: Fri Jul 23, 2010 9:54 pm

DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)

Post by fierceking »

I was really hoping that I could use Icemania's mod but it's not even close as you can see here



Image


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.



Image

Image
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)

Post by fierceking »

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.

Image

Image
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Retreat1970
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RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)

Post by Retreat1970 »

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.
fierceking
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Joined: Fri Jul 23, 2010 9:54 pm

RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)

Post by fierceking »

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.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: DW - Starfall - version 0.4 (48 Races with 1000 Research Techs)

Post by fierceking »

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.
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