DW - Starfall Ver 1.12

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

RE: [WIP] DW - Starfall - version 0.9

Post by fierceking »

ORIGINAL: bavarian kid

Playing as Boskara

1.) For testing, I set the game to "Rule in absence". Right from the start, unique weapon "Boskar Firestorm" is available. However, ship designs do not use the unique Boskar Firestorm, only the standard Epsilon Torpedos. Maybe an update to make Boskara ships use the racial tech Boskar Firestorm [;)] ?

2.) In the weapons tech tree, Boskar Firestorm has a Bombard damage of 6M in "Plasma Fusing". However at later tech levels, Bombard damage is listed as 0M. Intended ?

Thanx for finding bugs although I'm not really sure by "rule in absence" mean. I'm assuming you are setting everything in auto mode? That's what I do for testing. And I can't replicate that. Everytime I start the game as Boskara, Plasma Fusing tech is not researchable until the previous tech is finished. I'll keep testing to see if I can reproduce the bug you mention.

I'm not really sure if the Boskara researches Bombard/Nukes, I'll have to check that. If they do then I'll remove the bombard damage to Boskar Firestorm but if they don't then I'll add bombard damage to Boskar Lavastorm and Boskar Spetralstorm.

And since another race Pruakhesh uses the same weapon techline, I might as well change the name of the weapons to maybe Plasma Firestorm/Lavastorm etc.
bavarian kid
Posts: 40
Joined: Wed Apr 08, 2015 7:40 pm

RE: [WIP] DW - Starfall - version 0.9

Post by bavarian kid »

ORIGINAL: fierceking

I'm not really sure by "rule in absence" mean. I'm assuming you are setting everything in auto mode?

Correct. I was simply refering to the mode under options/ automation [:)]
ORIGINAL: fierceking

And I can't replicate that. Everytime I start the game as Boskara, Plasma Fusing tech is not researchable until the previous tech is finished.

Following the logic of the tech tree, you are correct. However, there is no need to actually research anything since research progress for tech “Plasma Fusing” is already 100% when starting a new game. That means Boskar Firestorm torpedos are available right from the start, see screenshot Boskar Firestorm already unlocked .

Saved game for Boskara

Similar to that, races that do use unique reactor technology have those reactors available right from the start e.g Abbadus starts with “Sinecore Exploitation” already researched, unlocking the Sinecore reactor from the very beginning Sinecore already unlocked. I always assumed you intended instant availability for unique racial tech as a feature [:)]

Saved game for Abbadus

Edit: saved games were created using DWU 1.9.5.12 beta and Starfall 0.9 - in case anyone wants to reproduce the issue ...
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Osito
Posts: 878
Joined: Thu May 09, 2013 8:55 am

RE: [WIP] DW - Starfall - version 0.9

Post by Osito »

ORIGINAL: fierceking

The AI and player cannot research what I designed because the "2=primitive hyperdrive tech (warp bubble) that must be unlocked before can be researched" flag cannot be triggered.

The only way the AI or player can explore it is if it actually existed in the game to be explored. To do that, you would have to manually add a ruin with that tech to each system so that it can be explored.

Interesting ... I thought that in pre-warp games, the setup routine would automatically add a suitable ruin to every empire's home system on game creation, so that the player and each AI would be able to research the tech once they had completed exploration of their home system.

Have I misunderstood that?

Osito
Osito
NexusCron
Posts: 10
Joined: Sun Jun 10, 2012 7:43 am

RE: [WIP] DW - Starfall - version 0.9

Post by NexusCron »

I can't load this one, it says missing race image 70.

Says this when I attempt to change to the theme.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.9

Post by fierceking »

ORIGINAL: bavarian kid

Following the logic of the tech tree, you are correct. However, there is no need to actually research anything since research progress for tech “Plasma Fusing” is already 100% when starting a new game. That means Boskar Firestorm torpedos are available right from the start, see screenshot Boskar Firestorm already unlocked .

Saved game for Boskara

Similar to that, races that do use unique reactor technology have those reactors available right from the start e.g Abbadus starts with “Sinecore Exploitation” already researched, unlocking the Sinecore reactor from the very beginning Sinecore already unlocked. I always assumed you intended instant availability for unique racial tech as a feature [:)]

Saved game for Abbadus

Edit: saved games were created using DWU 1.9.5.12 beta and Starfall 0.9 - in case anyone wants to reproduce the issue ...

I loaded the boskara save and I can see that for some reason that tech is enabled early on.

I was wondering was settings you are using because I still can't reproduce this. The only thing I could guess is that you started at tech level 1.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.9

Post by fierceking »

ORIGINAL: Osito
Interesting ... I thought that in pre-warp games, the setup routine would automatically add a suitable ruin to every empire's home system on game creation, so that the player and each AI would be able to research the tech once they had completed exploration of their home system.

Have I misunderstood that?

Osito
I think I found the solution by combining both ideas. No need to make so many pirates races.

I just made 1 new race called Pirates with the pirate image

Expanding: ;N
CanBePirate ;Y
CanBeNormalEmpire ;N
Playable ;N

Then I used ALLOWED RACES ;Pirates ......and I get this

Image

Image



In pre-warp pirates start at tech level 1 (the actual pirates) so they get all tech level 1's automatically. If the player tries to start a game at tech 1 or above they can't research the techs because it's limited to "Pirates" the race.


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

RE: [WIP] DW - Starfall - version 0.9

Post by fierceking »

ORIGINAL: NexusCron

I can't load this one, it says missing race image 70.

Says this when I attempt to change to the theme.
My mod has 70 races but the image names start from race_0.png to race_69.png. What is the exact error are you getting?

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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

RE: [WIP] DW - Starfall - version 0.9

Post by Franky007 »

fierceking, i guess you will have to put
CanBePirate ;N
on all of the empire races.

But this way all pirates will have the same race policy and the same racial bonus ?
But i thinks that is not so bad...
mordachai
Posts: 684
Joined: Fri Mar 06, 2015 4:55 pm

RE: [WIP] DW - Starfall - version 0.9

Post by mordachai »

Interesting Pirate idea. I'll have to play a game or two in your mod to see how it actually plays out. You can always add 3 more pirates without killing yourself, to add some variety, should that become a priority.

And I'm not sure it's limitation worth worrying about, honestly.
NexusCron
Posts: 10
Joined: Sun Jun 10, 2012 7:43 am

RE: [WIP] DW - Starfall - version 0.9

Post by NexusCron »

it litteraly says

Could not load the required image race_70.png

You may need to reinstall distant worlds to resolve this problem.

Every other theme works, not this one.
mordachai
Posts: 684
Joined: Fri Mar 06, 2015 4:55 pm

RE: [WIP] DW - Starfall - version 0.9

Post by mordachai »

Pull out TextPad (google it), then do a search in files - and scan the mod folder & subfolder for that string. You'll find the culprit file & line, and can report it (or patch it yourself).
bavarian kid
Posts: 40
Joined: Wed Apr 08, 2015 7:40 pm

RE: [WIP] DW - Starfall - version 0.9

Post by bavarian kid »

Original: fierceking

I loaded the boskara save and I can see that for some reason that tech is enabled early on.

I was wondering was settings you are using because I still can't reproduce this. The only thing I could guess is that you started at tech level 1.

Free (already researched 100%) unique racial tech appears with both setting tech "normal" and tech "level 1", makes no difference.

I uploaded typical settings as a pdf, you can have a closer look if you want Game Settings

Interestingly enough, only high level racial tech appear preresearched when starting a new game. For instance, Egora actually do have to research the low level "Wave Weapons", Kuannut have to research "Limited Ship Raids". Only high level weapons or reactor tech seem to be given as a freebie.
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rjord2021
Posts: 2019
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

RE: [WIP] DW - Starfall - version 0.4

Post by rjord2021 »

Hi fierceking

I saw your update on page 1 12th April where you were saying there would be no more updates to the mod as you were having issues with a 256+ component bug and were giving up on the mod.

I was impressed with how much work you have done with this mod and have downloaded it to have a look at it in the spare time I have before carrying on with my star trek mod.

I looked up in the forums and on steam what the issue was that you had with components and I read in one post , can't find it now, that if you added more than 256 components that Distant Worlds would not start your mod.

I have added components 257 and 258 to the components file and your mod did start ok. Was not able to recreate your crash.

Is there a particular time that the mod falls over with an error?

I do not know what version you are using (1.95.10?) but I am using a test beta version 1.95.12 from steam and perhaps this test version is fixing the 256+ issue. I understand that the developers increased maximum number of components from 300 to 500 with 1.95.10 and you said it did not work. I think it may have been fixed with 1.95.12.......

With all the work you have done, perhaps try the test version 1.95.12 and see if that fixes your issue before you give up on what looks like a great mod.

I would hate to see you give up if this is fixed with 1.95.12

Cheers

Roy
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rjord2021
Posts: 2019
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

RE: [WIP] DW - Starfall - version 0.9

Post by rjord2021 »

ORIGINAL: NexusCron

it litteraly says

Could not load the required image race_70.png

You may need to reinstall distant worlds to resolve this problem.

Every other theme works, not this one.


I just downloaded the mod and have not seen this error...all works for me. the png files for races only goes to race_69 so not sure why you are getting a race_70 error.... maybe a redownload of the mod? Are you adding the mod to the customization folder?

What version of Distant Worlds are you on?

Roy
mordachai
Posts: 684
Joined: Fri Mar 06, 2015 4:55 pm

RE: [WIP] DW - Starfall - version 0.9

Post by mordachai »

rjord1 - the latest beta of DW:U fixes fierceking's issue... and he's aware of that. :)
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.9

Post by danymatrix »

Please! We need your update of that mod fierceking's ! Thk men!! [&o]


Oficial update available!
Hi guys!

“Humanity has the stars in its future” – Isaac Asimov

A major new update is available for the critically acclaimed 4x space strategy game Distant Worlds: Universe, bringing the game to version 1.9.5.12 with many improvements, changes and bug fixes! For example, major improvements to the private sector freighter system, AI improvements, fixes to achievements that were not being retained, and bases will now launch fighters at attackers even when they have no other weapons!

You can download the patch from here

Here's the changelog!

1.9.5.12 Change List (since 1.9.5.10)

CRASH FIXES
- fixed crashes on some systems when drawing text in Hover Panel (the hover info for planets, ships, etc - this was incorrectly showing up from GDI+ as an Out of Memory exception)
- fixed crash when drawing empire colony summary (Empire Summary screen) and have no capital colony
- fixed rare crash when fighters checking for nearby threats
- fixed rare crash when ship performing escort mission
- fixed rare crash when fleet checks for next mission assignment
- fixed occasional crash in game editor when editing a planet with special ruins
- fixed crash when using custom mod with more than 256 components

BUG FIXES
- fixed bug when attempt to start new custom pirate game without any other empires
- fixed bug where loading premade designs allows premature building of colony ship (advisor suggestion)
- fixed bug where civilian pirate ships would not always get upgraded component values when researched
- civilian pirate ships will now properly retrofit as needed
- pirate civilian ship maintenance reduction bonuses from leaders, etc now properly applied
- fixed bug where victory condition progress sometimes shows NaN%
- fixed some Achievements for pirate factions (raiding)
- fixed 'Defeat Ancient Guardians' achievement
- further fixes for some achievements so that properly *retained* upon review: OwnOperationalPlanetDestroyer, JoinTheFreedomAlliance, JoinTheShakturi
- fixed bug where pirate factions would sometimes accept own attack missions
- further fixes to ensure pirate factions do not accept own attack missions

GENERAL AI AND GAME BALANCE
- AI more likely to offer trades of tech and maps when relations good between empires
- AI builds more construction ships in early game
- Freighters now less likely to be idle - when no transport orders to fulfill freighters are now more likely to bulk transport resources from mining stations and small colonies to spaceports
-reduced chance of newly conquered colonies switching empires, especially when have strong troop garrison present
-slightly reduced likelihood of empire splits and civil wars

USER INTERFACE
- fixed problem where could not respond to multiple simultaneous diplomatic messages, e.g. multiple requests to honor mutual defense pact in alliance. These are now presented sequentially so that player can respond to all messages
- fixed Enemy Target List closing when have target without empire


OTHER
- bases will now launch fighters at attackers even when have no other weapons
- now allow populations with colony population policy set to 'Exterminate' to be completely wiped out at colonies (do not stop at 1 million)
- Achievements screen now shows your empire when playing as a pirate faction - thus can see pirate achievements (e.g. raiding)
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rjord2021
Posts: 2019
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

RE: [WIP] DW - Starfall - version 0.9

Post by rjord2021 »

It is a good update :)
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 1.0

Post by fierceking »

Updated to version 1.0

Goto first page for info and download link
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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

RE: [WIP] DW - Starfall - version 1.0

Post by Franky007 »

I have found a bug with the Pirate hyperdrives:
Any empire or pirate that start at level 1+ get the entire pirate hyperdrive line.

to fix it, change (in research.txt) all pirate drives to:
PROJECT ;1044, Age of Hyperdrive, 1, 37, 1, 10, ?, 4.0,

==> change the ? to 0 (instead of 2).

great work.
[:)]
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AminMaalouf
Posts: 176
Joined: Sat Jan 06, 2007 1:45 pm

RE: [WIP] DW - Starfall - version 1.0

Post by AminMaalouf »

Where is the file located? Thx.

----
Ok, I have found it.

Research
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