Bacon Mod

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

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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Azik

I only installed the exe and the txt files (unachanged)for now, skipping the component changes.

But i am having a weird Problem now.
When my Explorers hyper to a nearby star System, they dont actually explore the System.
I can watch them fly from System Body to System Body, while not seeing the Bodys themselves.
Even the minimap is showing the star System as [not explored] while my Explorer is flying from System Body to System Body ...
Is it possible that the new no-hyper Zone is somehow interfering with Exploration ?

This is with Version 1.2 of your exe, which i just downloaded. I dont know how 1.1 behaves, but if i replace the exe with the original exe, Exploration works normally.

Yes, I've seen this from time to time. It is irritating but your ship is exploring the system. Here is what is happening...
For some unknown reason sometimes when a ship comes out of hyperspace the game fails to assign it to the system in which is has arrived. If you have at least one ship in the system that the game recognizes as being in the system you will never notice the problem because the system will be visible. I don't know why this happens but I'll take another shot and finding it next week. Until then, if you really need to see the system you can have the ship jump out and jump back in. That will give it another chance to have its system set properly. Even if I can't find the cause of the problem I believe I can provide a workaround. I'd really like to find the solution though.
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Azik
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RE: Bacon Mod

Post by Azik »

Thanks for the confirmation.
It cant be too rare tho. In my current game None of the Initial waves of 4 Explorers worked.

Edit:
I tried disabling the Gravity Well in the Settings.txt. It didnt help.
I noticed that sometimes an Explorer actually explored the System, uncovering the System Bodys, but after a while the same System turns back into unexplored Status, hiding all Bodys again.
Azik
Posts: 8
Joined: Sat Jun 10, 2017 10:34 am

RE: Bacon Mod

Post by Azik »

As the Exploration-bug was 100% reproducable in my game, i tried playing around with the BaconSettings.txt in order to see, if i could avoid the bug somehow.
It seems, the bug only happens when either
- Gravity Wells are turned on, or
- HyperJumpThreshhold is higher then the vanilla 2000

So if i turn off Gravity Wells and set HyperJumpThreshhold to 2000 it seems exploring works normally.
RogerBacon
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Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Azik

As the Exploration-bug was 100% reproducable in my game, i tried playing around with the BaconSettings.txt in order to see, if i could avoid the bug somehow.
It seems, the bug only happens when either
- Gravity Wells are turned on, or
- HyperJumpThreshhold is higher then the vanilla 2000

So if i turn off Gravity Wells and set HyperJumpThreshhold to 2000 it seems exploring works normally.

Hi. Thanks for the information. I'm doing some testing with a possible fix. I assumed the problem was with gravity wells (it seems everything is) but I'm surprised that the hyperjump threshold affects it too. I've been playing with modified hyperjump threshold since Distant Worlds Legends and never had the issue come up.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

Hi.

I've run three game starts where I use all my money to buy exploration ships and send them out. None of them have the bug of failing to reveal explored territory so I think that one is now fixed. Also, I played a game to 21 years and I didn't have any crashes doe to using the !nukem command so I think I can remove the warning form that one. It looks like it works now.

Look for a new version later this week.
Changes:
Fixed bug where ships sometimes do not reveal the system they are in.
Only military ships will count toward triggering the "Get your ships out of my territory" warning.
Only military ships will count toward calculation of an empire's overall firepower.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

I'm putting the final touches on the next patch for the BaconMod. One thing that I've been trying to do for a while is to darken the Diplomacy screen because some of the colors make the text totally unreadable. Well, I was finally successful. Here's a screenshot. The one on the left is the new, darker, background.



Image
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Hattori Hanzo
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RE: Bacon Mod

Post by Hattori Hanzo »

great fix this last one !!!!!
Azik
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RE: Bacon Mod

Post by Azik »

nice.
I will start a new game, when you release your patch.
RogerBacon
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Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

Version 1.3 Released
Link in First post.

Fixed bug where ships sometimes do not reveal the system they are in.
Only military ships will count toward triggering the "Get your ships out of my territory" warning.
Only military ships will count toward calculation of an empire's overall firepower.
Diplomacy screen slightly darker and should be easier to read if Shadow=false in BaconSettings.txt

New Commands for shipFinder:

!clear This will clear the mission for the currently selected ship.
!bringonthebugs This will set the beacon for the Shakturi immediately, instead of waiting until normal game conditions warrant.
!gogobugs This will spawn the Shakturi immediately and remove any Shakturi beacon in present.
!placebugs This will plane the Shakturi homeworld on the currently selected planet if the Shakturi aren't already in the game

Note that all the SHakturi related commands will only work in story mode, obviously.
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Sabranan
Posts: 474
Joined: Wed Feb 24, 2016 4:05 pm

RE: Bacon Mod

Post by Sabranan »

Got a new minor issue in 1.3, to reproduce this:

1) Start a new game
2) Exit to main menu
3) Start another new game

This always causes a crash with the following error message:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BaconDistantWorlds.BaconBuiltObject.BuildNewFighters(BuiltObject carrier)
at DistantWorlds.Types.BuiltObject.DoTasks(DateTime time, Int64 starDate, Boolean inView)
at DistantWorlds.Start.method_76(Galaxy galaxy_0, Empire empire_0)
at DistantWorlds.Start.method_77(Game game_1)
at DistantWorlds.Start.btnStartNewGameStart_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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1648.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
BoxedAppSDK_AppDomainManager
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/assembly/GAC/BoxedAppSDK_AppDomainManager/1.0.0.0__ef07ce3257ee81c1/BoxedAppSDK_AppDomainManager.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.EXE
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1647.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.Controls.DLL
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.12
Win32 Version: 1.9.5.12
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DistantWorlds.Types.DLL
----------------------------------------
AxInterop.WMPLib
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----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1647.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
DW_Steam
Assembly Version: 1.0.5257.18237
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DW_Steam.DLL
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
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----------------------------------------
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Win32 Version: 4.6.1649.1 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1647.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1647.0 built by: NETFXREL3STAGE
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
BaconDistantWorlds
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/BaconDistantWorlds.DLL
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Sabranan

Got a new minor issue in 1.3, to reproduce this:

1) Start a new game
2) Exit to main menu
3) Start another new game

This always causes a crash with the following error message:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BaconDistantWorlds.BaconBuiltObject.BuildNewFighters(BuiltObject carrier)

Hi. I couldn't reproduce it. Are you playing with a mod that specifies fighterBays as starting components for some ship for the tech level you were playing? I tried a few start and restart tech 5 games trying to reproduce the issue you are having but I don't think any of my designs had fighters.
Did you press a key before exiting to the main menu? What game settings were you using?
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Sabranan
Posts: 474
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RE: Bacon Mod

Post by Sabranan »

I've just had another go and I don't get it while using pre-warp, but if you wack the starting tech level up to 7 it occurs every time. This is just using the default theme.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Sabranan

I've just had another go and I don't get it while using pre-warp, but if you wack the starting tech level up to 7 it occurs every time. This is just using the default theme.

OK, I was able to reproduce it. I'll try to get around to fixing it next weekend. Until then, I guess if you don't like your starting position you will have to exit the game and start again, either that or play a lower tech setting where no one starts with fighters.
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Kothyxaan
Posts: 54
Joined: Mon Feb 21, 2011 7:36 am

RE: Bacon Mod

Post by Kothyxaan »

There is an alternative fix for something that is in a movement loop (that bug where a ship that is continuously moving forward then warping back).
I think it is quicker than the re-load and click a button fix (also that does not seem to work with another empires ship - I have not saw it yet with one of my own ships).
Click on the "editor" button.
When you are in the editor, double click on the ship that is stuck.
Change the empire it belongs to (I use independent).
Come out of the editor, unpause for a second, then go back into the editor and put the ship back into its starting empire.
It will sit there for a little, while it debates what it is going to do, but then it should move off fine.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Kothyxaan

There is an alternative fix for something that is in a movement loop (that bug where a ship that is continuously moving forward then warping back).
I think it is quicker than the re-load and click a button fix (also that does not seem to work with another empires ship - I have not saw it yet with one of my own ships).
Click on the "editor" button.
When you are in the editor, double click on the ship that is stuck.
Change the empire it belongs to (I use independent).
Come out of the editor, unpause for a second, then go back into the editor and put the ship back into its starting empire.
It will sit there for a little, while it debates what it is going to do, but then it should move off fine.

Hi. That's good to know about the editor.
However, just selecting the ship and opening up the ship finder and typing !clear should clear its mission and free it from its loop. I believe I made it so that command will work for any ship of any empire. I put it in there specifically to fix this issue. It also works well for your freighters that are going to a planet that you just declared war on so they don't get wiped out, but that's usually too much micro management to worry about.
Hopefully the 'stuck in a loop bug' is rare. I thought it had gone away for a while since I hadn't seen it in about 30 hours of play but then I saw one freighter just before the last release. Depressing.
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Kothyxaan
Posts: 54
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RE: Bacon Mod

Post by Kothyxaan »

Ah... ok that is simpler, because that is what I essentially did...
Aye it would be annoying, but... youve done a grand job and it is only a minor thing, so meh [:)]
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Kothyxaan
Aye it would be annoying, but... youve done a grand job and it is only a minor thing, so meh [:)]

Thanks.

If you (or anyone else) is interested in testing, I have a theory. I believe the bug occurs during that brief slice of time after you have loaded your save game but before you hit a key for the first time. In that interval the gravity well and other effects of my mod have not been applied yet. Even if the game is paused it is still calculating things. I believe some ships check if they can enter hyperjump and get marked as entering hyperjump. Then you press a key and load my settings and suddenly they can't hyperjump. Now they are in a state where they are stuck. I never saw it before implementing the gravity well stuff so I know it is related.

A good test would be to load up a saved game (set to pause on load like we probably all have set). Let it sit there for several minutes without hitting a key. Then start playing and see if you notice many more issues of stuck ships.
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Azik
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RE: Bacon Mod

Post by Azik »

Some Feedback after playing some (early) games with 1.3:

1.
The Settings to change the gravity-well effect according to size of the ship is especially awesome.
It allows for interesting choices when designing ships, since now it can be a huge benefit to keep a design small instead of just creating the biggest ship allowed by techlevel.

2.
I managed to integrate the Hangar changes into the mod i currently use. But now when i autoupgrade designs, all Fighter Hangars get upgraded to Bomber Hangars of the same techlevel.
It's only a minor issue that can be corrected easily manually, but if someone knows how autoupdates are selected, it could help.

3.
Explorers are buggy when given order to explore a specific System. They start exploring the System Bodys but then end Exploration early (and give the Mission complete message) with some System Bodys still unexplored.
Full Auto or giving order to explore the full sector seems to work flawlessly, so ist also only a minor issue. I assume the AI is using full Auto and wouldn't be affected by that.

4.
Pirates seems to get very nerfed with the mod using the default Settings.txt. Where i was harrased constantly earlier, i now hardly get pirate visitors or pirates attacking my bases. Part of it is probably to be expected with the general slowdown of the early game due to gravity wells and having to slowboat around most of the time. I also suspect that the new buff to troops of Independent colonys is nerfing the pirates, since they can't raid them anymore.

5.
I tried the new state gas miners but still need to figure out the best way to use them.
I mostly attempted to use gas miners to supply some extra caslon (fuel) to starports without a fuel base in the same system
I found that i can't create a fleet with the ships but can group them and assign them to a saved selection, so i can access the group easily. I also figured, the ships will drop off their mined cargo at the nearest starport when filled up, but will not return to the planet to mine more, but instead give the orders completed message. Having to reassign each single ship after each tour is quite alot of micromanagement, so i cant imagine using them for more then one such starport in the later game, due to the excessive micromanagement. If i missed a better way to use them, i'd appreciate a hint :)

6.
I actually haven't noticed ships stuck in a warp Loop. But i do see alot of movement vectors pointing to 0,0 (top left corner of the galaxy map). Usually the vector is only temporary and doesn't cause the ships to actually fly in that direction. But rarely i have seen ships try to go there, until they run out of fuel and return automatically.

7.
In the fighters.txt that comes with the mod, the damage of Bombers is tripled as explained in the thread. The damage falloff by range that comes with torpedoes is not tripled however. I'm not sure if that is intentional or an oversight. For my game i tripled the damage falloff. otherwise that Torpedo downside compared to missiles gets meaningless after some techs.

Other then that, i like the mod quite alot.
I will reduce the new troop setting for independant colonys for my next game and see how that affects pirate activity.

RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Azik

Some Feedback after playing some (early) games with 1.3:
...

Hi. Thanks.
Reply to each point above.

1. Yeah, that's what I was going for. After years of arming my freighters to the teeth with 10 weapons I now rarely arm them because I like to keep them as small as possible. Jumping early is important for freighters.

2 I have heard about this. I never used auto upgrade so I never noticed it. I bet it is just taking the highest numbered componet oif fighterbay type. It won't affect the AI though because I have kept that as a 50/50 split for fighters bombers.

3 I always use auto exploration so I've not seen this. I'll try some manual orders and see if I can see what is going on.

4 It is harder for pirates to raid independent colonies when they have 40 troops present but the counter argument is that the independent colonies are harder for empires to capture and therefore remain independent longer. That allows the pirates to generate smuggling income much longer. Before, I would invade and take over independent colonies as soon as I found them. I never even saw one become a new empire. Now I see that several times a game. Maybe I should find a way to give pirate raiders a bonus. Afterall, they aren't trying to conquer the planet just do a quick raid.

5 State gas miners on auto will act like private gas miners. When given manual orders, as you have observed, they finish their mission and then await orders. You can of course give them a mission to mine a planet and then set them to auto. They will complete their mission and then act like private gas miners.
Also, if you see a state gas miner on auto delivering a load to a base and you want to send it somewhere else you cna give it an order to refuel at the base you want it to unload at and then press alt-U (or maybe ctl-U, I forget) and that will force it to unload at its next docking.
There is a setting in the game to force a ship to repeat an order but it doesn't work. I've tried to get it to work (it would be great for manual cargo missions) but so far have been unable to.

6 I've seen that too occasionally. Like you said, usually they self-correct before jumping to hyper but not always. If the ship does actually go to 0,0 it will then self-correct afterward. Of course, on a large map[ it will probably be out of fuel.

7 I'm pretty sure weapon damage dropoff is not used for fighters. I could be wrong but thats the way I remember it.
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Azik
Posts: 8
Joined: Sat Jun 10, 2017 10:34 am

RE: Bacon Mod

Post by Azik »

ORIGINAL: RogerBacon

3 I always use auto exploration so I've not seen this. I'll try some manual orders and see if I can see what is going on.

Now that i started using auto exploration more, i see the same bug even with Explorers set to full auto.
It is quite easy to spot when multiple Explorers swarm out from the starting planet. Once in a while you see one Explorer leaving a System while another auto-Explorer is plotting a course to the same System, wich shouldnt happen, as a Explorer shouldnt leave a System while it still has unexplored System bodies..
In the cases that i noticed now, the first Explorer was inside the gravity well, plotting a course to the next System, while the unexplored System bodies were outside the gravity well. I will try to confirm that behaviour, when i see it happen more often.
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