Bacon Mod

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Kadaban
Posts: 2
Joined: Tue Aug 14, 2018 1:19 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by Kadaban »

ORIGINAL: RogerBacon
I've modified that screen to now count both private and state versions of the ships in your empire. It will be in the next version.

Nice, that helps a bit with keeping an overview.

ORIGINAL: RogerBacon
Also, I've fixed a bug that would cause the prison form to not open if one of your spies was being held by an empire that you wipe out.

Maybe this is related, but I had to abandon a game because I kept running into this bug after a certain amount of time played. This coincided with me being unable to open the prisoners screen btw. I also had two enemy agents flee from my prison in regular intervals and I'm not even sure they were actually caught - it were the same names over and over again. Btw, the time they take to flee can sometimes be really short. I had one flee before I could click the message.

Code: Select all

System.NullReferenceException: Object reference not set to an instance of an object.
    at DistantWorlds.Types.Empire.PerformIntelligenceMissions()
    at DistantWorlds.Types.Empire.DoTasks()
    at DistantWorlds.Main.method_96(Object object_7)
 

Also another tiny request: Could you implement a toggle in your config for the !rangecircles option? The potential gain from having them displayed versus the huge slowdown I experience doesn't justify having them on and turning them off every time I reload the game feels like there should be an option.
sotthata
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RE: "Hyping" my forthcoming mod (pun intended)

Post by sotthata »

Roger,

Would it be possible to add a mechanic similar to the colony naming where ships won't refit? The use-case is where you have a fleet with salvaged alien tech ships that are potentially more powerful than your ships. What I end up having to do is split the fleet, send my designs for refit, and then recombine them after the refit completes. The implementation could be something like ships with names that start with a # are issued a refuel order if a fleet refit order is given.

Would this be useful for others than just me? :P

Cheers.
RogerBacon
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Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: sotthata

Roger,

Would it be possible to add a mechanic similar to the colony naming where ships won't refit? The use-case is where you have a fleet with salvaged alien tech ships that are potentially more powerful than your ships. What I end up having to do is split the fleet, send my designs for refit, and then recombine them after the refit completes. The implementation could be something like ships with names that start with a # are issued a refuel order if a fleet refit order is given.

Would this be useful for others than just me? :P

Cheers.

Hi. I liked your idea and I looked into it but it proved more difficult than I had expected so I'm afraid I won't be able to add it.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

When I go to war with another empire I usually send in an attack fleet and later an invasion fleet. The attack fleet clears out the enemy ships and then provides cover for the invasion fleet. I like to capture all the mining stations in the system but this usually proves difficult because me fleet destroys them while clearing out the enemy ships. I always wanted to tell them "Leave the mining stations alone and just take out the ships". Well, now I can...


!notarget X
Using the !notarget command on a ship or fleet will prevent them from actively seeking out targets that fit the criteria specified. You can use the following values for X.
bases <---- I use this all the time now.
military <---- Good for small raiding fleets that you just want to attack merchant shipping.
stronger <---- Will avoid going after anything with greater firepower
faster <---- Will avoid going after faster targets. Good if you are getting "kited"

To clear a targeting restriction you can issue !notarget with no parameters.
You can check what targeting restrictions a ship has by selecting it and hitting Ctrl-Enter.

There are some limitations. If a prohibited target fires at your then you will (usually) fire back. However you will probably want to keep an eye on any ship or fleet that has targeting restrictions at least until you learn how they will react. Also, if you give the command to a fleet it will propagated to each ship in the fleet but the fleet will not remember any setting. That means if you add a ship to the fleet you will need to issue the targeting restriction for the new ships as well. (You can re-issue it to the fleet).

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Omnius
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RE: Bacon Mod

Post by Omnius »

RogerBacon,
Looks like quite an impressive mod. I'm just getting into this fine space game and have created a custom game on a large 15 x 15 sector map with 1,400 planets. I'm controlling everything manually, especially my military ships and fleets. I'm still early into the game with about 160 ships split into 30 fleets, problem is I can't create any more New Fleets as that option no longer shows up on my Join Fleet screen. I played official Shakturi Dominion scenario and let the AI control everything and ended up with 100 Fleets for over 2,000 ships. I couldn't create any more new ones but having 100 fleets certainly helped control so many ships. Now that I'm learning and enjoying playing everything manually I'm a tad worried about my 30 fleet limit in my current custom game. I've looked through all of the options and the game editor and find nothing that controls the number of fleets we can have, but there indeed seems to be something limiting fleet numbers. When I Ctrl-right click to Join Fleet I no longer see the option to create a New Fleet.


Just wondering if your Bacon Mod has any way of helping us manage the number of fleets we can have in a game? I've looked all over and can't find anything ingame that would do this. I'm hoping as I increase the number of ships I'll see an increase in the number of fleets I can build.
RogerBacon
Posts: 724
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Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Omnius

RogerBacon,
Looks like quite an impressive mod. I'm just getting into this fine space game and have created a custom game on a large 15 x 15 sector map with 1,400 planets. I'm controlling everything manually, especially my military ships and fleets. I'm still early into the game with about 160 ships split into 30 fleets, problem is I can't create any more New Fleets as that option no longer shows up on my Join Fleet screen. I played official Shakturi Dominion scenario and let the AI control everything and ended up with 100 Fleets for over 2,000 ships. I couldn't create any more new ones but having 100 fleets certainly helped control so many ships. Now that I'm learning and enjoying playing everything manually I'm a tad worried about my 30 fleet limit in my current custom game. I've looked through all of the options and the game editor and find nothing that controls the number of fleets we can have, but there indeed seems to be something limiting fleet numbers. When I Ctrl-right click to Join Fleet I no longer see the option to create a New Fleet.


Just wondering if your Bacon Mod has any way of helping us manage the number of fleets we can have in a game? I've looked all over and can't find anything ingame that would do this. I'm hoping as I increase the number of ships I'll see an increase in the number of fleets I can build.

As people have said in your other thread on this subject, thr "ships and bases" screen should allow you to continue making fleets.
The maximum number of fleets you can create with the right click meu does appear to be 30. Also, there is another place where the maximum limit is capped at the maximum of 100 or the number of ships you have divided by 10. However, this limit may only be used for the AI. I don't know for sure.
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Omnius
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RE: Bacon Mod

Post by Omnius »

RogerBacon,
Thanks for the help on the ships and bases screen being the best place to add new fleets. Right now I'm learning the base game before trying some of the mods. I hope that this mod will be compatible with the Star Wars one.

Did you place a modification in this mod that changes the number of fighters assigned to bases or carriers? I hope that you didn't change the actual default loadout with more fighters than bombers as that is the proper loadout. You need fighters to escort bombers plus fighters to defend the base or carrier so the fighter loadout should be higher than 50%. Check US aircraft carrier loadouts and you'll see that about 2/3 of planes are fighters with about 1/3 as bombers. I hope that you leave the default loadout percentages alone and only allow players to change the loadout percentages if they want to. I certainly don't want to have to change the base and carrier loadout percentages back to default since I don't want that changed.
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Omnius

RogerBacon,
Thanks for the help on the ships and bases screen being the best place to add new fleets. Right now I'm learning the base game before trying some of the mods. I hope that this mod will be compatible with the Star Wars one.

It's compatable with every mod. Slight adjustments to some txt files are necessary to get some features to show up.
Did you place a modification in this mod that changes the number of fighters assigned to bases or carriers? I hope that you didn't change the actual default loadout with more fighters than bombers as that is the proper loadout. You need fighters to escort bombers plus fighters to defend the base or carrier so the fighter loadout should be higher than 50%. Check US aircraft carrier loadouts and you'll see that about 2/3 of planes are fighters with about 1/3 as bombers. I hope that you leave the default loadout percentages alone and only allow players to change the loadout percentages if they want to. I certainly don't want to have to change the base and carrier loadout percentages back to default since I don't want that changed.

The number of fighters and bombers a ship or base has is determined by the design template. My mod does not touch design templates since those are text files that anybody can alter however they see fit.
the ratio of fighters to bombers is 50/50 in unmodded DFU and is not alterable outside of my mod. My mod splits fighter bays into fighter bas, bomber bays and (in the last patch) a 50/50 fighter-bomber bay. With these differet types you can set the ratio to whatever you want. AI ships will always keep the default 50/50 split though.
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RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

So you are a pirate. You've raided, looted, and smuggled your way to the top. You've beaten all the other pirates into submission, built your criminal network and maybe even won the game. What's left other than starting a new game..?

Go legitimate!
Renounce your pirate lifestyle and become a legitimate empire. Now you have to compete with the other established empires using the empire victory conditions. Can you win the game a second time?

Using the command !golegit you can turn your pirate empire into a regular empire. You must have built a criminal network and the planet on which your network exists will become your new capital. You will get a one-time +50 relations bonus for renouncing your pirate lifestyle and you will need it if you've been doing a lot of looting. Best of all... This feature is already in the currently released version of the mod. I was waiting for someone to complete the "Pirates of Jupiter" scenario but it looks like no one played that one so I'm announcing it now.
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elvendeathknight
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RE: Bacon Mod

Post by elvendeathknight »

:D

Is it something AI pirates will use ?
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: ArchMike

:D

Is it something AI pirates will use ?

Good question. No. If an AI pirate wins the game just start over and try to do better next time. :)
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elvendeathknight
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RE: Bacon Mod

Post by elvendeathknight »

In an earlier post, you had mentioned this possibility (moving from pirate to empire) and said that you had difficulties. Congratulations on succeeding !

Just to be sure, the empire will behave just like a normal empire (governor characters spawing, ruins exploration, etc) ?

Coupled with the possibility to build a constructor from a controlled planet, it is now possible to make a scenario where you start with a single ship and build your strength to be a huge empire. Thanks !
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: ArchMike

In an earlier post, you had mentioned this possibility (moving from pirate to empire) and said that you had difficulties. Congratulations on succeeding !

Thanks.
Just to be sure, the empire will behave just like a normal empire (governor characters spawing, ruins exploration, etc) ?

Well, there are so many ways to play this game as well as automation levels so its possible I missed something but, for the most part, you are exactly like a regular empire. The only things that remain from your pirate career are your flag and your reputation. But, as I said, you get a +50 rep bonus when converting to help out a bit so everyone doesn't hate you right away.

Also, be aware that because you are now competing with the other empires using the regular set of victory conditions, it is possible one of the other empires may have already met the victory conditions. If that is the case you will "lose" the game right away. To avoid this you can always go after the strongest empire while you are still a pirate to make sure they don't auto-win when the new victory conditions kick in.

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o30k
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Joined: Tue Sep 04, 2018 5:29 pm

RE: Bacon Mod

Post by o30k »

Hey, is there anyway that I could use the changes to the hyperspace exiting changes without the use of everything else?

I like the mod as a whole but at the moment i'm enjoying the base game and wanted to try it with ships exiting jump closer/farther apart.

Thanks.
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: o30k

Hey, is there anyway that I could use the changes to the hyperspace exiting changes without the use of everything else?

I like the mod as a whole but at the moment i'm enjoying the base game and wanted to try it with ships exiting jump closer/farther apart.

Thanks.

Most of the mod's settings are controlled by the BaconSettings.txt file. You can disable or set values to vanilla DWU values for most things.
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o30k
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RE: Bacon Mod

Post by o30k »

So how would I go about doing that? Is it as simple as deleting from the file everything I don't want to use or do I have to change the numbers etc to be the same as the original? Thanks.
Krankenhausen
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RE: Bacon Mod

Post by Krankenhausen »

I love your mod. It adds a new dimension to the game. But recently when I'm playing DW, whenever I select a ship in the lists on the left it moves to the top of the list. could this be a feature of your mod? I'm pretty sure it didn't do this before and I can't find any option that could cause it in the menus or Bacon Settings. Can I turn it off?
RogerBacon
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RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: Krankenhausen

I love your mod. It adds a new dimension to the game. But recently when I'm playing DW, whenever I select a ship in the lists on the left it moves to the top of the list. could this be a feature of your mod? I'm pretty sure it didn't do this before and I can't find any option that could cause it in the menus or Bacon Settings. Can I turn it off?

THe left menues now sort by distance from the selected object. I've never used those menues to select a ship but, yeah, once you select a ship it woulbd be the closest so it would go to the top. I mostly use those menues to find the closest base or resource site so having them sorted by distance was important to me. I'll have to look at the mod and see how easy it would be to go back and make the sorting optional.
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Krankenhausen
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RE: Bacon Mod

Post by Krankenhausen »

Thanks for looking into it!

And at least it's good to know I wasn't going mad, that behaviour had changed
elvendeathknight
Posts: 84
Joined: Sat Aug 25, 2012 3:58 pm

RE: Bacon Mod

Post by elvendeathknight »

Making the sorting optional would be awesome! [:D]
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