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RE: Distant Worlds Extended

 
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RE: Distant Worlds Extended - 3/26/2013 8:52:16 PM   
RavenX


Posts: 58
Joined: 11/24/2009
Status: offline

quote:

ORIGINAL: Antiscamp

Don't remove the troop images. It will definitely crash the mod. I think the game won't even start without them. That's one of the initial mistakes I made when starting out.


I appreciate that Antiscamp, thank you. The thing I'm wondering though is I'm looking to add these other families of shipImages, hence I'll need to add a troop image for their families. When I look at the files for the shipsImages and troops in DW:Extended, it has 37 families of ships but 38 troop images. Troop_38.PNG has No shipImage family with it. If I add more shipImage families then I assume I need to add a troop image for that family. Does that mean I'll need to assign a "extra" troop image as there's already one extra in DW:Extended?

_____________________________

What do I see? I see time as it affects all things. Human flesh whithers and dies before my eyes. Flowers bloom, only to fade. Trees drop green leaves, never to regain them. In my sight, it is always winter, always night. ~ Raistlin Majere

(in reply to Antiscamp)
Post #: 181
RE: Distant Worlds Extended - 3/26/2013 10:05:05 PM   
RavenX


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Joined: 11/24/2009
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Ok, something odd to report. I took out Troop_38.png since it didn't have a associated shipImage family. Started up the game, changed themes and then back to DW:Extended just in case that would "re-load" the mod, and it still plays fine.

I also figured out why, the old fashioned way. I took out a piece of paper and wrote down all 38 races then looking in the races.txt for each one to see which race was calling for the troop.png with no shipImage family. unluckily for me I started this with the Zenox and worked my way up from the bottom. About half way through I decided to click the Ackdarians and work down when I saw they called for FamilyIndex 0. I immediately realized I started my numbering at 1, not 0, and with 38 races starting a number count with 0 included only calls for 37 image families which also applies to troop.png's . Troop_38.png is never called for by any of the race or policy files.

I imagine pulling one out that is called for would definitely crash the game though :)

_____________________________

What do I see? I see time as it affects all things. Human flesh whithers and dies before my eyes. Flowers bloom, only to fade. Trees drop green leaves, never to regain them. In my sight, it is always winter, always night. ~ Raistlin Majere

(in reply to RavenX)
Post #: 182
RE: Distant Worlds Extended - 3/26/2013 11:47:34 PM   
Blueberry

 

Posts: 75
Joined: 12/16/2011
From: Distant Worlds
Status: offline
Haree78,

Keep updating/upgrading the mod, mate. As I and so many others have stated on numerous occasions here on the forums, the mod is great and the game doesn't feel right to me without it any longer. And, to be honest about it, in general, I prefer playing my games without any mods.

Hope you are making plans for shadows once the expansion is out.

Antiscamp, been away for a while.... Been busy like hell.... It's great to see another lets play on YouTube. Going to check it out. We need more of those... many more.

< Message edited by Blueberry -- 3/26/2013 11:48:22 PM >

(in reply to Antiscamp)
Post #: 183
RE: Distant Worlds Extended - 3/27/2013 3:33:07 AM   
ehsumrell1


Posts: 1530
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: RavenX

Ok, something odd to report. I took out Troop_38.png since it didn't have a associated shipImage family. Started up the game, changed themes and then back to DW:Extended just in case that would "re-load" the mod, and it still plays fine.

I also figured out why, the old fashioned way. I took out a piece of paper and wrote down all 38 races then looking in the races.txt for each one to see which race was calling for the troop.png with no shipImage family. unluckily for me I started this with the Zenox and worked my way up from the bottom. About half way through I decided to click the Ackdarians and work down when I saw they called for FamilyIndex 0. I immediately realized I started my numbering at 1, not 0, and with 38 races starting a number count with 0 included only calls for 37 image families which also applies to troop.png's . Troop_38.png is never called for by any of the race or policy files.

I imagine pulling one out that is called for would definitely crash the game though :)

RavenX;
Don't know if you realize this, but there has to be a Troop image for the "Robotic Troop". That
would cause the crash. The Robotic Troop image is used as a representation image for ALL the races,
thus the 'extra' image in the count.


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to RavenX)
Post #: 184
RE: Distant Worlds Extended - 3/27/2013 3:59:21 AM   
RavenX


Posts: 58
Joined: 11/24/2009
Status: offline

quote:

ORIGINAL: ehsumrell1

RavenX;
Don't know if you realize this, but there has to be a Troop image for the "Robotic Troop". That
would cause the crash. The Robotic Troop image is used as a representation image for ALL the races,
thus the 'extra' image in the count.



Yeap, that one is still there. This one was there to keep the count of the generic troop image count the same as the race count. Ran fine without the extra troop image file. Since that post today I've added a bunch of ship and troop images. I've replaced some of the ship images from the original and some of the ones from DW:Extended with other assets I've found here on the forums and with some the other awesome modders here gave me. All is going good so far. Every time I add a new element the first thing I do is launch the game and make sure it doesn't crash. So far so good.

Much appreciated my friend. :)

_____________________________

What do I see? I see time as it affects all things. Human flesh whithers and dies before my eyes. Flowers bloom, only to fade. Trees drop green leaves, never to regain them. In my sight, it is always winter, always night. ~ Raistlin Majere

(in reply to ehsumrell1)
Post #: 185
RE: Distant Worlds Extended 2.0.2 released 38 races - 3/27/2013 7:48:12 AM   
Unforeseen

 

Posts: 32
Joined: 3/26/2013
Status: offline
Love this mod, great job.

I didn't really like the XHuman story that much, just to improbable for that kind of a genetic change to take place across an entire planet so quickly. Creative though, and its a minor detail anyways.
Also thank you very much for changing the Dhayut's picture. I Dislike spiders passionately, and the cute little robot is a nice fix.

(in reply to Haree78)
Post #: 186
RE: Distant Worlds Extended 2.0.2 released 38 races - 5/16/2013 6:03:27 PM   
Haree78


Posts: 924
Joined: 5/18/2010
Status: offline
What can we expect for Distant Worlds Extended Shadows?

+Unique troop images for all races consistent with Shadows art work.
+Unique ship designs for all Extended races. Shadows includes unique ships designs for all races and a much improved ship designer that uses templates much more intelligently.
+Updated research priorities. Shadows uses an improved research automation to better focus based on what the AI needs for it's designs.
+Pirate empire versions of several of the Extended empires with their own unique ship designs.

< Message edited by Haree78 -- 5/18/2013 6:20:31 PM >


_____________________________

Distant Worlds Extended
Battlestar Galactica Legends Mod

(in reply to Unforeseen)
Post #: 187
RE: Distant Worlds Extended 2.0.2 released 38 races - 5/18/2013 6:20:52 PM   
Haree78


Posts: 924
Joined: 5/18/2010
Status: offline
A small update on coming soon.

_____________________________

Distant Worlds Extended
Battlestar Galactica Legends Mod

(in reply to Haree78)
Post #: 188
RE: Distant Worlds Extended 2.0.2 released 38 races - 5/18/2013 7:17:32 PM   
Bingeling

 

Posts: 2321
Joined: 8/12/2010
Status: online
I am happy to hear you are prepared.

It is no big surprise that you have control of their ship designs ;-)

(in reply to Haree78)
Post #: 189
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