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Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything

 
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Research Reloaded - [DWU][WIP][beta soon] New huge rese... - 7/18/2014 4:55:49 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
This mod is in the process of being completely overhauled. The research tree is currently redone with a reorganized clearer structure. Vanilla research will be rebalanced where needed, there will be tons of new weapons, reactors, hyper drives and other components as well as more wonders and facilities. Follow the thread for more info.

The latest version of the Research Extended mod will be left up until the initial release of the new Research Reloaded mod. Expect it.


----------------------

Update:

Basically ready for beta release. There are 950 research projects and 293 components. The last free components and 50 projects are reserved for race specific tech for the still to be added races.

Expect a beta within days after the component #256 bug gets fixed.

----------------------

I have several cool improvements and extensions for Universe that either don't work or can't be added until the game gets a new patch, so plead to the developers together with me to consider implementing at least the first requests on my wish list.

3 would be great, 5 fantastic, even more would bowl me over.

Developer Support Wishlist

Things I'd like to have in the order of importance.

1) Allow more ressources to affect races in the race files. Right now there are 3, I need 7 to implement the 4 different kinds of drugs I've added to the game which have various effects. That also gives the pirates more contraband.

2) Allow more than 1000 research projects. I'd need 1200 to implement everything already planned.

3) Add a description field for components similar to facilities and plagues.
OR (even better)
Allow adding new content like component descriptions to the galactopedia. I have added description pages for several new weapon types, but they don't show up at all.

4) Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them. It would be great if there were a new option for the weapon's impact on the crew so I could create a real death ray.

5) Allow setting a certain diplomatic penalty for the use of "evil" tech (now hardcoded only for planet bombardment/destruction).

6) Allow defining new facilities similar to wonders, if possible with more influence options.

7) Allow building more and various planetary weapons. As of now only one weapon per planet is possible.

8) Allow alternate weapons for fighters and bombers and apply their special properties.

9) Further raise the max number of components. I'm at 293 already and there still are a bunch of race techs to add. A few more would be nice, but I can also delete some obsolete vanilla ones.

10) Allow restricting research projects to certain governments similar to restricing them to races.

11) Allow more races. The more the better. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.

----------------------

Developer Support Wishlist - Done - Thank you, Eric & Elliot

* Raise the max number of components from 170 to at the very least 250. I already have 50 new components I can't add. The list is growing, I'm done with just the first research area.
DONE

* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons. Even better would be to allow ship class and template creation.
DONE

* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.
DONE

There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?
DONE

----------------------

Old initial mod version from here on.

This mod extends all tech trees of Distant Worlds Universe and gives you plenty of new tech and components to research. It includes my Lower Speed And Range mod, others may be added in the future. Colonisation is going to be completely redone based on the concept of Colonization Rebalanced v0.1.

----------------------

This mod is WIP, there will be lots of new tech and components added you can look forward to.

It is basically still a beta. It includes mainly rebalancing, but some stuff complimenting the Lower Speed And Range mod is already added, namely new hyper drives, fuel cells and storage systems. Those are already balanced and fit right in so you are free to test.

Expect an update soon, maybe later today, but probably tomorrow.

----------------------

This mod is not going to be abandoned anytime soon. Should I vanish from the forum for a prolonged time the community and/or Matrix is allowed to continue working on this mod, but if I return I probably want it back.

----------------------

You're welcome to integrate this mod into other mod packs, just credit me if you release your mod to the public.

New version is up, you can download it here:

http://wikisend.com/download/177042/ResearchExtendedV0.3.zip

< Message edited by lurchi -- 9/27/2014 3:28:59 PM >
Post #: 1
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/18/2014 5:22:53 PM   
Blackstork


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Joined: 7/7/2014
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Hello , could you please give some showcase or explanaiton on changes , because i am not sure i will be able to notice all the changes myself upon instalation, and does it support Haree78 extended mod?

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Alien Immersion (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to lurchi)
Post #: 2
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/18/2014 6:23:51 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
Yes, I guess you won't notice all changes. At least I hope so, since that would mean I did a good job.

Generally speaking just about every vanilla tech is modified or scaled down in firepower, range, speed, energy output, capacity, you name it. Everything is/will be carefully balanced. There is going to be new tech in just about every research area, weapons, hyper drives, thrusters...

The research tree is going to be partially rearranged, especially the colonisation tech. There will be completely new tech as well as stuff based on vanilla tech. To think I started with the premise not to change too much.

During work on my Lower Speed And Range mod I noticed that every single change very fast leads to several more modifications, otherwise the game would be unbalanced. So from hyper drives I went on to reactors and fuel cells and... Well, you see the current state of things.

Right now this mod doesn't support Haree78's Extended universe, it's still quite early in it's development, but of course it is going to soon.

(in reply to Blackstork)
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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/19/2014 2:14:42 AM   
Unforeseen


Posts: 502
Joined: 3/26/2013
From: Solaris Prime
Status: offline
Will be watching closely, I will probably DL this for testing!!

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Post #: 4
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/19/2014 4:32:10 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
Here is the promised update. I did more rebalancing and added another bunch of new research projects. There is something in there that fans of the good old Master Of Orion 2 might recognize. I wonder if someone will find it.

Until I completed rebalancing the rest of the vanilla research I still consider this beta, but it's good to go so you're free to give it a test drive. The next update will probably take some days.

----------------------

You can download the mod here:

wikisend.com/download/407512/ResearchExtendedV0.2.zip

Just copy the link above into the address bar of your browser since I still can't directly post links for a few more days.

(in reply to Unforeseen)
Post #: 5
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/19/2014 4:34:02 PM   
ParagonExile

 

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lurchi.

You are the new Locarnus.

Do me proud.

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Post #: 6
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 12:58:59 AM   
Unforeseen


Posts: 502
Joined: 3/26/2013
From: Solaris Prime
Status: offline
Just don't give up because of a font size increase.

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Post #: 7
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 12:24:14 PM   
Unforeseen


Posts: 502
Joined: 3/26/2013
From: Solaris Prime
Status: offline
I took a look at this this morning and i can't say i'm overly excited about the weapons tree. It's still set up the way vanilla was where you obviously want to take the Titan Beam path. I liked how Locarnus set things up with each weapon having it's own value based on preferred playstyle rather than having an 'extra' perk of getting a better weapon if you go down that tree. Phaser Lance being the exception, couldn't understand why he kept that in the game. Both that and the Titan beam ought be to removed entirely and used to create 2 brand new weapon trees. Such as the ever missing Plasma Cannon, and/or a pulsed phaser cannon.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 3:00:08 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
Don't worry, the mod is still quite in early development. Some research tree rearranging will follow.

That said feedback is very welcome.

----------------------

I had some free time today due to certain circumstances and so finished rebalancing the vanilla tech earlier than expected. Well, save some exceptions I'm going to look at later.
While at it I added some more projects where I thought things are missing.

Well, so here is the next update. You can download the mod here:

http://wikisend.com/download/177042/ResearchExtendedV0.3.zip

< Message edited by lurchi -- 7/28/2014 3:07:29 PM >

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Post #: 9
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 3:37:58 PM   
spinkick

 

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Thanks for doing this!

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Post #: 10
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 3:54:34 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
You're welcome.

The next update will be weapon tree rearrangement as well as more new and modified weapons.

(in reply to spinkick)
Post #: 11
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 4:02:00 PM   
ParagonExile

 

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Joined: 6/9/2014
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quote:

ORIGINAL: lurchi

You're welcome.

The next update will be weapon tree rearrangement as well as more new and modified weapons.


My honest opinion is that Titan beams and Phaser lances should be removed.

They homogenize the gameplay far too much, they're just blatantly superior.

(in reply to lurchi)
Post #: 12
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 4:15:32 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline

quote:

ORIGINAL: ParagonExile
My honest opinion is that Titan beams and Phaser lances should be removed.

They homogenize the gameplay far too much, they're just blatantly superior.


I understand this, but I'm a bit uneasy about removing them. Don't you think boosting the other weapons will do the trick as well?

(in reply to ParagonExile)
Post #: 13
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 5:21:52 PM   
ParagonExile

 

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Joined: 6/9/2014
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quote:

ORIGINAL: lurchi
I understand this, but I'm a bit uneasy about removing them. Don't you think boosting the other weapons will do the trick as well?


Short of removing it, it'd be better to make Titans, for example, a versatile weapon with moderate range and damage. Then Shatterforce for close range and Phasors for long range. Make them sidegrades to each other, not upgrades :3.

(in reply to lurchi)
Post #: 14
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 6:15:25 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline

quote:

ORIGINAL: ParagonExile
Short of removing it, it'd be better to make Titans, for example, a versatile weapon with moderate range and damage. Then Shatterforce for close range and Phasors for long range. Make them sidegrades to each other, not upgrades :3.


I'll come up with something.

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Post #: 15
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 6:46:29 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
I just took a look at Locarnus' mod. It's similar to what I wanted to do, but a bit more radical.

I thought about it and came to the conclusion that being radical is the way to go in this case. Instead of rearranging the research tree as I had planned I'll go to the extreme and completely redo it. Look forward to it, it's going to be cool.

(in reply to lurchi)
Post #: 16
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/20/2014 7:34:04 PM   
ParagonExile

 

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Of that I have no doubt :)

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Post #: 17
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 2:12:14 AM   
danymatrix

 

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lurchi, I sent you a pm

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:01:21 AM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
I'll answer this here since it's about this mod:

quote:

ORIGINAL: Unforeseen

Lurchi - My focus was to be immediately compatible with extended and follow along the trend that Locarnus had set. Since your first version is meant to be for vanilla i thought I'd start up a separate project. Then it hit me that the whole community could work together as Icemania suggested.

Some ideas I'd like to put out other than balancing out the already existing weapons:

~The already mentioned Laser tree including the basic Laser Cannon.
~A Plasma Cannon.
~A Coilgun to provide options in the projectile weapon area rather than having no choice but to go for Railguns.
~Alternate versions of weapons...like for instance we take the phaser cannon and have two different kinds..a Pulsed version and a focused beam version. The Beam would probably do more damage at the cost of increased power usage, while the pulsed version would do less damage but cost less power. We could potentially do this for most of the energy/laser weapons in the game if there is space for them.
~Disruptors (The startrek side of the community would love this)


Boy, have I good news for you.

1.) I've decided to abandon vanilla, the mod is now based on Extended universe.
2) Laser weapons are already redone. Shatterforce gets a midgame upgrade to turbo lasers.
3) Plasma Cannon is already done, with a different kind as midgame upgrade.
4) Coilgun sounds interesting, I'll add it. BTW, I already have a mass driver.
5) Alternate weapon versions is what I do right now. They start with one kind than either get a midgame upgrade or split into two or three paths. I like the pulsed/beam idea and will use it where possible.
6) Disruptors are already done. Turbo Lasers, too. Photon and Quantum Torpedoes are also on my list since I wanted to add some flavor.

Oh yeah, I got rid of the Titan Beam.

I hope you like this.

If you have more suggestions, bring'em on.

(in reply to danymatrix)
Post #: 19
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:04:45 AM   
ParagonExile

 

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Lurchi.

You're a good man. I just want to tell you that.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:06:41 AM   
Icemania


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From: Australia
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I'd recommend keeping the weapons reasonably balanced. Refer here for Battle Arena style testing for Vanilla weapons. Before testing it's important to optimise ship designs for each weapon type first. Then set-up any scenario you like using Game Editor to test.




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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:14:07 AM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
True that. I guess there'll be lots of rebalancing once the framework is done.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:14:52 AM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline

quote:

ORIGINAL: ParagonExile

Lurchi.

You're a good man. I just want to tell you that.



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Post #: 23
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 11:39:32 AM   
ParagonExile

 

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quote:

ORIGINAL: lurchi


quote:

ORIGINAL: ParagonExile

Lurchi.

You're a good man. I just want to tell you that.






Well... unless you're a woman.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 12:45:56 PM   
Blackstork


Posts: 795
Joined: 7/7/2014
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Ohoh things getting hot here.

_____________________________

Alien Immersion (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to ParagonExile)
Post #: 25
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 1:09:02 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline

quote:

ORIGINAL: ParagonExile

Well... unless you're a woman.


I just checked. Everything still in place down there.

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Post #: 26
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 6:14:58 PM   
Unforeseen


Posts: 502
Joined: 3/26/2013
From: Solaris Prime
Status: offline
Well damn you got my support lol. No point in continuing URM :)

Since your taking suggestions... maybe others will agree with this idk but i think that the Death Ray shouldn't even be in the game...or at least nerfed down to a more reasonable end game weapon. The kind of damage it does is absurd for game play purposes.

Also something needs to be done about planet destroying weapons. I would hate for them to NOT be in the game at all, and i do think it should be an endgame level technology...but the way that you get it needs work. IMO, because realistically any weapon should be able to destroy a planet. At least in the case of an energy weapon. You just have to have a good enough power source and a weapon that can reliably handle that amount of power. As a suggestion we could add a planet destroyer at the end of every tech tree. With a relatively expensive research cost.

Edit: This will leave me with enough time to start working on my Music Mod :)

< Message edited by Unforeseen -- 7/21/2014 7:23:36 PM >


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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 6:49:41 PM   
Sithuk

 

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Any plans to resolve the pacing of the early game on pre-warp starts where the players sits for a relatively prolonged time just beelining the Warp bubble then Gerax drive? Locarnus did some interesting work in that area. With high research cost games the pre-warp drive game could be made shorter and still be relevant and interesting.

I would ask that you consider first and foremost the impact on the AI before creating a change. Please don't introduce a change if it puts the AI at a disadvantage.

(in reply to Unforeseen)
Post #: 28
RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 7:40:36 PM   
Unforeseen


Posts: 502
Joined: 3/26/2013
From: Solaris Prime
Status: offline
Im personally against shortening the prewarp stage, i just wish there was more to do during the phase.

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Try it before you die.

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RE: Research Extended - [DWU] [WIP] New tech and compon... - 7/21/2014 8:10:47 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
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quote:

ORIGINAL: Unforeseen

Im personally against shortening the prewarp stage, i just wish there was more to do during the phase.


It'd be pretty cool if we could send expeditions to other stars without warp drive, and maybe extend the stage a bit. Would be fun.

(in reply to Unforeseen)
Post #: 30
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