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RE: New Dawn

 
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RE: New Dawn - 1/18/2017 11:05:57 PM   
Rosbjerg

 

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Joined: 3/11/2015
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Patch 1.22 released. First post edited as well, to include the changes.

An extensive addition to the in game encyclopedia, with more information on each resource and race.

A revision of the tech tree, with colonization trimmed down to make sense in a human oriented galaxy. Now the you unlock 'exoplanet colonization' for desert, oceanic, continental and marshy swamps together- while 'Thermal insulation' unlocks arctic and volcanic together.

Each race now also has very specific bonuses to what planets they prefer, depending on their culture, which is detailed in their description along with their unique tech. Planets they prefer give a +33% production bonus, while planets they disdain get a -33%.

Not savegame compatible, as the tech tree is quite different. Requires the 1.21 installation, which you overwrite with this 1.22 patch.

download

< Message edited by Rosbjerg -- 1/18/2017 11:33:24 PM >


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Post #: 31
RE: New Dawn - 8/10/2017 2:55:11 PM   
Rosbjerg

 

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1.3 released adding individualized ship sets to each race (from the great modding scene from Sector Ships - see original post for credits), dialect-based dialogue from real world languages, balances to weapons, engines and race abilities

Example of new shipsets:




< Message edited by Rosbjerg -- 8/10/2017 3:06:26 PM >


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Post #: 32
RE: New Dawn - 8/10/2017 7:04:46 PM   
Rosbjerg

 

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Joined: 3/11/2015
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Does anyone, by chance know, if it's possible to change the default background?

This old thing



I've rummaged through all the game files and I can see the buttons etc under the 'Chrome' folder, but not the actual background picture - and I'd love to add an image more suitable for the mod

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Post #: 33
RE: New Dawn - 8/11/2017 7:55:23 AM   
Shogouki


Posts: 105
Joined: 8/11/2013
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Not sure. Also, how the heck have I missed this mod?! Going to give it a try!

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Post #: 34
RE: New Dawn - 8/11/2017 11:46:19 PM   
Hattori Hanzo


Posts: 502
Joined: 3/21/2011
From: Okinawa
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I totally forgot this damned good mod..

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Post #: 35
RE: New Dawn - 8/12/2017 5:01:05 PM   
Rosbjerg

 

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Joined: 3/11/2015
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Hope you enjoy it - are any of you having crashes when researching? One user reported this issue (with the second hyperdrive tech), and I can't replicate it myself.
Just to see if it's an isolated incident.

Edit: Might still be, but found 2 errors that are fixed now.

< Message edited by Rosbjerg -- 8/12/2017 9:27:27 PM >


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RE: New Dawn - 8/13/2017 12:34:51 AM   
Hattori Hanzo


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From: Okinawa
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no crashes with research until now

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Post #: 37
RE: New Dawn - 8/19/2017 8:46:32 AM   
Serenitis

 

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Joined: 8/23/2015
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I like the ship images ripped right from some Starsector mods, which haven't even have had the empty turret placeholders removed or covered up.
Effort/10

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Post #: 38
RE: New Dawn - 8/19/2017 9:12:38 AM   
Rosbjerg

 

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Joined: 3/11/2015
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I see you didn't read the original post - where full credit is given - to the individual artist as well.

quote:

ORIGINAL: Rosbjerg

NEW SHIPSETS - from Fractal Softworks Forums added to give each race a unique look

SectorShip Model Credit to:
Arkandian Institute by Undefined
Blackrock Drive Yards by Cycerin
Bushi by Gotcha!, DefiasOne
Dassault-Mikoyan Engineering by Soren
Diable Avionics by FlashFrozen, Tartiflette
Flu-X by spoortje1
Hiigaran Descendants by Gotcha!, DefiasOne
Interstellar Federation Legacy by keptin, Wriath
Interstellar Imperium by Dark.Revenant
Metelson Industries by Azmond
Neutrino Corp. by FlashFrozen
New Galactic Order by Ahne
The Nihilic Empire by Dibuk
The Nomads by Trylobot
Scion Collective by Lucian Greymark
Shadowyards Reconstruction Authority by MShadowy
Tiandong Heavy Industries by MesoTroniK


I'd never claim ownership of other people's efforts - this entire mod is build on the awesome work of other people.
As said in the first post as well, this is more of a personal compilation, that I've decided to share.


That said, it actually did take quite a bit of effort to photoshop all the models to correct size, tinker with some to add variation, and add engine output etc

< Message edited by Rosbjerg -- 8/19/2017 9:19:15 AM >


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Post #: 39
RE: New Dawn - 9/14/2017 8:26:31 PM   
Shogouki


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Are you still updating this mod or is it complete?

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Post #: 40
RE: New Dawn - 9/15/2017 6:57:01 AM   
Rosbjerg

 

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It's complete for now, but any issues that I'm made aware of (or find myself) will of course be updated/fixed, to the best of my ability.

So, barring any suddenly flash of creativity, I consider it done yeah.

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Post #: 41
RE: New Dawn - 10/5/2017 6:51:27 AM   
Shogouki


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Does this mod make use of Icemania's AI improvement mod?

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Post #: 42
RE: New Dawn - 10/5/2017 11:49:19 AM   
Rosbjerg

 

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Yes, I've tried to tweak the implemented focused research and the better layout, but in truth it was implemented in the very first iteration and a lot has changed since then.
So I had to loosen up a lot of the research paramaters, as I wasn't as good at figuring out when which race should do what, as Icemania was.

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Post #: 43
RE: New Dawn - 11/5/2017 10:05:43 AM   
gazdadude

 

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has anyone managed to get it working with bacon mod

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Post #: 44
RE: New Dawn - 11/9/2017 10:43:44 PM   
bluescreen1234

 

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Joined: 11/9/2017
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Just downloaded the mod on a fresh install and im getting intermittent crashing. The base game and other mods work fine.

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Post #: 45
RE: New Dawn - 11/10/2017 12:39:45 PM   
Rosbjerg

 

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Joined: 3/11/2015
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Sorry to hear that, are there patterns to the crashes that you've noticed?

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Post #: 46
RE: New Dawn - 11/11/2017 2:35:16 AM   
bluescreen1234

 

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Not that I could find unfortunately.

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Post #: 47
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