From: Miami, Florida, U.S.A.
Back in June 2016 (10 months ago as of this writing) I started modding my Distant Worlds Universe, as I imagine most people do. A little change here, a little change there. Pretty soon I had something that was, for me, more fun than the vanilla game. I’ve decided to move forward with releaseing it and let other people see my setup.
Some will react with “meh” others will be more excited. So, over the next few weeks as I continue to test it (I haven’t finished a single game yet because I keep adding stuff) I will release some screenshots and description of some of the changes. There will be no new graphics as my talents don’t lie in that area. Any custom ships you see in screenshots are the products of other people’s mods and, obviously, will not be included in mine.
I hope it will be well received but even if it isn’t, to paraphrase Rush “Yes it was for me, not you, I came to write this mod”. :)
Version 1.1 released.
1.1 Fixed a bug in manual cargo missions. Fixed an out of memory error when saving. Used utility “Large Adress Aware” (https://www.techpowerup.com/forums/threads/large-address-aware.112556/) to enable exe to access more of the first 4GB of system memory.
Version 1.2 released
1.2 Fixed a divide by zero error when combining Bacon Mod with another mod that unlocks fighters and bombers separately.
Non-military ships no longer add to your empire's overall military strength on the empire report screen. The number should now be more reflective of true military strength.
Only military ships wlll be counted for determining if you are trespassing in another's territory.
Default fighter & bomber behavior is now the same as vanilla DWU. i.e. they will attack targets until you set them to manual mode (alt-a). This will be true even if you turn the fleet over to AI control so be sure to turn the carriers off manual before you switch back to AI control or else your carriers won't launch their fighters.
Added a new command "!nukem" to the shipfinder. Typing this will destroy all ships and bases except for those with a character on board. This is a good way to get rid of all those powerful space wrecks when playing story mode. Note that this is experimental. An early version I had about a month ago seemed to cause crashes in my game about 19-23 years in. I think it was because of orphaned characters when I nuked ALL ships but I have not had a chance to test it out. If you get consistent crashes with a message about character skill level then don't use this. I think it should be OK though.
Version 1.3 Released
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.
New Hotkeys listed here for quick reference
Alt 1 - designate origin for civilian cargo mission
Alt 2 - designate destination for civilian cargo mission
Alt 3 - designate ship to perform mission
Alt ; - Cycle backward through current selection's ship type
Alt ' - Cycle forward through current selection's ship type
Ctrl W - Execute Passenger transport mission, must have passenger ship selected AND must use the passenger.txt file! Copy paste is a MUST! You may keep the txt file open, however it must be saved between uses. Will only transport primary race citizens.
Ctrl E - Find item by given name
Ctrl R - Itemized list of damaged components (Doesn't work for unowned ships in my experience, would be neat to see how that desolation moon is coming though eh?)
Ctrl S - Displays battle stats of selected item
+10% sublight speed
+10% shield and shield recharge
+10% weapon range and weapon travel speed
+10% weapon damage (every other weapon under 10 damage will receive +1 damaged instead)
+25% targeting, countermeasures, -20% static energy usage, +10% fuel capacity
Alt 4 - designates fighter target
Alt 5 - Attack order for bombers, if bomber is selected orders THAT bomber to attack, if carrier, all bombers
Alt 6 - Attack order for bombers not already launched, will not alter current attack missions for launched bombers
Alt / - Find targeted fighter's parent carrier/base
Alt-a Enable automatic fighter ops (so bombers attack targets on their own like in vanilla).
#disband - Disband selected fleet
#disband FleetName - Disband by name of fleet inputted
#join FleetName - Join fleet by fleet inputted
#combine FleetName - Join selected fleet to inputted fleet disbanding the selected fleet
#combine Fleet1+Fleet2 - Combine inputted last fleet into inputted first fleet disbanding last fleet
#add [shipDesign]=[amount] - This command will attempt to reinforce the currently selected fleet with [amount] of [ship design] ships. If [amount] is left off it defaults to 1.
< Message edited by RogerBacon -- 6/15/2017 7:28:59 PM >