Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Shadows Compatible Mod List

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: Shadows Compatible Mod List Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Shadows Compatible Mod List - 6/13/2013 6:28:09 PM   
dostillevi

 

Posts: 217
Joined: 8/31/2012
Status: offline
Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..

< Message edited by dostillevi -- 6/13/2013 6:41:06 PM >

(in reply to Tampa_Gamer)
Post #: 31
RE: Shadows Compatible Mod List - 6/13/2013 7:34:32 PM   
Darkspire


Posts: 1989
Joined: 6/12/2003
From: My Own Private Hell
Status: offline

quote:

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..


I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire

_____________________________


(in reply to dostillevi)
Post #: 32
RE: Shadows Compatible Mod List - 6/13/2013 7:35:45 PM   
Darkspire


Posts: 1989
Joined: 6/12/2003
From: My Own Private Hell
Status: offline

quote:

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..


I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire

_____________________________


(in reply to dostillevi)
Post #: 33
RE: Shadows Compatible Mod List - 6/14/2013 1:25:32 AM   
Tampa_Gamer


Posts: 160
Joined: 12/27/2010
Status: offline

quote:

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.



I would say due to the nature of the type of mods that they would be in the first category above since the user loses no functionality by using them. The sound mod does not strive to replace all default 90+ sounds it only replaces the 40+ that I thought needed replacing. The jury is still out on whether I will replace some of the newer sounds or not. The second link is more of a resource pack then it is a traditional mod so again there is no lost functionality by incorporating it into someone's personal mod.


_____________________________

For those interested, forum thread link to post with a master list of all my DW mods: Link


(in reply to dostillevi)
Post #: 34
RE: Shadows Compatible Mod List - 6/16/2013 2:47:45 PM   
AstroCat


Posts: 440
Joined: 7/31/2003
Status: offline
I think Jon Micheelsen's ExplosionsV20Light is compatible with Shadows.

(in reply to Tampa_Gamer)
Post #: 35
RE: Shadows Compatible Mod List - 6/28/2013 3:27:50 AM   
historyis

 

Posts: 52
Joined: 10/2/2004
Status: offline
I have finished my supplemental systems mod:
3400 system names, fully compatible with both Tampa_gamer and the original systems file.
http://www.matrixgames.com/forums/tm.asp?m=3348987

(in reply to AstroCat)
Post #: 36
RE: Shadows Compatible Mod List - 6/28/2013 8:59:02 AM   
necaradan666

 

Posts: 256
Joined: 5/28/2012
Status: offline
quote:

ORIGINAL: Darkspire

I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire


He's not wrong about the community mod though, I played NWN 1 and 2 for a lot of years what I saw there was many individual projects being made compatible, no file conflicts, then all packaged together. There were tons of tilesets but you could download them all separately from their respective authors. The good thing about community mods was that having it all together provided a stable base of good content that module makers and persistent world builders could make use of with a good chance that everyone would have the package already

There were votes and stuff on what to include. I don't remember the NWN2 community mod ever being complete enough to really bother with though.

(in reply to Darkspire)
Post #: 37
RE: Shadows Compatible Mod List - 6/29/2013 6:52:36 AM   
dostillevi

 

Posts: 217
Joined: 8/31/2012
Status: offline

quote:

ORIGINAL: necaradan666

He's not wrong about the community mod though, I played NWN 1 and 2 for a lot of years what I saw there was many individual projects being made compatible, no file conflicts, then all packaged together. There were tons of tilesets but you could download them all separately from their respective authors. The good thing about community mods was that having it all together provided a stable base of good content that module makers and persistent world builders could make use of with a good chance that everyone would have the package already

There were votes and stuff on what to include. I don't remember the NWN2 community mod ever being complete enough to really bother with though.


I think a community mod consisting of new content would be awesome, bu I would also love to be able to make it easy for newcomers to combine existing content in an easy way, especially since there isn't all that much of it.

(in reply to necaradan666)
Post #: 38
RE: Shadows Compatible Mod List - 6/29/2013 7:17:04 AM   
historyis

 

Posts: 52
Joined: 10/2/2004
Status: offline
I totally believe in the non-conflict thing.

One of my favorite mod packages with the MSGO mod for Morrowind which was a lot of mods put together in one package.

(in reply to dostillevi)
Post #: 39
RE: Shadows Compatible Mod List - 7/26/2013 12:06:58 PM   
Ruru

 

Posts: 4
Joined: 2/23/2013
Status: offline
PLEASE for the mass effect mod :)

(in reply to historyis)
Post #: 40
RE: Shadows Compatible Mod List - 7/28/2013 5:19:34 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Almost forgot to post here! I've released a Shadows version of the Kirk Era mod. It's a simple conversion from the Return of the Shakturi version so it's far from finished, but it is a working Star Trek mod for shadows.

Kirk Era Beta 1 - http://www.matrixgames.com/forums/tm.asp?m=2619128

_____________________________


(in reply to Ruru)
Post #: 41
RE: Shadows Compatible Mod List - 4/10/2014 7:11:00 AM   
dostillevi

 

Posts: 217
Joined: 8/31/2012
Status: offline
I've been out of touch due to RL stuff for a long time now, but at least for the time being I'm back. Please let me know if you have any mods that should be added to this list!

(in reply to Igard)
Post #: 42
RE: Shadows Compatible Mod List - 5/12/2014 2:54:01 PM   
Hannable

 

Posts: 92
Joined: 11/4/2013
Status: offline
I have a ship name mod that some might like with at least 10,000 names. Essentially it encompasses every ship name from the present on back to the age of sail and every nation is included. Thus for a human civilization that is global in scope, you'll get names from all the world's navies (at least the navies that actually had larger ships worthy of a name).

Escorts were named after more modern fast attack craft, patrol boats, hydrofoils, missile corvettes and other small vessels.

Frigates have actual frigate names.

Destroyers have actual destroyer names, from the four-stack destroyers of WWI to the guided missile destroyers of the modern era all the way up to the Zumwalt DDG.

Cruisers - this is where it gets a bit muddy. First, all types of cruisers are included here, both heavy and light cruisers as well as guided missile cruisers including the Ticonderoga class and the Kirov class nuclear-powered battlecruisers of the Soviet era. Some cruisers changed ownership after the war so all alternate names are included too. Thus both General Belgrano and Phoenix are included even though they were the same ship. For US ships, WWII cruisers were named after cities - and so are the Los Angeles class submarines, and I decided submarine names would go under capital ships. However, US cruisers named for cities are included in the cruisers section instead of under capital ships.

Capital Ships - this was straight forward until the game included carriers. I used to include carriers under capital ships, but I had to split up the names once dedicated carriers were included. So ... all battleship, battlecruiser, and submarine names went here. The exception is that the Los Angeles class SSN names stayed with the cruisers.

Carriers were named after, well, carriers. This includes every carrier from the Argus and Langley on up to the Gerald R. Ford. (The naming of ships after people makes this list more for a human empire than an alien race).

Troop Transports and Resupply ships are named after various auxilliary ships from the world's navies. This includes LPD, LHA, AOE, LST, LCU, AO, AS, T-AKE, AGF, and other ship types that have a support role.

The rest of the ships, those in the private sector, are all named after civilian ships - container ships, oil tankers, dry and wet cargo vessels, bulk freighters, cable layers, survey ships, dredgers, tugs, icebreakers, you name it.

However, passenger ships are actually named after passenger ships and ocean liners. Sorry, I didn't include the Titanic ... yet. This is still a work in progress.

The only "bug" is that I didn't randomize the names of escorts so you're going to end up with the names of all the small combat ships of the Norwegian fleet first, then all small ships from the next country, and so forth. Fixing this would be a lesson in tedium, a lesson I already learned when I compiled all of these names.

Feel free to add, delete, mix, and match to this list as you see fit. I really don't care about being credited and I certainly can't claim copyrights. I just hope the massive diversity in ship names will lend a bit of flavor to the game.



Attachment (1)

(in reply to dostillevi)
Post #: 43
RE: Shadows Compatible Mod List - 5/12/2014 8:39:32 PM   
FireLion1983

 

Posts: 149
Joined: 4/18/2014
Status: offline
As someone who spent 10 years in the US Navy, I thank you! This is a dream come true!

(in reply to Hannable)
Post #: 44
RE: Shadows Compatible Mod List - 5/24/2014 3:20:32 AM   
OldLost

 

Posts: 6
Joined: 11/27/2012
Status: offline
Now that Universe is out, is there a similar thread with a Universe compatible mod list?

(in reply to FireLion1983)
Post #: 45
RE: Shadows Compatible Mod List - 5/25/2014 2:20:29 AM   
dostillevi

 

Posts: 217
Joined: 8/31/2012
Status: offline
Probably time for one. I expect our little modding forum here is going to be very busy in the next few months :)

(in reply to OldLost)
Post #: 46
RE: Shadows Compatible Mod List - 5/25/2014 6:49:09 AM   
historyis

 

Posts: 52
Joined: 10/2/2004
Status: offline
Hannable, I know of an easy way to get that randomization in... it would take maybe 20 minutes to do when you know how. If you want me to give you instructions (it is all web based stuff), I could PM you.

(in reply to Hannable)
Post #: 47
RE: Shadows Compatible Mod List - 5/28/2014 2:09:58 AM   
Azurian

 

Posts: 22
Joined: 5/20/2014
Status: offline
Shouldn't there be a Universe Compatible Mod List Thread?

(in reply to historyis)
Post #: 48
RE: Shadows Compatible Mod List - 6/3/2014 9:11:54 AM   
anthonykevinluke

 

Posts: 253
Joined: 8/31/2001
Status: offline
I second that call for a thread on Universe compatible mods ... Hoping for a Star Trek and Star Wars mod.

Thanks,

Tony

(in reply to Azurian)
Post #: 49
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: Shadows Compatible Mod List Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.184