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RE: GSP: Galactic Starmap Project

 
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RE: GSP: Galactic Starmap Project - 7/3/2014 8:31:57 PM   
tjhkkr


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I am impressed.

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Post #: 91
RE: GSP: Galactic Starmap Project - 7/10/2014 11:40:29 AM   
Solarius Scorch


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quote:

ORIGINAL: Osito

Unfortunatelty, there's another problem: if you create the empires in the correct position, and give them a prewarp start, the amount of starting caslon at their homeworld is insufficient to get to another star system, unless you manage the caslon resource very carefully. You have to have a caslon source in your home system, and you have to prioritise mining it. Most often, the AI fails to do this and is stranded.


Can't they just order caslon to be delivered by smuggling? I don't know how the AI handles this.

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Post #: 92
RE: GSP: Galactic Starmap Project - 7/10/2014 3:35:15 PM   
Osito


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quote:

ORIGINAL: Solarius Scorch

Can't they just order caslon to be delivered by smuggling? I don't know how the AI handles this.


Perhaps, but I was trying to build a scenario which didn't have pirates at the start. Anyway, I found a work-around: you can use the event editor as a mechanism for creating new empires, and empires created this way do seem to have a healthy supply of resources.

In case anyone is interested in progress, the map itself is pretty much complete, but, as reported in the tech forum, it crashes every single time within about 40 years of game time. I'm hoping that the reason is that there are too many stars (i.e., more than 1400 - I only kept a rough count when building the map, and there's no in game function to count them), in which case it's an easy fix; I'm checking this out at the moment.

If I can fix the crash, then I will release the map, together with a scenario tailored for the vanilla races, and another tailored for Haree78's 'Extended' theme. I hope this will happen over the weekend.

On the other hand, if I can't fix it, then I'll upload the file to the Matrix FTP Server, along with a bug report. Anyone who is interested can then download it and play with it, but I think I'll be done with it.

Osito

< Message edited by Osito -- 7/10/2014 4:40:01 PM >

(in reply to Solarius Scorch)
Post #: 93
RE: GSP: Galactic Starmap Project - 7/11/2014 11:46:27 AM   
feygan

 

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While it is good that you have managed to at least get some form of workaround, it is tragic that it is simply a band aid to what sounds like a major problem. The more I look over the modding forums the more issues I can see with just how bad DW is at being modded. I can understand that perhaps the original game simply wasn't built with modding in mind and just doesn't allow for it. But to put out grand statements of how open the DWU expansion is and then actually put out a product the contradicts that statement can only be doing long term harm to DW.

(in reply to Osito)
Post #: 94
RE: GSP: Galactic Starmap Project - 7/11/2014 2:38:10 PM   
Osito


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quote:

ORIGINAL: feygan

While it is good that you have managed to at least get some form of workaround, it is tragic that it is simply a band aid to what sounds like a major problem. The more I look over the modding forums the more issues I can see with just how bad DW is at being modded. I can understand that perhaps the original game simply wasn't built with modding in mind and just doesn't allow for it. But to put out grand statements of how open the DWU expansion is and then actually put out a product the contradicts that statement can only be doing long term harm to DW.


I can only really talk with any authority about the game editor, as that's the only part of the modding facilities that I have used much, but there are many many things that could be improved in the editor. Some examples are:

1. We should be able to select a system name before creating the system, so all the planets automatically take the system name.
2. We should be able to add and remove nebulas. The lack of any ability to do this means that whenever a map is used in a new game, all the nebula positions change.
3. We should be able to select the type of main sequence star that we want. When setting up my map, I spent ages placing/deleting stars, in order to get the right colour.
4. There should be a star count. Furthermore, the game should not let you set up galaxies which won't run. If the game crashes with more than 1400 stars, then don't allow more than 1400 to be added. If the total number of objects matters (somewhere the game info says 'up to 50,000'), there should be an 'object' count too.
5. It should be possible to start with a blank canvas containing no empires. It is annoying to have to create a 100 star galaxy, then delete them all. It's also annoying that you have to leave the player empire on the map. When you load my map in a scenario it tells you that it is a 100 star galaxy (even though it's got 1370 stars), because I started off with a 100 star galaxy, to make it quicker to delete all the unwanted stars.
6. It should be possible to cut and paste star systems and planets.
7. The lack of ability to tab between the fields in the editor is a pain.
8. I don't want the fledgling human empire to have any aculon. Wtf is aculon? We should be able to set the starting resources of the empires.
9. We should be able to change set up options like difficulty, colonisation range, etc. from within the editor. It's silly that when you're setting up a scenario you're stuck with your initial choices, and can't change them without redoing the whole scenario.
10. You should be able to load maps into themes other than the one you created it in. Although it is possible to do this, you have check the box for regenerating resources.
11. It should be possible to set at least the starting position of your own empire and preferably that of other empires (without having to create a specific scenario).
12. There should be a more refined sector grid to make it easier to place star systems in the right place. I had to put a transparent overlay on my monitor to do this.
13. The supernova bug still needs fixing.
14. When placing star systems, it's fine that planets/moons are added, but asteroids shouldn't be added automatically, as it takes ages to edit them out.

These are just the things that immediately came to mind.

Osito

< Message edited by Osito -- 7/11/2014 3:39:59 PM >

(in reply to feygan)
Post #: 95
RE: GSP: Galactic Starmap Project - 7/12/2014 2:22:12 PM   
Hannable

 

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I know this is kind of a minor issue, but I also think that the game should include blue giants and supergiants (Vega, Rigel, Deneb) as well as white main sequence stars (Sirius). There seems to be only red, yellow, and orange at the moment. The only white stars are the neutron stars and white dwarves.

If you're going through the fuss and bother of getting the real-life star color correct, it's all for naught, really, without the blue and white colors.

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(in reply to Osito)
Post #: 96
RE: GSP: Galactic Starmap Project - 7/12/2014 3:39:20 PM   
Osito


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quote:

ORIGINAL: Hannable

I know this is kind of a minor issue, but I also think that the game should include blue giants and supergiants (Vega, Rigel, Deneb) as well as white main sequence stars (Sirius). There seems to be only red, yellow, and orange at the moment. The only white stars are the neutron stars and white dwarves.

If you're going through the fuss and bother of getting the real-life star color correct, it's all for naught, really, without the blue and white colors.


Yes, I would also like to see that. There is no way to get blue stars, but the lightest end of the main sequence stars are more or less white: they look white on the galaxy map and in the system view. I just had to make all the blue stars the same colour as the white ones.

It looks like the map is back on. After counting the stars, I found I had about 1500, so I deleted 150 of them (which was no big deal, as they were mostly gas clouds - however, the map now has almost no gas clouds). The game seems to run with reasonable stability - previously it always crashed within 40 game years. I have had the occasional crash, but most times the game will run on auto for over 200 game years without crashing (at which point I generally quit and start again). I can't guarantee no crashes - in fact, I still think there's something buggy somewhere in the map - but it seems to run fairly reliably.

Osito

(in reply to Hannable)
Post #: 97
RE: GSP: Galactic Starmap Project - 7/13/2014 4:34:39 PM   
ParagonExile

 

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Osito, man, don't taunt me with a wait like this. I'm jiggling with anticipation

(in reply to Osito)
Post #: 98
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