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RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...

 
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RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/7/2014 5:16:22 PM   
lurchi


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

quote:

ORIGINAL: PsyKoSnake

If you dont have more components, what will you do?


Without the base game patched for way more components I'd have to remove way too much stuff, so I couldn't release this mod. The end. It's as simple as that.

Without planet destroyer templates I'd have to remove about 20 new superweapons leaving the game unbalanced.

Without added bonus/malus options I can't make new weapon types like hybrid weapons. Only the shield brakers could stay because I have a kludge for that one.

Without the facility patch there can only be one planetary weapon and no new facilities at all save wonders so I'd have to remove facilities I already added and scrap the ones I had planned.

And so on. Almost everything on my wishlist (op post) is quite significant.
If nothing happens it will have consequences. I doubt it'll come to that, though.

(in reply to PsyKoSnake)
Post #: 271
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/10/2014 12:38:52 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
I was really busy the last few days and it will be even worse the next few, not much time for DW. Later today I'll post an update and a new teaser. The next one will probably be wednesday, maybe thursday.

(in reply to lurchi)
Post #: 272
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/10/2014 10:49:36 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
Ok, here's the update. There are now 765 research projects, I added several new reactors and shields. There's also another new type of fuel.

The promised teaser:


(in reply to lurchi)
Post #: 273
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/10/2014 11:09:49 PM   
ParagonExile

 

Posts: 210
Joined: 6/9/2014
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I'm so excited for this mod! Keep up the good work!

(in reply to lurchi)
Post #: 274
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 2:15:05 AM   
Tozze101

 

Posts: 6
Joined: 8/11/2014
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How about the Railguns and missiles? I don't believe i noticed any screenshots from those trees. Are there any changes to them and will i finally be able to use them in lategame without being utterly destroyed?
Other then that i really love this expanded research. No more hunting for the same game breaking tech like the titan beam.

All hail lurchi

< Message edited by Tozze101 -- 8/11/2014 3:15:52 AM >

(in reply to ParagonExile)
Post #: 275
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 5:34:50 AM   
Kizucha

 

Posts: 107
Joined: 6/3/2013
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Uh~ i see zenox-shields. Will love the mod more if they get a deserved shield-buff.

(in reply to Tozze101)
Post #: 276
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 5:36:41 AM   
lurchi


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

quote:

ORIGINAL: ParagonExile

I'm so excited for this mod! Keep up the good work!


Sure thing.

(in reply to ParagonExile)
Post #: 277
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 5:40:19 AM   
lurchi


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

quote:

ORIGINAL: Tozze101

How about the Railguns and missiles? I don't believe i noticed any screenshots from those trees. Are there any changes to them and will i finally be able to use them in lategame without being utterly destroyed?
Other then that i really love this expanded research. No more hunting for the same game breaking tech like the titan beam.

All hail lurchi


Of course there are more railguns. Mass drivers, coil guns and a Gauss cannon. There's a special planet buster weapon, too. Same is true for missiles, of course.

(in reply to Tozze101)
Post #: 278
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 5:41:06 AM   
lurchi


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

quote:

ORIGINAL: Kizucha

Uh~ i see zenox-shields. Will love the mod more if they get a deserved shield-buff.


All race tech get's buffed for late game.

(in reply to Kizucha)
Post #: 279
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 6:54:13 AM   
Kizucha

 

Posts: 107
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Yay shiny buffed race-tech.

(in reply to lurchi)
Post #: 280
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 12:05:36 PM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
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Lurchi will you have a DW extended version soon? Or a pre-release?

(in reply to Kizucha)
Post #: 281
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 12:24:41 PM   
PsyKoSnake


Posts: 111
Joined: 1/25/2012
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quote:

ORIGINAL: Joshwoo69

Lurchi will you have a DW extended version soon? Or a pre-release?


It is not released.

< Message edited by PsyKoSnake -- 8/11/2014 1:39:04 PM >

(in reply to Joshwoo69)
Post #: 282
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 1:14:23 PM   
Tozze101

 

Posts: 6
Joined: 8/11/2014
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Oh my...
Now how about the hyperdrives? Will those also be divided into several different drives like the fast charging one, energy efficient one and so on without one being insanely more powerful? Just curious because i like to fit my civilian ships with the low speed/fast recharge one for those fast getaways

(in reply to PsyKoSnake)
Post #: 283
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 7:04:33 PM   
lurchi


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

quote:

ORIGINAL: Joshwoo69

Lurchi will you have a DW extended version soon? Or a pre-release?


Research Reloaded is intended for Extended Universe. It's only half done, so you'll have to wait a bit longer.

(in reply to Joshwoo69)
Post #: 284
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 7:05:29 PM   
lurchi


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

quote:

ORIGINAL: Tozze101

Oh my...
Now how about the hyperdrives? Will those also be divided into several different drives like the fast charging one, energy efficient one and so on without one being insanely more powerful? Just curious because i like to fit my civilian ships with the low speed/fast recharge one for those fast getaways


Of course.

(in reply to Tozze101)
Post #: 285
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/11/2014 9:13:29 PM   
Tozze101

 

Posts: 6
Joined: 8/11/2014
Status: offline

quote:

ORIGINAL: lurchi


quote:

ORIGINAL: Tozze101

Oh my...
Now how about the hyperdrives? Will those also be divided into several different drives like the fast charging one, energy efficient one and so on without one being insanely more powerful? Just curious because i like to fit my civilian ships with the low speed/fast recharge one for those fast getaways


Of course.


Then you got my vote....eehm support. I want this and i want it now

(in reply to lurchi)
Post #: 286
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/12/2014 1:53:28 AM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
Status: offline
quote:

ORIGINAL: lurchi


quote:

ORIGINAL: Joshwoo69

Lurchi will you have a DW extended version soon? Or a pre-release?


Research Reloaded is intended for Extended Universe. It's only half done, so you'll have to wait a bit longer.

Okay.. so there is a download link at the bottom. I guess is for DW extended universe?(at the bottom of the first post)


< Message edited by Joshwoo69 -- 8/12/2014 2:54:10 AM >

(in reply to lurchi)
Post #: 287
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/12/2014 5:37:28 AM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
That's Reload Extended, for vanilla, abandoned.

(in reply to Joshwoo69)
Post #: 288
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/12/2014 6:16:23 AM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
Status: offline
So to install, override the folder with this?

(in reply to lurchi)
Post #: 289
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/12/2014 6:35:20 AM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
mate, there no download, that was old old version which is cancelled. Lurchi working on new much bigger project, older is irrelevant. There nothing to download, yet. 1000 techs cant be done in few days and there some limitation for now hardcoded into game, we hope Erik and Elliot will lift it soon. Cheers.

_____________________________


(in reply to Joshwoo69)
Post #: 290
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/12/2014 6:38:46 AM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
Status: offline

quote:

ORIGINAL: Blackstork

mate, there no download, that was old old version which is cancelled. Lurchi working on new much bigger project, older is irrelevant. There nothing to download, yet. 1000 techs cant be done in few days and there some limitation for now hardcoded into game, we hope Erik and Elliot will lift it soon. Cheers.

Okay! Will wait for the new release!

(in reply to Blackstork)
Post #: 291
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/13/2014 3:47:35 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Hey, lurchi:


quote:

ORIGINAL: Erik Rutins

This should be available as an official update later today and adds onto the 1.9.5.6 Beta 1 and 2 changes:

MODDING

- increased maximum number of components from 170 to 300 (components.txt)




_____________________________


(in reply to Joshwoo69)
Post #: 292
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/13/2014 5:43:27 PM   
PsyKoSnake


Posts: 111
Joined: 1/25/2012
Status: offline
quote:

ORIGINAL: Blackstork

Hey, lurchi:


quote:

ORIGINAL: Erik Rutins

This should be available as an official update later today and adds onto the 1.9.5.6 Beta 1 and 2 changes:

MODDING

- increased maximum number of components from 170 to 300 (components.txt)





Lurchi said in an other thread : I never modded before, but used a bunch of mods for DW, mostly graphics.
Well, in the beginning I just wanted to make a small mod for the starting hyper drives, that grew to all hyper drives, that grew to the behemoth I'm working on right now.


Ha! I think It will not be enough if Lurchi go all out. What will happen if this grew an other time ?

< Message edited by PsyKoSnake -- 8/13/2014 6:44:20 PM >

(in reply to Blackstork)
Post #: 293
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/14/2014 6:11:27 PM   
danymatrix

 

Posts: 62
Joined: 6/26/2014
Status: offline
Lurchi are you there?

(in reply to PsyKoSnake)
Post #: 294
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/14/2014 10:00:26 PM   
Kizucha

 

Posts: 107
Joined: 6/3/2013
Status: offline
I think(!hope for him!) he is working hard.

(in reply to danymatrix)
Post #: 295
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/15/2014 1:38:28 AM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
Status: offline
Too hard :P

(in reply to Kizucha)
Post #: 296
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/15/2014 1:40:40 AM   
Joshwoo69

 

Posts: 28
Joined: 8/11/2014
Status: offline

quote:

ORIGINAL: PsyKoSnake

quote:

ORIGINAL: Blackstork

Hey, lurchi:


quote:

ORIGINAL: Erik Rutins

This should be available as an official update later today and adds onto the 1.9.5.6 Beta 1 and 2 changes:

MODDING

- increased maximum number of components from 170 to 300 (components.txt)





Lurchi said in an other thread : I never modded before, but used a bunch of mods for DW, mostly graphics.
Well, in the beginning I just wanted to make a small mod for the starting hyper drives, that grew to all hyper drives, that grew to the behemoth I'm working on right now.


Ha! I think It will not be enough if Lurchi go all out. What will happen if this grew an other time ?

I wold pass out if it did.
Help me merge with my prev post pls

(in reply to PsyKoSnake)
Post #: 297
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/16/2014 4:31:52 AM   
Shark7


Posts: 7891
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
I'm wondering, is the silence a sign of progress now that the new beta update has increased component numbers?

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Joshwoo69)
Post #: 298
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/17/2014 9:34:21 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
Status: offline
I'm sorry to disappoint you, but I was down with fever the last few days. I'm better now so I went online, but still not quite healthy. You have to wait a bit more for the next update. Sorry bout that.

< Message edited by lurchi -- 8/17/2014 10:38:47 PM >

(in reply to Shark7)
Post #: 299
RE: Research Reloaded - [DWU] [WIP] New tech tree with ... - 8/17/2014 9:36:50 PM   
lurchi


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

ORIGINAL: Blackstork

Hey, lurchi:


quote:

ORIGINAL: Erik Rutins

This should be available as an official update later today and adds onto the 1.9.5.6 Beta 1 and 2 changes:

MODDING

- increased maximum number of components from 170 to 300 (components.txt)





**** yeah!

Edit: Censored?

< Message edited by lurchi -- 8/17/2014 10:37:32 PM >

(in reply to Blackstork)
Post #: 300
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