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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod for DW:Universe

 
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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 5:09:28 PM   
Hunter20nov

 

Posts: 19
Joined: 5/29/2013
Status: offline
8 Hours for the download

Please another link^^

(in reply to Hunter20nov)
Post #: 31
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 5:17:51 PM   
Hunter20nov

 

Posts: 19
Joined: 5/29/2013
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Ok i make a VPN Tunnel with US Ident and now i can download with 300-500 kb...

mediafire don´t like german people

(in reply to Hunter20nov)
Post #: 32
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 10:40:05 PM   
Knickers

 

Posts: 82
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If the MediaFire link fails as well as the dropbox, i'll help out and personally upload a version to my Mediafire and post the link here.

< Message edited by Knickers -- 2/2/2015 11:55:36 PM >

(in reply to Hunter20nov)
Post #: 33
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 10:44:18 PM   
Knickers

 

Posts: 82
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Ok

< Message edited by Knickers -- 2/2/2015 11:56:02 PM >

(in reply to Hunter20nov)
Post #: 34
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 10:55:21 PM   
Knickers

 

Posts: 82
Joined: 8/23/2014
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Okay I uploaded V2 and have another Mediafire link here:

http://www.mediafire.com/download/7c15x89w3aa75gj/DW+Universe-STPE+Ver+2.zip

(It uploaded pretty fast, I must have good internet)

(in reply to Hunter20nov)
Post #: 35
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/2/2015 11:51:04 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Knickers

Okay I uploaded V2 and have another Mediafire link here:

http://www.mediafire.com/download/7c15x89w3aa75gj/DW+Universe-STPE+Ver+2.zip

(It uploaded pretty fast, I must have good internet)

Thanks Knickers for the assist! I have a paid MediaFire account, so I'm just assuming that the
massive number of downloads is what's causing the length of D/L time. Yesterday during my testing
after uploading to MediaFire when my DropBox account froze, it took 1 hr 5 minutes to D/L. Now
it's 6 hours.

I'm hoping that if I upgrade my account to 'Business status' that might take care of it. Didn't
have that problem with Version 1.0, although it was much smaller. Again, thanks! Will reward
you with Romulan Ale!


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Post #: 36
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:03:15 AM   
Knickers

 

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Joined: 8/23/2014
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No problem, I only use a free account. If you got a business account just for this mod I would like to extend my thanks to you for your dedication :D

(in reply to ehsumrell1)
Post #: 37
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:45:13 AM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Knickers

No problem, I only use a free account. If you got a business account just for this mod I would like to extend my thanks to you for your dedication :D

Thanks Knickers!

Question, did/do you have any problem starting or running the game? Seems like each release I
have a couple players that have a start-up error that entails the "race_16.png" Ferengi picture
file. Trying to pin down the reasoning for the error, although I think I'm close to figuring it
out.

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Post #: 38
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 3:16:19 AM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello 'Trek' community!

Just FYI, for any of you who have the 'mysterious' "race_16.png" error, you can download
a zipfile that I've prepared that has revised race pictures. Just download the zipfile, then
unzip to a hold or temp folder, then copy the entire contents (overwriting all) to the
mods' "images\units\races" folder.

Download the races zipfile here: http://www.mediafire.com/download/00ai8r6r77h5hl3/races.zip

I will also revise the OP with this link.
The race_16.png file in the revised zipfile seems to have no problems, as shown below.






Attachment (1)

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Post #: 39
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 10:05:19 AM   
Coriolanos

 

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Joined: 2/2/2015
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Well i tested further

if i start custom game in classic era, the game is starting as intended.
if i start a game with UFP Milkway galaxy by just clicking start new game / any race / play selected galaxy and faction i an error message that is not crashing me to desktop if i click continue in the process. "Cannot load file" window with following message "This is not a valid Distant Worlds game file"

(in reply to ehsumrell1)
Post #: 40
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 10:06:23 AM   
zoommooz11

 

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That a shame. I had a look at the research rate for the scenario and its set at 100. As I only play at research 999 (and also edit the last tier, making them manually more expensive) 100 is just way too fast for me. Is there no way I can load the scenario, change the setting, then resave as a new scenario? I mean how do you make one to begin with, because surely you must be able to edit them.

(in reply to Osito)
Post #: 41
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 10:11:31 AM   
Coriolanos

 

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it is definatley a problem with the UFP Milkway File, its saying that its not a valid distant world game file when i try to load it within a gamesession.

(in reply to Coriolanos)
Post #: 42
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 11:18:28 AM   
Osito


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quote:

ORIGINAL: zoommooz11

That a shame. I had a look at the research rate for the scenario and its set at 100. As I only play at research 999 (and also edit the last tier, making them manually more expensive) 100 is just way too fast for me. Is there no way I can load the scenario, change the setting, then resave as a new scenario? I mean how do you make one to begin with, because surely you must be able to edit them.


As far as I know, changing any of the pre-game settings requires recreating the entire scenario from scratch, because to change those settings you have to load the map into a new game, and that will delete all the scenario data.

Osito

(in reply to zoommooz11)
Post #: 43
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 11:20:17 AM   
ehsumrell1


Posts: 2509
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From: The Briar Patch Nebula
Status: offline
@zoommooz11:
First of all the research rate is not set to 100 in the scenario, it's set at 205 at scenario start.
Secondly, as Osito stated in an earlier post in this thread, once a scenario map is created, saved
and locked with a password, IT'S DONE! No edits, you must make a new map and scenario because
it basically becomes a savegame. There are over 36 different race event interactions that delicately
interweave with the game. That is why the scenario is locked. If it wasn't, players would 'tweak'
items here and there and then when the game crashed or locked, this thread would be flooded with issues.
Mostly caused by their own meddling.

The best thing to do to come close to what you wish is to start a custom game, load the UFP galaxy
map from within the setup screen, THEN go set your research, difficulty and other parameters to your
liking. You will not get the correct homeworld race placements, independent race worlds, etcetera, but
you can start a game, enter the editor, edit anything you wish, then save the map as your own sort of
scenario. But you will not get the Race events, interactions and other items our UFP scenario gives.
Remember also that we created this mod to be playable in every possible DW gameplay form except for
Elliot's "The Ancient Galaxy" format, which is a mod within itself. We used Spock's philosophy where
"the needs of the many outweigh the needs of the few...or the one!"

@Coriolanos:
Sorry you are having problems Coriolanos. From looking at the error report you supplied in an earlier
post, I'm assuming that your problem is arising from some sort of translation problem with one of the
mod files from English to German. It's only my speculation, but I saw a similar problem back when I was
beta-testing the Shadows Release Candidate. Ich spreche ein bisschen deutsch. But that was back in high
school about a thousand and one years ago. Again, it's an assumption, but I'm willing to bet there lies
the issue. Please translate the first line of your error report for me and PM me with it and I'll try
to assist further.

@Osito:
LOL...Master Map Maker...you posted your response just as I was about to post this reply!


< Message edited by ehsumrell1 -- 2/3/2015 12:24:39 PM >


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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 11:49:52 AM   
Kabbers

 

Posts: 44
Joined: 9/20/2006
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Everything seems to be working fine for me here, and I've spent several blissful hours just reading through the mod Galactopedia entries, gawking at the galaxy and roaming over the tech tree so far. Thanks eversomuch for this dear ehsumrell1 and team :)

Today I may even unpause! hehe
xKab

(in reply to ehsumrell1)
Post #: 45
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:06:00 PM   
Osito


Posts: 850
Joined: 5/9/2013
Status: offline

quote:

ORIGINAL: ehsumrell1

@Osito:
LOL...Master Map Maker...you posted your response just as I was about to post this reply!



Haha, yeah I keep posting on this subject in the hope that one day Elliot will give map making and scenario making a little love. I'd love to do more in this area, but it's just too time consuming with an outcome that isn't rewarding enough (for me), because of the heavy restrictions on how the maps can be used with other mods.

Osito

(in reply to ehsumrell1)
Post #: 46
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:35:23 PM   
Osito


Posts: 850
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Couple of questions:

1. The theme info page says there are two maps to play, but I can only see one. Am I missing something, or is there only one at the moment (and apologies if you've already explained this somewhere else)?

2. I'm having a problem similar to that reported by Coriolanis. The game crashes whenever I try to load your map into the 'DW Universe-STPE Ver 2' theme. I've tried various settings, including checking the 'regenerate' options, but I have not managed to get the custom map to load. Note that I'm trying to load it into your theme, and I haven't made any modifications to the theme. I'm using v 1.5.9.10. I've posted the error message below. Any ideas?

Osito








Attachment (1)

(in reply to Osito)
Post #: 47
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:46:22 PM   
Tophat1815

 

Posts: 1804
Joined: 1/16/2006
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ehsumrell1 put in a great deal of time on the map and worked through numerous issues to get it out. I personally thought cool concept,but people will want this or that and chime in with this is unworkable or why'd you do that nutty thing. The research rate is too high for my comfort zone and i love playing starting in pre-warp as well. But this map is such a damn good scenario and fun to play i keep playing it! Pass over this scenario and you are really cheating yourself on some fun game play.

I'm still waiting for the guy who plays the Borg and complains how easy it is for him!

Osito a 700 star smaller map is in the works but frankly I think ed needs a break.

< Message edited by Tophat1812 -- 2/3/2015 1:48:05 PM >

(in reply to Osito)
Post #: 48
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 12:51:32 PM   
Osito


Posts: 850
Joined: 5/9/2013
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quote:

ORIGINAL: Tophat1812
Osito a 700 star smaller map is in the works but frankly I think ed needs a break.


Yes, that's entirely understandable, I was really just wondering whether I'd overlooked it.

< Message edited by Osito -- 2/3/2015 1:52:01 PM >

(in reply to Tophat1815)
Post #: 49
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 1:19:04 PM   
Tophat1815

 

Posts: 1804
Joined: 1/16/2006
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Not a problem,i was wondering about it too while beta testing,i had no idea how much of a tedious pain it was to create one of these monstrosities.

(in reply to Osito)
Post #: 50
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 1:46:14 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Yes Osito, IT was my 'pain in the butt'!
You are right concerning the array error when attempting to start a custom game with the
scenario map. The starting parameters do not match what the map allows because I added
a few more race events and independent colonies since that map save and didn't know that
the result would cause a stack array FUBAR. I'll put a notation in the OP thread post
concerning it because there is no way to fix it without doing the entire map over again.
I'll remember that when I complete the 700 star map.

As you well know though, there's no way to make a game setting adjustable after the map
is created and saved. Hope Elliot allows that in DW 2.



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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 1:49:41 PM   
TheSAguy

 

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I got the below error/warning message. I got it 4 times, since I sent 4 colony ships to marshy planets and got the message with each colonization of the planet. It said the planet was successfully colonized, but when you click on the colony, I got the below message. The game crashed soon afterwards.

I was playing on a 10x10 map as Borg, but was using colony ships from the race Antican that was an independent i took over.


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Habitat.ResolveRecruitableTroopsForColony(Int32& cloneIndex, Int32& roboticIndex, Int32& eliteIndex)
at DistantWorlds.Main.c8BeN35QD0SJdXCaRun(Object )
at DistantWorlds.Main.yGn1OLHLhu(Habitat )
at DistantWorlds.Main.d0B1n7F4kL(Habitat )
at DistantWorlds.Main.FXQojk5SBJ(Object , LinkLabelLinkClickedEventArgs )
at System.Windows.Forms.LinkLabel.OnLinkClicked(LinkLabelLinkClickedEventArgs e)
at System.Windows.Forms.LinkLabel.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Label.WndProc(Message& m)
at System.Windows.Forms.LinkLabel.WndProc(Message& msg)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
_
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.10
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.10
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.10
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/Interop.WMPLib.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30901.0 built by: xnabldr
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
System.Deployment
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34244 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
DW_Steam
Assembly Version: 1.0.5257.18237
Win32 Version:
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/DW_Steam.DLL
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.51209.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
System.Runtime.Serialization
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
----------------------------------------
Ionic.Zip
Assembly Version: 1.9.1.5
Win32 Version: 1.9.1.5
CodeBase: file:///D:/Program%20Files%20(x86)/Steam/steamapps/common/Distant%20Worlds%20Universe/Ionic.Zip.DLL
----------------------------------------
SMDiagnostics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/SMDiagnostics/v4.0_4.0.0.0__b77a5c561934e089/SMDiagnostics.dll
----------------------------------------
System.ServiceModel.Internals
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.ServiceModel.Internals/v4.0_4.0.0.0__31bf3856ad364e35/System.ServiceModel.Internals.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



Not sure if it's Mod related.
Thanks.


< Message edited by TheSAguy -- 2/3/2015 2:50:14 PM >

(in reply to Tophat1815)
Post #: 52
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 3:08:16 PM   
Coriolanos

 

Posts: 8
Joined: 2/2/2015
Status: offline
The error report above is exactly the same that iam getting when tryin to start a session but just in english :P

(in reply to Hunter20nov)
Post #: 53
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 5:19:13 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello TheSAguy;

It seems that there was one part of the Distant Worlds Universe Game dynamics I overlooked. (Sorry)

There are 7 races that although playable, are 'static' races. Meaning that they will not 'colonize' planets
outside of their respective system(s). Unfortunately though, it seems that I did not take into account
that the DW game dynamics itself would create 'miscellaneous' discoverable colony ships and pick race types
for them from any of the 7 'static' races. My apologies for not anticipating that. It also means that if
a 'static' race is conquered, it seems to allow the conqueror race to build (and crew) colony ships.

I originally planned to not make any of the 7 static races playable. Guess I should have stuck to that idea.

The only fix for the moment is a workaround. That is to edit each of the seven race files and mark them
non-playable. The seven race files are:
ACAMARIAN, ANTICAN, BYNARS, CALDONIAN, LURIAN, MALON & VIDIIAN

When I get home tonight I'll see if there is a 'true' fix. But I believe not, other than what I just mentioned.



_____________________________

Shields are useless in "The Briar Patch"...

(in reply to TheSAguy)
Post #: 54
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 5:34:39 PM   
TheSAguy

 

Posts: 54
Joined: 4/6/2010
Status: offline
quote:

ORIGINAL: ehsumrell1

Hello TheSAguy;

It seems that there was one part of the Distant Worlds Universe Game dynamics I overlooked. (Sorry)

When I get home tonight I'll see if there is a 'true' fix. But I believe not, other than what I just mentioned.



No problem at all. I'm glad that there is a fix and really enjoying the Mod. Thanks for all the effort put into this!

Just thinking out loud, making them non-playable, would that stop you from creating colony ships when you take over their planet? Or is non-playable removing them from the game.



< Message edited by TheSAguy -- 2/3/2015 6:38:58 PM >

(in reply to ehsumrell1)
Post #: 55
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 6:47:48 PM   
Aedaric

 

Posts: 16
Joined: 2/3/2015
Status: offline
Yet another amazing mod. Wow...

Downloaded and will be starting to play around with it tonight. I don't know if I'll ever get around to the vanilla game! Reminds me of Skyrim, not sure I ever played vanilla of that either!

Also, how do I edit the race files so I can fix that minor bug you mentioned ehsumrell1?

(in reply to TheSAguy)
Post #: 56
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 6:48:00 PM   
ASHBERY76


Posts: 2082
Joined: 10/10/2001
From: England
Status: offline
Good work guys.

_____________________________


(in reply to TheSAguy)
Post #: 57
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 9:02:22 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Aedaric

Yet another amazing mod. Wow...

Downloaded and will be starting to play around with it tonight. I don't know if I'll ever get around to the vanilla game! Reminds me of Skyrim, not sure I ever played vanilla of that either!

Also, how do I edit the race files so I can fix that minor bug you mentioned ehsumrell1?


Hello Aedaric, and welcome to the DW Forums!

In the race files of the Acamarian, Lurian, Bynars, Vidiian, Malon, Antican and Caldonian races find
the following line shown below and change the "Y" to an "N"
-------------
'Playable: indicates whether this race can be selected by the player as their empire's race at start of game or not (Y/N)
Playable ;Y
-------------

This may not end the occasional array crash though because the parameters in the map scenario were pre-set
for these races to be playable. Thus, the DW game dynamic will probably still create the occasional random
colony ship adrift somewhere in the galaxy with Bynars or one of the other 6 static races as crew. Regrettable,
but until I dig deeper or have time (which wont be until mid-April now), it is what it is.


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to Aedaric)
Post #: 58
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 9:09:42 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

Original TheSaguy
Just thinking out loud, making them non-playable, would that stop you from creating colony ships when you take over their planet? Or is non-playable removing them from the game.


Excellent question sir. It's my speculation that you will be able to build colony ships when the planet is
conquered and becomes part of your empire. The problem of an array error may arise though if the colony
ship is made up of one of the static races alone (i.e, just by themselves, not mixed with another race).

Making them non-playable does not remove them from the game. You just can't select them to play as an
empire
, which I wanted to include as a challenge. In testing, I originally played the Acamarians and
had a game that ended with them in 4th place out of 27 (at that time).

< Message edited by ehsumrell1 -- 2/3/2015 10:12:18 PM >


_____________________________

Shields are useless in "The Briar Patch"...

(in reply to TheSAguy)
Post #: 59
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/3/2015 9:11:16 PM   
ehsumrell1


Posts: 2509
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: ASHBERY76

Good work guys.

Thanks Ashbery76!

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(in reply to ASHBERY76)
Post #: 60
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