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: Unleashed Extended I & II

 
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: Unleashed Extended I & II Page: <<   < prev  4 5 6 [7] 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Unleashed Extended I & II - 1/2/2017 7:15:02 PM   
Unforeseen


Posts: 588
Joined: 3/26/2013
From: New Earth
Status: offline
quote:

ORIGINAL: Retreat1970

Ya I had to put the arm and core in. Snuck a few space empire races in too. That put me at the limit otherwise I would have done more. Those are only in my modification retreatui. If you get a chance tell me how hard it is. It challenged me greatly, and I think it broke Twigsters computer (jk but check out his aar.)


I will do that, though I'm changing a few things around (all aesthetic). Probably going to play as one of the human races, maybe Hiigaran just for something different (Since I've always, always played as the Humans lol). Oooh or even Securan...a race of green skinned babes...hmm... Can't wait to get this going!

One thing of note though, I just went through all the races and ship sets 22-26 and 31 are unused, while 44 and 48 are used twice. Caliph and Ylta share 44, while Arm and Core share 48. Since there are 6 total unused sets you can separate those 4 races and still have an extra 4 sets to work with to add even more races.

< Message edited by Unforeseen -- 1/2/2017 10:05:07 PM >


_____________________________

Signature not required.

(in reply to Retreat1970)
Post #: 181
RE: Unleashed Extended I & II - 1/6/2017 9:17:11 PM   
RaithSienar

 

Posts: 3
Joined: 1/2/2017
Status: offline
I'm having a weird bug that I don't know if it's because of the mod (Retreats version mind you) or if it's a known problem with the base game.
So I defeat the Shakturi and occupy their "homeworld" right, which is great I get the 200% bonus to income.
Then, because I beat the Shakturi the Guardians give me their world, which SHOULD be an additional boost of 100% bonus to income, except I don't get it. Hell, I'm not even getting the bonus from the Shakturi's world, the Trade Guild, or the Galactic Capital now.
Is this a known issue with the base game, or something else entirely?

Now for the record, in my Empire Summary it shows that I SHOULD be getting at least the 200% bonus, however when I was just getting the 200% bonus I was getting over 15M credits annually before bonus income, whereas when I got the Guardian world I dropped down to 7M annually, so I know something is wrong there.

< Message edited by RaithSienar -- 1/6/2017 9:19:46 PM >

(in reply to Unforeseen)
Post #: 182
RE: Unleashed Extended I & II - 1/7/2017 11:10:29 AM   
xepooqu80

 

Posts: 26
Joined: 3/25/2010
Status: offline
Following this thread
http://www.matrixgames.com/forums/tm.asp?m=4210930
and RetreatUE as a basis i did some changes to reduce the overall money and amount of ships around.
Do take care that as it is now this affect the general money available and thus AI too (this could be changed by using the original government file) and from what i see it does reduce the ships number though not as drastically as i hoped at higher difficulty.
Also take care that resources are in general more sparse and without good planning there is serious risk of catastrophic shortages



Attachment (1)

< Message edited by acantoni -- 1/7/2017 11:11:06 AM >

(in reply to RaithSienar)
Post #: 183
RE: Unleashed Extended I & II - 1/9/2017 12:57:53 PM   
Unforeseen


Posts: 588
Joined: 3/26/2013
From: New Earth
Status: offline
So my game was a bust. The shakturi showed up when i was tech level 2 with 4 colonies. They had no world destroyers (wyf?) And the guardians single handedly wiped them out within 10 years.

The majority of empires in the game sat out the war, including all but two insectoid races both of which were outer rim empires like my own.

Need to figure out why there were no world destroyers. Planet busting is a big part of my preferred end game scenario where I launch a revenge crusade to exterminate all insectoids from the galaxy.

_____________________________

Signature not required.

(in reply to xepooqu80)
Post #: 184
RE: Unleashed Extended I & II - 1/9/2017 3:18:21 PM   
Retreat1970


Posts: 717
Joined: 11/6/2013
From: Wisconsin
Status: offline
I didn't mod the shakturi/ancients at all. That doesn't mean Mordachai didn't mod them though in UEI & II. I did a play through months and months ago with the shakturi using RetreatUE, and I had no troubles. I only played once though.

(in reply to Unforeseen)
Post #: 185
RE: Unleashed Extended I & II - 1/9/2017 6:39:18 PM   
Unforeseen


Posts: 588
Joined: 3/26/2013
From: New Earth
Status: offline
Thanks for the reply, im going to look around and double check a few things be4 starting a new game with a few changes to my settings.

Off hand the only notable thing differant from vanilla shakturi and UE is that they no longer have a tech focus, where vanilla was set to torpedos.


Edit: ok so im going to try again, this time with no pirates (they did absolutely nothing in last run). 15x, 1400s, Research cost 999k, N difficulty, restless, max creature. Col prev scarce, rare alien/no emp form. Col rng 1.0, 200% influence. Starting home system agreeable for all empires. (Most empires will have at least a 2nd colony so no 1 colony lifers.) Tech start pre warp (so empires actually have infrastructure in home system).




< Message edited by Unforeseen -- 1/9/2017 7:14:17 PM >


_____________________________

Signature not required.

(in reply to Retreat1970)
Post #: 186
RE: Unleashed Extended I & II - 2/3/2017 11:17:46 PM   
Julzjuice

 

Posts: 5
Joined: 5/27/2016
Status: offline
Hey guys,

Quick question... Im not sure if this is intended or if this is a buggy but whatever I do, whenever I start a game, my taxes are set to 100%. In itself this is not a problem as I can just lower them manually, but it comes with another problem: the level of taxation does not influence the happiness or the growth % of the planet.

I tried multiple game starts with different races and they all have the same problem. Somehow, the taxation/happiness and growth % is not working properly.

Has anyone ever encountered that problem before?

Edit: I am playing RetreatUE with nothing modified in the mod.

< Message edited by Julzjuice -- 2/3/2017 11:34:49 PM >

(in reply to Unforeseen)
Post #: 187
RE: Unleashed Extended I & II - 2/4/2017 3:01:40 AM   
Retreat1970


Posts: 717
Joined: 11/6/2013
From: Wisconsin
Status: offline
I have not seen this problem before. That being said I'll fire up a few games to double check.

(in reply to Julzjuice)
Post #: 188
RE: Unleashed Extended I & II - 2/4/2017 3:09:45 PM   
Uncle Lumpy


Posts: 155
Joined: 7/1/2005
Status: offline
Hi Retreat1970! The last two games I played with you mod I experienced something strange with colony ships. The computer was constantly generating 6-8 new colony ships without my ordering them. It didn't seem to build them, rather they seemed to come, fully constructed, from "off Board"/outside the galaxy. The first time it happened I was checking on the progress of a colony ship I did order. It was under construction on my home world/empire's capital. Along with this ship, six other completed, and unordered, colony ships were listed. And they were in flight, grouped like a fleet, near the edge of the galaxy, moving in towards my home world?! They were in a very empty section of space, no star systems, much less colonies for several sectors around them (I play irregular shaped galaxies). Projecting their flight path backwards there was no place they could have come from. Through out both games, groups of 6-8 fully constructed colony ships would appear every 5-10 game years. I was distracted with game play, so I never witnessed any more arrivals, or construction, of these ships. I would find them listed on my home world. I'm 40+ years into my latest game with your mod, using the same settings, and so far there have been no unexpected colony ships. I've used your mod for my last six or seven games, and have played several dozen games (vanilla and various mods) over the last two years, and I've never seen this before. I found it unusual, but actually pretty cool-I had a constant supply of completed colony ships when I wanted to colonize a planet. It was their apparent fully completed appearance from no where I found odd. Not sure what to make of it, if anything, but thought I would pass it on. Happy gaming!

< Message edited by Uncle Lumpy -- 2/4/2017 5:15:39 PM >

(in reply to Retreat1970)
Post #: 189
RE: Unleashed Extended I & II - 2/4/2017 6:44:30 PM   
Julzjuice

 

Posts: 5
Joined: 5/27/2016
Status: offline

quote:

ORIGINAL: Retreat1970

I have not seen this problem before. That being said I'll fire up a few games to double check.


Hi Retreat,

It appears that the mod is not bugged after all. My tax/happiness and growth% problem is tied to only one form of human government: Corporate Nationalism. It appears that with this governent, whatever you do with the tax level, people dont care. Be it 0% or 100% you will always get the ''Taxes are too high'' -5 moral debuff and increasing or decreasing the taxes wont influence the population growth at all either.

My bad!

(in reply to Retreat1970)
Post #: 190
RE: Unleashed Extended I & II - 2/4/2017 8:01:43 PM   
Retreat1970


Posts: 717
Joined: 11/6/2013
From: Wisconsin
Status: offline
Ok that makes sense. I'll see if I can recreate the colony ship issue then.

Edit: I can't reproduce this. I'll keep thinking about it, but I will defer to the smarter posters as to what it could be.

< Message edited by Retreat1970 -- 2/5/2017 8:28:45 PM >

(in reply to Julzjuice)
Post #: 191
RE: Unleashed Extended I & II - 4/21/2017 7:08:00 PM   
Hanekem

 

Posts: 48
Joined: 5/22/2010
Status: offline
So, I had been away from the game for some time, but after a final attempt at Stellaris, I decided to play Distant Worlds again and loaded up this mod.
I always found the renaming of military ships here annoying, the Heavy/Light cruiser is a WNT thing and mostly fell to the wayside ages ago, plus without Capital grade weaponry, there is no difference between a Cruiser or a Destroyer or a Battleship (they all have the same size of guns, only one has more than the other... more akin an age of sail ship (solid suggestion for DS 2 here)
So, I decided to undo those changes and... well, seems like I outsmarted myself, since now there game is not auto generating the templates of the classes I renamed, I checked the template files, but they all have the DSU name and only use a comment on the game file to rename them, so... not sure why it is not generating the ships (and a big leary it won't do that for the AIs)
So.. help?

EDIT: nevermind... didn't notice that the ships were designed but were invisible because they were bigger than initial construction limit

< Message edited by Hanekem -- 4/21/2017 7:33:21 PM >

(in reply to Retreat1970)
Post #: 192
RE: Unleashed Extended I & II - 5/12/2017 7:43:49 AM   
Unforeseen


Posts: 588
Joined: 3/26/2013
From: New Earth
Status: offline
Perl Script not working for me. :(

_____________________________

Signature not required.

(in reply to Hanekem)
Post #: 193
Unexplained ship building - 5/22/2017 11:44:13 PM   
Uncle Lumpy


Posts: 155
Joined: 7/1/2005
Status: offline
Hi Retreat1970,

In February I posted about Colony Ships spontaneously appearing (see above). It is still continuing, and it is also including Military Ships and Constructors (as well as private ships). When I fired up my game today, I pulled up the Ships and Bases screen to check on the status of three Colony ships (which I hadn't ordered). The screen showed four additional Colony ships sitting together in Deep Space. When I went to their location on the map there were about twenty total unordered ships clustered together (Constructors, Warships, Civilian freighters and mining ships). Their shields were charging up and they were just beginning to move towards my Home world.

In my Empire Policy screen everything is set to Manual. In the Colonization section all Planet types are set to Low. In the Construction section Military ship construction is set at low, and every type of military ship type is set to 0% production.

I have screen shots, but do not know how to post them here!

It's not game breaking or anything, it's simply puzzling.

Cheers!

_____________________________

I once heard there was a garage, which some said was air tight.

(in reply to Unforeseen)
Post #: 194
RE: Unexplained ship building - 5/22/2017 11:56:45 PM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline

quote:

ORIGINAL: Uncle Lumpy

Hi Retreat1970,

In February I posted about Colony Ships spontaneously appearing (see above). It is still continuing, and it is also including Military Ships and Constructors (as well as private ships). When I fired up my game today, I pulled up the Ships and Bases screen to check on the status of three Colony ships (which I hadn't ordered). The screen showed four additional Colony ships sitting together in Deep Space. When I went to their location on the map there were about twenty total unordered ships clustered together (Constructors, Warships, Civilian freighters and mining ships). Their shields were charging up and they were just beginning to move towards my Home world.

In my Empire Policy screen everything is set to Manual. In the Colonization section all Planet types are set to Low. In the Construction section Military ship construction is set at low, and every type of military ship type is set to 0% production.

I have screen shots, but do not know how to post them here!

It's not game breaking or anything, it's simply puzzling.

Cheers!

If I'm not mixing up mods (been a while since I've played this one), there's a wonder named strategic command hq. It basically gives you free ships every-so-often if I'm not mistaken. Did you build it? If I'm not mistaken the code was used for the prequel story mod that came with Universe, its for giving free ships to the shakturi (note this last part is just conjecture, I never touched that mod).

(in reply to Uncle Lumpy)
Post #: 195
RE: Unexplained ship building - 5/23/2017 12:57:52 AM   
Retreat1970


Posts: 717
Joined: 11/6/2013
From: Wisconsin
Status: offline
I haven't seen the colony ship bug as you've described it. I believe you, but if I can't create it I can't help.

I do not remember a HQ that gives ships.

(in reply to Overlord015)
Post #: 196
RE: Unexplained ship building - 5/23/2017 1:54:44 AM   
Overlord015

 

Posts: 38
Joined: 1/20/2015
Status: offline

quote:

ORIGINAL: Retreat1970

I do not remember a HQ that gives ships.

I'm assuming you (and mordechai) used Osito's version as a base for your version, which adds said wonder. Do correct me if I'm wrong.

http://www.matrixgames.com/forums/tm.asp?m=3807911

Its listed under changes to the high-tech tree.

(in reply to Retreat1970)
Post #: 197
RE: Unexplained ship building - 5/24/2017 5:19:47 PM   
Uncle Lumpy


Posts: 155
Joined: 7/1/2005
Status: offline
Thanks Overlord015. I forgot I built it. Other than Colony ships, I've never noticed any new ships appearing before. In my current game I have almost all of my military ships in fleets (first time I ever had that). I only had a dozen or so of military ships acting independently. Nice to know Strategic Command works and how it does so.

_____________________________

I once heard there was a garage, which some said was air tight.

(in reply to Overlord015)
Post #: 198
RE: Unexplained ship building - 9/7/2017 9:19:51 AM   
smaximo

 

Posts: 1
Joined: 9/7/2017
Status: offline
Hello there,
Can you play this mod without all the extra ui visual changes, like the 'Stuff & Bits'? I want to try this mod, but I kind off like the Das Chrome UI mod.

Thanks.

(in reply to Uncle Lumpy)
Post #: 199
RE: Unexplained ship building - 9/12/2017 7:44:21 PM   
Osito


Posts: 849
Joined: 5/9/2013
Status: offline
If you just want the research part, you could try the mod 'Research Unleashed', on which the research tree of this mod was based. If I recall correctly it uses the DAS Chrome mod. You won't get all the economic changes, though.

Osito

PS Only 5 tries to pass the security image test. Yay, I am not a robot!

(in reply to smaximo)
Post #: 200
RE: Unexplained ship building - 9/12/2017 8:11:31 PM   
Retreat1970


Posts: 717
Joined: 11/6/2013
From: Wisconsin
Status: offline

quote:

ORIGINAL: smaximo

Hello there,
Can you play this mod without all the extra ui visual changes, like the 'Stuff & Bits'? I want to try this mod, but I kind off like the Das Chrome UI mod.

Thanks.


I would say you cannot. While it's not impossible to mod graphics back to original, It would take a lot of time. Plus Mordachi and I will not be changing it.

(in reply to smaximo)
Post #: 201
No one will notice this changed - 9/28/2017 5:21:49 PM   
Twizzler

 

Posts: 8
Joined: 9/28/2017
Status: offline
I just downloaded the Extended Unleashed II mod and noticed it changed the Frigate and Cruiser class names to Light Cruiser and Heavy Cruiser respectively.
I much prefer the original class names. So how do I change them back?

Also, while we are on the subject, how do I change the Escort class name to Corvette?

< Message edited by Twizzler -- 9/28/2017 5:23:01 PM >

(in reply to Retreat1970)
Post #: 202
RE: No one will notice this changed - 9/28/2017 6:16:05 PM   
Japhet

 

Posts: 110
Joined: 8/15/2014
Status: offline
I think you can change the names by editing the GameText file in the unleashed extended folder.

(in reply to Twizzler)
Post #: 203
RE: No one will notice this changed - 9/28/2017 6:25:55 PM   
Twizzler

 

Posts: 8
Joined: 9/28/2017
Status: offline
Really? I was playing around with that idea, thinking that might be it. But I wasn't sure if it was that simple. I'll try it and see if that works.

Edit: Well I tried, and was denied access when I went to save the file. So I don't know where to go from here.

< Message edited by Twizzler -- 9/29/2017 2:48:09 AM >

(in reply to Japhet)
Post #: 204
RE: No one will notice this changed - 9/29/2017 11:01:30 PM   
RogerBacon

 

Posts: 572
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Twizzler

Really? I was playing around with that idea, thinking that might be it. But I wasn't sure if it was that simple. I'll try it and see if that works.

Edit: Well I tried, and was denied access when I went to save the file. So I don't know where to go from here.


Seeif the file or folder is readonly because you can definitely change that file. I changed "Capital Ship" to "Battleship" years ago.

(in reply to Twizzler)
Post #: 205
RE: No one will notice this changed - 9/30/2017 10:54:48 AM   
Japhet

 

Posts: 110
Joined: 8/15/2014
Status: offline
Copy and paste the file to your desktop (or any other place), open it there and change the words. Save it and copy it back to its original folder. Override the existing one (better make a backup before) and it should work.

(in reply to RogerBacon)
Post #: 206
RE: No one will notice this changed - 9/30/2017 11:00:22 AM   
Twizzler

 

Posts: 8
Joined: 9/28/2017
Status: offline
Yup yup! That's what I ended up doing. I rewrote it, saved it to documents and then overwrote the file back to the UEII folder. Of course I saved a copy of the original somewhere else first.

On a related note, I almost never noticed how many instances of "light" and "heavy" cruiser I needed to change in the folder. Thank god for CTRL + F!!!

< Message edited by Twizzler -- 9/30/2017 11:01:21 AM >

(in reply to Japhet)
Post #: 207
RE: I noticed - 10/20/2017 6:25:25 PM   
PhenomPhear

 

Posts: 4
Joined: 10/20/2017
Status: offline
Hello all, I have been dipping in and out of DWU for a long time. I bought it years ago and struggled to understand it. I decided to boot it up the other day and watched a few episodes of the new playlist that's been posted and I am now starting to understand and enjoy the game. I really like UE II, all the races it adds is just amazing. I have downloaded and installed Retreats UE II Improved from the OP after reading most of this thread and deciding I like his changes.

On the other hand, there is still a lot about modding this game I don't understand. From what I read there is an included Perl script for research cost. I have no idea how to use this and would love to know. And as far as the "Slope" goes, could someone explain it a bit for me in simple terms like "3x Slope means Research does "this" and effects the game like "this". And how will the tech slider when setting up a new game affect this slope? I.E. I use the 3x slope and set the slider "Very Expensive" vs "Very Cheap"?

There also seems to be another Perl script called "AdjustRow.pl" I'm assuming this has something to do with the research rows after viewing it with notepad++, will this need to be used after the FixResearchCost.pl?

Also, I haven't seen a post from Mordachai, does anyone know if he is still working on UE III? It would super awesome if he's finished this.

I gather that the forums seem to be gathering a bit more interest here in the last 2 or 3 months. I would just like to say that I hope modding for this game doesn't die anytime soon, and I see so far it's not, as RogerBacon has a new mod he's working on which looks interesting and sounds like he's solved a lot of in-game issues and engine issues.

So yea, Hi all.





< Message edited by PhenomPhear -- 10/20/2017 6:26:35 PM >

(in reply to Twizzler)
Post #: 208
RE: I noticed - 11/5/2017 10:08:26 AM   
gazdadude

 

Posts: 28
Joined: 7/22/2014
Status: offline
has anyone got these working with bacon mod

(in reply to PhenomPhear)
Post #: 209
RE: I noticed to Please Roger - 11/5/2017 12:58:21 PM   
DonH58

 

Posts: 10
Joined: 10/13/2006
From: Whidbey Is, USA
Status: offline
gazdadude
I used Retreat1970s version along with phisari's character mod using the Bacon mod exec and the 3 text files with no problem at all. When I used the BaconWorld folder with its files I couldn't get it work. I wasn't sure how to make the changes in the research file so as to be able to use the hanger bay changes. Presently I am playing with the Beyond Extended Universe Alpha mod and the text file changes that Roger made with no problems. I will say though I prefer playing the unleashed mod i find it more immersive and challenging but that is my opinion. Maybe someday Roger will have the time to look into this mod and get his wonder full mod to fully work with this UEII:)

(in reply to gazdadude)
Post #: 210
Page:   <<   < prev  4 5 6 [7] 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Design and Modding >> RE: Unleashed Extended I & II Page: <<   < prev  4 5 6 [7] 8   next >   >>
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

0.162