From: Miami, Florida, U.S.A.
Back in June 2016 (10 months ago as of this writing) I started modding my Distant Worlds Universe, as I imagine most people do. A little change here, a little change there. Pretty soon I had something that was, for me, more fun than the vanilla game. I’ve decided to move forward with releaseing it and let other people see my setup.
This mod is mostly an exe mod so it can be used along with your other favorite mod. The only features that requires merging if used with another mod are the separate fight and bomber bays and terraforming.
Also note that almost every feature of this mod can be disabled through the BaconSetings.txt text file so if there is a feature you really don't want changed from the vanilla game it shouldn't be a deal breaker.
Here are the text files to merge this mod with some popular ones.
Haree78's Extended Universe 1.03 (Larry had to remove this link. If anyone else wants to host the combined files let me know.)
Beyond Extended Universe Alpha
The download contains a readme file that lists the mods features. Here is a short summary:
Gravity wells around stars
Adjustable hyperjump minimum distance and accuracy
Ability for more than one picture of each ship type for each ship family (Cruiser1.png, Cruiser2.png, etc.
Empires can build all ship types (Freighters, gas miners, etc). These are state ships for cost and upkeep.
Crew experience levels and kill stats tracking.
Civilian weapon limit expanded from 1 to 10.
Ship-Finder - a popup box to search for any ship, planet, or star by name.
Fleet Commands: Easily reinforce, combine, or disband fleets.
Assign freighters to a one-time cargo mission.
Higher monetary amounts in the diplomacy window so you don't have to click 100 times to trade something of high value.
Better font and background color on some screens for better readability.
A tweak so freighters will always try to fill up if their destination is a base or planet (not a mining station or minor base like that.)
Damage viewer to see a ships damaged components more easily.
Ship cycler: cycle forward and backward among all ships of the same type as currently selected ship.
Manual carriers: give orders for each carrier's fighter's target or even for each fighter if you really want to micromanage
Separate bomber and fighter bays (requires Baconworld folder files or a little manual work to merge with another mod)
new fighter options: range multiplier, monetary cost to build, construction time multiplier, and limited ammo (simulated).
Removal of some +/- 100 limits for custom race stats.
Shortcut to order more than one troop at a time. No more clicking the troop button 50 times after your invasion fleet picks up every troop on your capital.
Science Ships - Automated exploration ships with labs will work on research projects independently.
Integration with Bacon Stats Viewer.
Hotkeys to support most new features.
Custom start screen
New Galaxy size "Bacon Big" with 2000 stars
Fighter damage multiplier against bombers
Player can take out loans
Captured spies can be ransomed instead of automatically being killed.
Extended range for weapons on bases
Version 1.1 released.
1.1 Fixed a bug in manual cargo missions. Fixed an out of memory error when saving. Used utility “Large Adress Aware” (https://www.techpowerup.com/forums/threads/large-address-aware.112556/) to enable exe to access more of the first 4GB of system memory.
Version 1.2 released
1.2 Fixed a divide by zero error when combining Bacon Mod with another mod that unlocks fighters and bombers separately.
Non-military ships no longer add to your empire's overall military strength on the empire report screen. The number should now be more reflective of true military strength.
Only military ships wlll be counted for determining if you are trespassing in another's territory.
Default fighter & bomber behavior is now the same as vanilla DWU. i.e. they will attack targets until you set them to manual mode (alt-a). This will be true even if you turn the fleet over to AI control so be sure to turn the carriers off manual before you switch back to AI control or else your carriers won't launch their fighters.
Added a new command "!nukem" to the shipfinder. Typing this will destroy all ships and bases except for those with a character on board. This is a good way to get rid of all those powerful space wrecks when playing story mode. Note that this is experimental. An early version I had about a month ago seemed to cause crashes in my game about 19-23 years in. I think it was because of orphaned characters when I nuked ALL ships but I have not had a chance to test it out. If you get consistent crashes with a message about character skill level then don't use this. I think it should be OK though.
Version 1.3 Released
Fixed bug where ships sometimes do not reveal the system they are in.
Only military ships will count toward triggering the "Get your ships out of my territory" warning.
Only military ships will count toward calculation of an empire's overall firepower.
Diplomacy screen slightly darker and should be easier to read if Shadow=false in BaconSettings.txt
Version 1.31 Released
Added higher increments of money options to diplomacy trade screen so you won't have to click "100,000" 500 times to pay for that cool mining base you really want to buy.
Version 1.35 Released
(Optional) Added XML exports for live in-game viewing of your empire's progress using the Bacon Stats Viewer.
(Optional) Added science ships (Exploration ships that will perform independent research).
Version 1.4 Released
Added Bigger galaxy size “Bacon Big” with 2000 stars.
Removed restriction on star count on smaller maps.
Added fighter damage multiplier against bombers. (optional)
Added support for custom start screens.
Version 1.45 Released
Added Alt+Ctrl+Right Click menu for some ship actions
Added Terraforming (Required facilities.txt edit if used with another mod)
Science Ships now can be given specific projects
Lowest Galaxy star setting now customizable.
First pass at improving pathing for ships out of a gravity well.
(Note: this version had a terraforming bug. I've fixed and reuploaded. If the exe has date 10/06/2017 it is the old one. Redownload)
Version 1.5 Released
Version 1.51 released.
Various bug fixes. See post #308 in the thread.
Version 1.52 released.
Made some changes for small populations and exposed some game variables for users to edit.
See post #333 for details.
Version 1.55 Released.
Added mining rate improvement with tech advance, weapon range circles, revised asteroid colonies, ability to reload ship templates mid-game, option to play without independents.
See post #349 for details.
Version 1.6 Released. Note, there was a bug in the version uploaded on 12-09-2017. Make sure your exe is 12-10-2017. The bug required you to have a custom background screen or the game would not load.
Added spy ransoming and loans. See post #389 for details.
Version 1.61 Released.
Bug fixes and ability to remove background stars. See post 428 for details.
Version 1.65 released.
See post 456 for details.
Version 1.66 released.
See post 504 for details.
Version 1.67 released.
See post 519 for details.
Version 1.68 released.
Free traders and more.
See post #578 for details.
Version 1.69 released.
Some bug fixes and new configuration settings.
See post #584 for details.
Version 1.70 released. See post 623 for details.
Note: Make sure your download is June 10th. The June 9th one had a bug and has been replaced.
Version 1.71 released. See post 654 for details.
Version 1.72 released. See post 690 for details.
Version 1.73 released. Lots of stuff. See post 726 for details.
Version 1.74 Released. See post 745 for details.
Version 1.75 released. See post 785 for details.
Version 1.76 released. See post 820 for details.
Version 1.77 released. See post 843 for details.
'A' key toggles ship automation
CTRL-T adds selected base or ship to tradable items list if you own it.
Shiplist screen - added new categories: damaged, low fuel, newest, under attack.
Freighter and passenger ship mission can be made repeatable.
Ability to pop up a custom reminder when a ship finishes its mission.
'Trade Everything' now optional. Set to true in settings to enable.
If you opened the ship finder with a state ship selected it would order the ship to escape since the game detected the 'e' key being pressed.
New Commands for shipFinder:
!troops [number] Recruits [number] of troops to the currently selected planet on the colonies list.
!spy Shortcut to order a steal tech with your best uncommitted spy against the selected empire.
!clear This will clear the mission for the currently selected ship.
!bringonthebugs This will set the beacon for the Shakturi immediately, instead of waiting until normal game conditions warrant.
!gogobugs This will spawn the Shakturi immediately and remove any Shakturi beacon in present.
!placebugs This will place the Shakturi homeworld on the currently selected planet if the Shakturi aren't already in the game
and more. See reaedme for details.
Note that all the SHakturi related commands will only work in story mode, obviously.
New Hotkeys listed here for quick reference
Alt 1 - designate origin for civilian cargo mission
Alt 2 - designate destination for civilian cargo mission
Alt 3 - designate ship to perform mission
Alt ; - Cycle backward through current selection's ship type
Alt ' - Cycle forward through current selection's ship type
Ctrl W - Execute Passenger transport mission, must have passenger ship selected AND must use the passenger.txt file! Copy paste is a MUST! You may keep the txt file open, however it must be saved between uses. Will only transport primary race citizens.
Ctrl E - Find item by given name
Ctrl R - Itemized list of damaged components (Doesn't work for unowned ships in my experience, would be neat to see how that desolation moon is coming though eh?)
Ctrl S - Displays battle stats of selected item
Ctrl-Enter - show cargo or mission info for selected object.
+10% sublight speed
+10% shield and shield recharge
+10% weapon range and weapon travel speed
+10% weapon damage (every other weapon under 10 damage will receive +1 damaged instead)
+25% targeting, countermeasures, -20% static energy usage, +10% fuel capacity
Alt 4 - designates fighter target
Alt 5 - Attack order for bombers, if bomber is selected orders THAT bomber to attack, if carrier, all bombers
Alt 6 - Attack order for bombers not already launched, will not alter current attack missions for launched bombers
Alt / - Find targeted fighter's parent carrier/base
Alt-a Enable manual fighter ops (so this carrier’s bombers won’t attack unless ordered to).
#disband - Disband selected fleet
#disband FleetName - Disband by name of fleet inputted
#join FleetName - Join fleet by fleet inputted
#combine FleetName - Join selected fleet to inputted fleet disbanding the selected fleet
#combine Fleet1+Fleet2 - Combine inputted last fleet into inputted first fleet disbanding last fleet
#add [shipDesign]=[amount] - This command will attempt to reinforce the currently selected fleet with [amount] of [ship design] ships. If [amount] is left off it defaults to 1.
< Message edited by RogerBacon -- 1/30/2019 10:03:35 PM >