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RE: Bacon Mod + RetreatUE + Das Chrome

 
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RE: Bacon Mod + RetreatUE + Das Chrome - 10/29/2019 3:40:46 AM   
Retreat1970


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quote:

Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.


No idea. Probably unchanged.

(in reply to rjord1)
Post #: 151
RE: Bacon Mod + RetreatUE + Das Chrome - 10/30/2019 2:23:11 AM   
MikeLeWatt

 

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quote:

ORIGINAL: Retreat1970

quote:

Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.


No idea. Probably unchanged.


Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.

Cheers

(in reply to Retreat1970)
Post #: 152
RE: Bacon Mod + RetreatUE + Das Chrome - 10/30/2019 10:02:05 AM   
tofudog

 

Posts: 58
Joined: 12/18/2010
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Thanks for the help rjord,
I do use the anime character picture selection and that has some portraits missing, so this may be related.
I will call on you again, if the problem returns once I repaired that (which I was going to do doing anyway).
Strange that a missing portrait might mess up the minimap - but that's computers for you.

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Post #: 153
RE: Bacon Mod + RetreatUE + Das Chrome - 10/30/2019 4:41:50 PM   
RogerBacon

 

Posts: 607
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From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: MikeLeWatt


quote:

ORIGINAL: Retreat1970

quote:

Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.


No idea. Probably unchanged.


Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.

Cheers


The starting values are the same. In my mod I increase the cap so taht more mining engines can extract more stuff. In vanilla DWU the increase in tech only reduces the number of mining engines you need to reach the cap but the max amount of material mined never increased. I think its in the readme somewhere.

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(in reply to MikeLeWatt)
Post #: 154
RE: Bacon Mod + RetreatUE + Das Chrome - 10/31/2019 5:14:41 PM   
MikeLeWatt

 

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quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: MikeLeWatt


quote:

ORIGINAL: Retreat1970

quote:

Can you please clarify what the resource extraction cap is for this collection of mods? If it differs from vanilla that is. Thank you.


No idea. Probably unchanged.


Hmm, the starting values for Mineral/Luxury/Gas and research upgrades point to a larger cap or even perhaps limitless. Would be neat to know so I can design efficient Mining Stations/Ships.

Cheers


The starting values are the same. In my mod I increase the cap so taht more mining engines can extract more stuff. In vanilla DWU the increase in tech only reduces the number of mining engines you need to reach the cap but the max amount of material mined never increased. I think its in the readme somewhere.


I've read the readme. I would still like to know the cap so that I don't design something silly and inefficient. If you don't know the cap, is there an easy way to find it in game or game folders as to what it is? I would like to play with the mod, but I'm just waiting to figure this out.

(in reply to RogerBacon)
Post #: 155
RE: Bacon Mod + RetreatUE + Das Chrome - 11/1/2019 2:39:44 AM   
RogerBacon

 

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From teh readme

Improved mining cap with tech increase – Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap. In unmodded DW the mining rate cap is 10 for mining and luxury mining and 40 for gas mining. You can now change that with tech advanced. See the entries in research.txt for suggested values. If you leave it as zeros then the default values will be used (10, 10, 40).

So to figure out the max number of mining engines you would need take teh production value for a mining module *based on your tech) and divide the max cap by that number. From memory I think the starting tech mining module has a value of 4 so in vanilla DWU 10/4 = 3.

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(in reply to MikeLeWatt)
Post #: 156
RE: Bacon Mod + RetreatUE + Das Chrome - 11/1/2019 6:45:01 AM   
MikeLeWatt

 

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quote:

ORIGINAL: RogerBacon

From teh readme

Improved mining cap with tech increase – Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap. In unmodded DW the mining rate cap is 10 for mining and luxury mining and 40 for gas mining. You can now change that with tech advanced. See the entries in research.txt for suggested values. If you leave it as zeros then the default values will be used (10, 10, 40).

So to figure out the max number of mining engines you would need take teh production value for a mining module *based on your tech) and divide the max cap by that number. From memory I think the starting tech mining module has a value of 4 so in vanilla DWU 10/4 = 3.


Thanks a lot for the reply. I might be being dumb and probably I'm missing something obvious, but that excerpt from the readme doesn't actually state the actual new mining cap. That is really all I want. I know how to reach it vanilla, its trivial to divide the cap by the extraction rate to figure out how many mining engines I need, that literally wasn't my question. I'm just looking to know the current cap.

quote:

Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap


This bit isn't useful at all. I'm just looking for three numbers for the three extraction caps.

(in reply to RogerBacon)
Post #: 157
RE: Bacon Mod + RetreatUE + Das Chrome - 11/1/2019 4:18:39 PM   
RogerBacon

 

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quote:

ORIGINAL: MikeLeWatt


quote:

Value 2 (which is zero in vanilla DW) is now used to override the mining rate cap


This bit isn't useful at all. I'm just looking for three numbers for the three extraction caps.


AActually that is the value you are looking for. Consulting the research.txt file for the combined mod (assuming I didn't change it in my personal version), I see values of 16, 20, 24 for Fast mining, Optimized Mining, and High Power Extractors. For the gas extractors its 80, 100, 120, 150 for Enhanced, Improved, Advanced, and Optimized.

You should check your own research.txt file though to make sure those are your values.

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(in reply to MikeLeWatt)
Post #: 158
RE: Bacon Mod + RetreatUE + Das Chrome - 11/3/2019 1:18:04 AM   
MikeLeWatt

 

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Thanks for your reply. I think I'm just being dumb, really dumb.

quote:


PROJECT ;119, Mining, 0, 27, 1, 6, 1, 0.0,
COMPONENTS ;59, 60, 61

PROJECT ;120, Fast Mining, 2, 27, 1, 6, 0, 2.8,
COMPONENT IMPROVEMENTS ;59, 2, 4, 12, 0, 0, 0, 0, 0, 61, 2, 4, 8, 0, 0, 0, 0, 0,
PARENTS ;119, N

PROJECT ;121, Self-Optimizing Extractors, 4, 27, 1, 6, 0, 8.0,
COMPONENT IMPROVEMENTS ;59, 4, 5, 15, 0, 0, 0, 0, 0, 61, 4, 5, 10, 0, 0, 0, 0, 0,
PARENTS ;120, N

PROJECT ;122, High Power Extractors, 6, 27, 1, 6, 0, 14.7,
COMPONENT IMPROVEMENTS ;59, 6, 6, 18, 0, 0, 0, 0, 0, 61, 6, 6, 12, 0, 0, 0, 0, 0,
PARENTS ;121, N

////////////////////////////////

PROJECT ;468, Enhanced Gas Extraction, 2, 28, 1, 6, 0, 2.8,
COMPONENT IMPROVEMENTS ;60, 2, 40, 120, 0, 0, 0, 0, 0,
PARENTS ;119, N

PROJECT ;469, Improved Gas Extraction, 4, 28, 1, 6, 0, 8.0,
COMPONENT IMPROVEMENTS ;60, 4, 50, 150, 0, 0, 0, 0, 0,
PARENTS ;468, N

PROJECT ;470, Advanced Gas Extraction, 6, 28, 1, 6, 0, 14.7,
COMPONENT IMPROVEMENTS ;60, 6, 60, 180, 0, 0, 0, 0, 0,
PARENTS ;469, N

PROJECT ;471, Optimized Gas Extraction, 7, 28, 1, 6, 0, 18.5,
COMPONENT IMPROVEMENTS ;60, 7, 75, 225, 0, 0, 0, 0, 0,
PARENTS ;470, N


Above is my combined mod research.txt which I haven't edited.
I can see the extraction rate increase per tech level. But what is the game's max allowable extraction cap so that I can put the right amount of engines on my stations/ships?

I'm missing something here, sorry if the question is stupid.

(in reply to RogerBacon)
Post #: 159
RE: Bacon Mod + RetreatUE + Das Chrome - 11/3/2019 1:01:06 PM   
RogerBacon

 

Posts: 607
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From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: MikeLeWatt


Above is my combined mod research.txt which I haven't edited.
I can see the extraction rate increase per tech level. But what is the game's max allowable extraction cap so that I can put the right amount of engines on my stations/ships?

I'm missing something here, sorry if the question is stupid.


No. You have it backward. Those numbers ARE the caps. In vanilla DWU they NERER CHANGE no matter how high your tech goes. The only thing that happens is you need fewer mining engines to reach that cap as teh efficiency of each enging goes up (very slightly). So, for example with a cap of 10 for mining you start off needing 4 engines since they each produce 3 units of mining. Later when you tech goes up and the efficiency is 4 you only need 3 engines (4 dx 3). Quite uninspiring. I made it so that the actual cap increased. Those numbers you saw are the new caps. Below are the production rates for the various extractors. The rate is 3 for mining and luxury and 30 for gas. (I beleive DAS modified it sicne it is 20 in vanilla DWU).

59, Mining - Mineral Extractor, 59, 0, , 18, 14, 3, 3, 0, 0, 0, 0, 0, 0, 10, 5, 11, 5,
60, Mining - Gas Extractor, 60, 0, , 16, 16, 2, 30, 0, 0, 0, 0, 0, 0, 10, 4, 16, 3,
61, Mining - Luxury Extractor, 61, 0, , 17, 22, 3, 3, 0, 0, 0, 0, 0, 0, 10, 3, 11, 3,

Since cap now increases as efficiency increases you should just keep 3 extractors on each mine.

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(in reply to MikeLeWatt)
Post #: 160
RE: Bacon Mod + RetreatUE + Das Chrome - 11/3/2019 3:23:10 PM   
MikeLeWatt

 

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I feel incredibly dumb. Thanks a lot for your patience and replies.
Seriously, thank you.

(in reply to RogerBacon)
Post #: 161
RE: Bacon Mod + RetreatUE + Das Chrome - 12/31/2019 6:47:37 AM   
bluestrike15

 

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Would it be possible to make a version of this mod set without the separate hangers? Since the designer can't see the difference between them, the AI use only fighters which can be a serious determent for fighter/bomber focused races in the AI department. Its not too much of an issue for player led factions but it could also fix the issue of having to manually edit each bay using design when an upgrade is available

(in reply to MikeLeWatt)
Post #: 162
RE: Bacon Mod + RetreatUE + Das Chrome - 12/31/2019 11:21:12 PM   
RogerBacon

 

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The AI uses a 50/50 split of fighters and bombers in the Bacon Mod. Since the AI can't tell the difference between hanger types, after ship design is finished, if its an AI ship, I override the hanger selection to make it 50/50.

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Post #: 163
RE: Bacon Mod + RetreatUE + Das Chrome - 1/1/2020 7:22:34 AM   
bluestrike15

 

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Never mind then! sorry I usually play slow burn games so its not often I actually see other factions ships let alone fighters, Issue is resolved!

(in reply to RogerBacon)
Post #: 164
RE: Bacon Mod + RetreatUE + Das Chrome - 1/9/2020 2:47:10 PM   
corvette5

 

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Joined: 1/9/2020
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Shakturi not appearing .. any way to make them appear?

the first couple of games they appeared way too early when i was only a few techs in so i quit

this third time its 2200+ (custom game as a standard empire) and no shakturi, and I've maxed out my main weapons etc

there were a couple of "Beacon of.." ruins that I left alone (no idea where they are now) cause I heard that might spawn the Refugees faster but now I'm not sure what to do, some other empire must have explored them by now...

not sure if its a problem with the base game or this mod

thanks

(in reply to bluestrike15)
Post #: 165
RE: Bacon Mod + RetreatUE + Das Chrome - 3/8/2020 11:44:25 AM   
chyra97

 

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These mods are awesome! The game feels much better with them. But an error occur after "killing" a faction and i have no idea how to solve this problem. Neither using an earlier savegame nor a reinstall of the mods helped.
Do somebody know a soluton for this error?
(Please excuse my "Google translator" english)

Attachment (1)

(in reply to corvette5)
Post #: 166
RE: Bacon Mod + RetreatUE + Das Chrome - 3/29/2020 2:02:34 PM   
kenbi


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quote:


3. Download this file and overwrite all the files in the 'RetreatUE Bacon' directory.


where is it?

(in reply to DasTactic)
Post #: 167
RE: Bacon Mod + RetreatUE + Das Chrome - 4/12/2020 6:36:41 PM   
Arturo28

 

Posts: 33
Joined: 5/28/2015
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Hello,

Trying to understand research numbers, please, I know it is a lot written about this.

I can't get the numbers, can you help me? I am using this mod conbination , obviously.

Because I dont know how to post a picture, I include here the numbers

Total Empire research potential: 490

Only a spaceport with 14 research facilities of each type , each area has then 140K capacity.

Playing as Hakkonish with Mercantile Guild political Goverment, so any bonus here at all.

I have Genius that provides me 20% to all research output. This Scientist also provides 20% to Energy research.

With these figures the current research output is 140K, 168K, 140K.

Any help would be appreciated.

Arturo

(in reply to kenbi)
Post #: 168
RE: Bacon Mod + RetreatUE + Das Chrome - 4/12/2020 7:42:43 PM   
Landris

 

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quote:

ORIGINAL: Arturo28

Hello,

Trying to understand research numbers, please, I know it is a lot written about this.

I can't get the numbers, can you help me? I am using this mod conbination , obviously.

Because I dont know how to post a picture, I include here the numbers

Total Empire research potential: 490

Only a spaceport with 14 research facilities of each type , each area has then 140K capacity.

Playing as Hakkonish with Mercantile Guild political Goverment, so any bonus here at all.

I have Genius that provides me 20% to all research output. This Scientist also provides 20% to Energy research.

With these figures the current research output is 140K, 168K, 140K.

Any help would be appreciated.

Arturo


Genius applies to your empire research potential, so without the genius your research potential would be 408k. The energy research bonus applies to research points generated, so 140k x 1.2. You are far below your research potential. You need to build enough labs to that the totals before modifiers add up to a bit more than 490. In your situation I would aim for 170k in each of the categories, but that needs to be just from labs. Then your energy research gets multiplied by 1.2.

(in reply to Arturo28)
Post #: 169
RE: Bacon Mod + RetreatUE + Das Chrome - 4/12/2020 8:21:39 PM   
Arturo28

 

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quote:

ORIGINAL: Landris


quote:

ORIGINAL: Arturo28

Hello,

Trying to understand research numbers, please, I know it is a lot written about this.

I can't get the numbers, can you help me? I am using this mod conbination , obviously.

Because I dont know how to post a picture, I include here the numbers

Total Empire research potential: 490

Only a spaceport with 14 research facilities of each type , each area has then 140K capacity.

Playing as Hakkonish with Mercantile Guild political Goverment, so any bonus here at all.

I have Genius that provides me 20% to all research output. This Scientist also provides 20% to Energy research.

With these figures the current research output is 140K, 168K, 140K.

Any help would be appreciated.

Arturo


Genius applies to your empire research potential, so without the genius your research potential would be 408k. The energy research bonus applies to research points generated, so 140k x 1.2. You are far below your research potential. You need to build enough labs to that the totals before modifiers add up to a bit more than 490. In your situation I would aim for 170k in each of the categories, but that needs to be just from labs. Then your energy research gets multiplied by 1.2.

So easy, it seems this kind of bonus (Genius) has been included in the Total Empire Research potencial some time in the past, because there are a lot of entries in the forum considering it out of this parameter and to be calculated outside.
Thanks

(in reply to Landris)
Post #: 170
RE: Bacon Mod + RetreatUE + Das Chrome - 4/18/2020 5:39:23 PM   
moonraker65


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From: Swindon,Wilts. UK
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For anybody having issues with the game not loading up check your .Net. I had to repair mine before it would boot up. Win 10 64 bit can be a bugger for this sort of issue. Brilliant combined mod BTW. Enjoying playing this.

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Post #: 171
RE: Bacon Mod + RetreatUE + Das Chrome - 4/22/2020 10:08:51 AM   
logopatico

 

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Post #: 172
RE: Bacon Mod + RetreatUE + Das Chrome - 4/23/2020 8:05:42 PM   
t1it

 

Posts: 59
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Hi,
Getting exception order when clicking Build Order menu as well as the button left to that.
What to do?

Edit: Nevermind. Updated .NET and used Das's settings and removing Bacon from Customization fixed it.

< Message edited by t1it -- 4/23/2020 8:53:11 PM >

(in reply to rjord1)
Post #: 173
RE: Bacon Mod + RetreatUE + Das Chrome - 4/24/2020 8:00:47 AM   
moonraker65


Posts: 556
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From: Swindon,Wilts. UK
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All the Bacon Mod files go in to the route directory of the game. You need to follow the instructions fairly exact for it to work properly. DasTactic has a great video that you can follow


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Post #: 174
RE: Bacon Mod + RetreatUE + Das Chrome - 5/10/2020 6:15:05 PM   
Clux


Posts: 125
Joined: 9/16/2018
Status: offline
Hi,

I followed the instructions and I was able to play fine for 2 days, but today, when I tried to play, I got this error message (attachment). I have tried already to re-install the mod or use an old save but I always get the same error message, and I find it very frustrating since it was working fine and from one day to another it stopped working :(

Attachment (1)

(in reply to Retreat1970)
Post #: 175
RE: Bacon Mod + RetreatUE + Das Chrome - 6/18/2020 5:58:43 PM   
JamesHunt

 

Posts: 149
Joined: 5/7/2016
Status: online
Thanks

< Message edited by JamesHunt -- 6/18/2020 8:29:09 PM >

(in reply to Clux)
Post #: 176
RE: Bacon Mod + RetreatUE + Das Chrome - 6/21/2020 6:07:53 AM   
arvcran

 

Posts: 7
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Hey … not sure where the music files came from … but they were all from Space Empires V?

Really felt weird hearing that … just not the experience I was expecting :D.

Holy crap so many changes to components … running as a Pirate starting off with a measly 3500 speed advanced warp bubble engine just does not cut it :O. I'll have to reload it and continue changing my default new game ship designs and try but … man I can see why Das was playing at 4x speed on his play through!


Thanks for all the work folks to get this Mod O'mod modded … I'm swirling with so many switching around stuff. I kinda liked the icons from Retreat's amalgamation ... not sure which mod they are from.

(in reply to JamesHunt)
Post #: 177
RE: Bacon Mod + RetreatUE + Das Chrome - 6/21/2020 4:18:31 PM   
Retreat1970


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My favorites will always be the music for Master of Orion 2. Laura Barratt captured the feel of space in simple yet haunting ways.

(in reply to arvcran)
Post #: 178
RE: Bacon Mod + RetreatUE + Das Chrome - 6/21/2020 4:35:54 PM   
DasTactic

 

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Hi gang,
I just updated the version to 1.79 to match the Bacon mod 1.79.
Not much has changed other than the help files now list the new commands. :)

Sorry, but I can't really help with the stability issues. I get them also from time to time but I have no real idea as to how to fix these.

Cheers
Das

(in reply to Retreat1970)
Post #: 179
RE: Bacon Mod + RetreatUE + Das Chrome - 6/21/2020 7:14:25 PM   
arvcran

 

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quote:

ORIGINAL: DasTactic

Hi gang,
I just updated the version to 1.79 to match the Bacon mod 1.79.
Not much has changed other than the help files now list the new commands. :)

Sorry, but I can't really help with the stability issues. I get them also from time to time but I have no real idea as to how to fix these.

Cheers
Das

so DOWNLOAD … copy over existing … done? (to install)
to update ... find Galactopedia file(s) to copy over :)


< Message edited by arvcran -- 6/21/2020 10:24:31 PM >

(in reply to DasTactic)
Post #: 180
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