Bacon Mod

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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Thanks guys. Your feedback is encouraging.
A little more about stars' gravity wells.

They only prevent jumping out but not in. This is because if they dropped ships out of hyperspace every time a ship got near a star it would make hyperjumps on the galaxy map too much of a headache. You would end up micromanaging small jumps and that's no fun.

The distance a star's gravity well extends is directly related ot the output of the star's energy. Many people probably don't know this but if you click on a star it shows you the amount of energy it puts out. This directly affects how much energy an energy panel produces.

So, a star that has a total energy output of 100 would have a gravity well that affected the whole system. A star with only 67 energy output would have a gravity well affecting about 67% of the system.

The mod includes two settings to configure gravity wells.

1 UseGravityWells
Obviously if you set this to false there will be no gravity wells.

2 SmallerShipsJumpSooner
With this set to true, smaller ships are less affected by the gravity well. With this setting, the gravity well affect on a ship is multiplied by (ship size / max ship size buildable). So building a size 200 destroyer when you have the tech to build size 300 ships would mean a destroyer that could jump out of a system closer to the star.

I wanted to give an incentive to build smaller ships since people always build as big as they can.

In addition to stars' gravity wells, there are two other hyperjump-related settings. These are not related to stars and are in effect everywhere.

MinimumHyperjumpDistance
This is the minimum distance ships will try to make a jump. In Vanilla DWU it is 2000. I set it to 12000 a few months ago before I had the gravity wells thing working. It kind of gave the same feel but it wasn't really what I wanted to I kept at the gravity well idea until I got it working. Now, I play with the minimum jump set to 6000. It allows for more closing and maneuvering.

HyperjumpInaccuracy
This determines how close to target ships come out of hyperspace. In vanilla DWU it is 500. I currently play with it set to 1500 but I've had it as high as 3000. Fleets will arrive dispersed and you will have a lot more 1 on 1 battles instead of everybody in a tight dogpile.
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Sparviero
Posts: 39
Joined: Thu May 31, 2012 8:05 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by Sparviero »

ORIGINAL: RogerBacon

Thanks guys. Your feedback is encouraging.
A little more about stars' gravity wells.

They only prevent jumping out but not in. This is because if they dropped ships out of hyperspace every time a ship got near a star it would make hyperjumps on the galaxy map too much of a headache. You would end up micromanaging small jumps and that's no fun.

The distance a star's gravity well extends is directly related ot the output of the star's energy. Many people probably don't know this but if you click on a star it shows you the amount of energy it puts out. This directly affects how much energy an energy panel produces.

So, a star that has a total energy output of 100 would have a gravity well that affected the whole system. A star with only 67 energy output would have a gravity well affecting about 67% of the system.

The mod includes two settings to configure gravity wells.

1 UseGravityWells
Obviously if you set this to false there will be no gravity wells.

2 SmallerShipsJumpSooner
With this set to true, smaller ships are less affected by the gravity well. With this setting, the gravity well affect on a ship is multiplied by (ship size / max ship size buildable). So building a size 200 destroyer when you have the tech to build size 300 ships would mean a destroyer that could jump out of a system closer to the star.

I wanted to give an incentive to build smaller ships since people always build as big as they can.

In addition to stars' gravity wells, there are two other hyperjump-related settings. These are not related to stars and are in effect everywhere.

MinimumHyperjumpDistance
This is the minimum distance ships will try to make a jump. In Vanilla DWU it is 2000. I set it to 12000 a few months ago before I had the gravity wells thing working. It kind of gave the same feel but it wasn't really what I wanted to I kept at the gravity well idea until I got it working. Now, I play with the minimum jump set to 6000. It allows for more closing and maneuvering.

HyperjumpInaccuracy
This determines how close to target ships come out of hyperspace. In vanilla DWU it is 500. I currently play with it set to 1500 but I've had it as high as 3000. Fleets will arrive dispersed and you will have a lot more 1 on 1 battles instead of everybody in a tight dogpile.

I see the problems about makes gravity well influence also the jump in and I think HyperjumpInaccuracy will be perfect to avoid big groups of ships stick together, it also seems realistic: in a lot of sci-fi you read/see about hyperjump inaccuracy.

I also like the Smallershipsjumpsooner, while the minimum jump distance i will leave like in the vanilla: with the jump limitation of gravity well, we already should see a lot of ships travelling at normal speed.

It will be wonderful to have settings also for the hyperjumpinaccuracy and MinimumHyperjumpDistance: don't know how many work is make it, but I think have settings for all the four feautere will be like making a defenitive mod.

By the way, sorry for my English.


Now, I had a couple of idea...not really a suggestions for the mod, i hope to can play it very soon, but thoughts for the future.

I think will be great to have new components to influences the points you put in the mod.

- reaserch to lower the distance from the star a ship can jumpout, maybe with a specific line of components
- same thing about HyperjumpInaccuracy
- and about the Smallershipsjumpsooner...i think will be great to have a component with big size to compensate it: so you can decide to make a big ship that can jump like a small one, but with less weapons of a big ship without this component. And i will make stack the bonus of the component so you can have, for example, small ship and big ship with component x 3 jumpout at 1000km from the star, big ship with compent x 2 at 2000...big ship without component at 4000....it will need some balance to make all of these good option. I think this is close to the spirit of the game: right now i'm keeping design ship try to balance speed,weapon, fuelstorage and so on...and so add to this also the jumpout distance...so you can choose to have a big ship with lot of weapons and good jumpout distance, but few fuel...this will be good to protect one system becouse it will be strong and really good jump movement to move around a lot of points, but it will not be good to protect the sector for the low fuel.

RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Sparviero


I also like the Smallershipsjumpsooner, while the minimum jump distance i will leave like in the vanilla: with the jump limitation of gravity well, we already should see a lot of ships travelling at normal speed.
That should be OK but just be sure to keep jump inaccuracy < minimum jump distance or you might end up with a ship constantly trying to jump to a target and always ending up farther than the minimum jump distance and then trying to jump again and again.


By the way, sorry for my English.
Your English is fine. I assumed you were a native speaker.

Now, I had a couple of idea...not really a suggestions for the mod, i hope to can play it very soon, but thoughts for the future.

I think will be great to have new components to influences the points you put in the mod.

- reaserch to lower the distance from the star a ship can jumpout, maybe with a specific line of components

Those are good ideas but I wanted to keep my mod comparable with all other mods which means no modding the moddable text files. I've already gone a little away from that with adding a bomber bay but I want to keep from adding more. Also, if I reuse existing components it ensures the AI can use them.
By basing the jump distance on a percentage of max ship size its like saying that increased construction skill allows making ships that are more structurally sound to tolerate the increased stress of jumping farther in the star's gravity well.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Disclaimer: I've never played with tech trading on but I've heard that its a very easy way to exploit the AI. This will be likewise. Its up to the player to not abuse it.


Want to buy or sell a mining station or a planet? Give a planet to an ally? Well, you couldn't unless it was in a contested area. Now you can. Every planet and base that you and your trade partner know about is available for buying or selling.


Image
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Sparviero
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Sparviero »

ORIGINAL: RogerBacon

ORIGINAL: Sparviero


I also like the Smallershipsjumpsooner, while the minimum jump distance i will leave like in the vanilla: with the jump limitation of gravity well, we already should see a lot of ships travelling at normal speed.
That should be OK but just be sure to keep jump inaccuracy < minimum jump distance or you might end up with a ship constantly trying to jump to a target and always ending up farther than the minimum jump distance and then trying to jump again and again.


By the way, sorry for my English.
Your English is fine. I assumed you were a native speaker.

Now, I had a couple of idea...not really a suggestions for the mod, i hope to can play it very soon, but thoughts for the future.

I think will be great to have new components to influences the points you put in the mod.

- reaserch to lower the distance from the star a ship can jumpout, maybe with a specific line of components

Those are good ideas but I wanted to keep my mod comparable with all other mods which means no modding the moddable text files. I've already gone a little away from that with adding a bomber bay but I want to keep from adding more. Also, if I reuse existing components it ensures the AI can use them.
By basing the jump distance on a percentage of max ship size its like saying that increased construction skill allows making ships that are more structurally sound to tolerate the increased stress of jumping farther in the star's gravity well.

You are damn right on both points...I didn't think about it :D


In anycase it looks like you are making distant worlds 2 xD
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Freighter Frustration => Freighter Freedom

We've all been there. You order 20 cruisers to be built at your main space dock and suddenly find out that its out of steel. You have a steel mine on an asteroid nearby with tons of steel but no freighter seems to bring you the steel. You keep clicking on every freighter heading toward your space port or the mining station desperately hoping to see the "Transporting Steel" in the mission description. Eventually, in a few game months or a year or two, a freighter will deliver steel to your poor space port. Maybe they'll bring 10 or 20 units -- enough to finish one of those cruisers. Wouldn't it be nice if we could order a freighter to pick up and deliver the steel ourselves?

So, there are two problems.
1 Freighters don't pick up the things we want them to when we want them to.
2 When they do finally pick up something most of the time they only pick up a little and run mostly empty.

Number 2 really bothered me as I usually build freighters with 5K or more cargo space and I hated to see 90+% of it wasted.

Solutions

1 Freighters will try to fill up
Freighters will now try to fill up if their destination is a colony or a space port. They will keep their vanilla behavior if they are delivering to a constructor or a mining station that just needs a few units of something for an upgrade.

Here's a freighter delivering chromium to my main space port. I don't think I'll have any chromium shortages in the near future. :)
Image

And here's a freighter delivering just enough material to my gambling casino so it can perform an upgrade.
Image

2 Order a manual cargo mission. As easy as 1, 2, 3

Well, as easy as alt-1, alt-2, alt-3
Select the origin of the cargo mission (i.e. da place with da goods) and press alt-1.
Select the destination and press alt-2
Select the freighter you want to perform the mission and press alt-3.

That's it. The freighter will stop whatever its doing and immediately carry out your order. A true dictator should settle for no less.

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Dakkon7
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Dakkon7 »

Wow, a lot of the changes you have made are pretty impressive. Good job. [:)]
Bingeling
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Bingeling »

The mission information looks really nice. The thing that should be there all along.

As for manually bullying freighters around, I do not like it. But it is optional so that is no big issue.
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Bingeling

The mission information looks really nice. The thing that should be there all along.

As for manually bullying freighters around, I do not like it. But it is optional so that is no big issue.

Well, since the mod allows the state to build its own freighters as well as the private sector freighters you might not think of it as bullying them around if you limit it to your state freighters. Think of them as military supply ships.
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Uncle Lumpy
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Uncle Lumpy »

A lot of this sounds really good!! I think you're addressing some obvious issues. Thanks for all of your work on this!

I personally like the idea of being able to have freighters actually move vital resources (which I have already stock piled) when needed. That's been one of the major frustrations of the game: having a ton of a given resource, along with numerous mines of it, only to have a "shortage" because two or three hundred freighters seem to be unable to move enough of it to where it's needed.
I once heard there was a garage, which some said was air tight.
Overlord015
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Overlord015 »

Question about the freighter changes, do you manually have to assign every mission instance or are you just setting up "cycles"? Basically I'm asking if these missions can be automated, or is that not possible?

I'm also curious about fighter changes, you said you'd be tripling bomber damage, does that mean you making changes to PD? Is it possible to make it target missiles? Or am I just getting ahead of myself here? And are fighter engagement ranges moddable (this would make proper stand off carrier group tactics feasible)? This would open up some interesting tactical options coupled with the gravity well changes.
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Overlord015

Question about the freighter changes, do you manually have to assign every mission instance or are you just setting up "cycles"? Basically I'm asking if these missions can be automated, or is that not possible?

Assigning a freighter mission is a one-off. If you want to do it again you have to give the order again. Basically the civilian sector will still be responsible for most things. This is really just intended as a fix for when things get stuck and you can't get the supplies you need.

I'm also curious about fighter changes, you said you'd be tripling bomber damage, does that mean you making changes to PD? Is it possible to make it target missiles? Or am I just getting ahead of myself here? And are fighter engagement ranges moddable (this would make proper stand off carrier group tactics feasible)? This would open up some interesting tactical options coupled with the gravity well changes.

I'm goin to go into the fighter changes in a few days. The tripling of fighter damage is just a change in the fighters.txt file so if that puts anyone off, its just a notepad edit away from being reversed. There's a good reason for it though, which I will go into in more detail soon.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Taking the 'Ass' out of AssaultPods

I fixed the Assault pod bug!

If you didn't know, there is a bug in DWU that causes ships with more than one assault pod to never have them reset if your target is destroyed before your assault pods reach it.

Here is a picture showing my poor assault pods floating in space.

Image

Here is another shot later showing all 25 assault pods reset and ready to go. (Note, it didn't take 2 years for them to reset. I just didn't have a more recent save after the screenshot with the bugged assault pods).

Image

Boarding is fun again!
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Hattori Hanzo
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Hattori Hanzo »

GREAT WORK RogerBacon !!!!!

where can I get your mod ?
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Hattori Hanzo

GREAT WORK RogerBacon !!!!!

where can I get your mod ?

Thanks. I'm still testing it. It will be a little while but not too long.
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Hattori Hanzo
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Hattori Hanzo »

thank you RogerBacon, I will anxiously wait for it.. [:D]
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Dude, where's my ship?
Ever lose track of where an important ship is? You only have 10 quick recall slots with control-1 through control-0.
Sure, you can always go to the ships screen, sort by name, and then find it. Of course, it would be easier if you could just type the first part of the name and have it be selected automatically.
Enter, the ship finder.

Image

And after you hit enter, the ship is selected.

Image

Finally, click in the selection panel (the bottom left display) to go to it as usual.

Image

It's called the ship selector but it works for planets too. It will even select ships from other empires if they are currently visible to one of your ships.

Hotkey: Control-E
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Sparviero
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Sparviero »

That's is really cool...always have hard time in mid-game when I have to find specific ship : )
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Fleet Manipulation

While playing DW the other day I wanted to raid a planet that had 40 ground troops on it. I selected about 50 ships and clicked "form fleet" and proceeded to do the raid. After the (successful) raid, I wanted to disband the fleet and let them go on their way under AI control. I couldn't find any way to do this easily. I went to the ship screen, ordered by fleet, selected the first and last ship (holding down shift) and set all ships to "none". That was fine but all of the ships were set to manual control. The only way to set them back to AI control was to select each one and click "A". Clicking "A" with more than one ship selected did nothing.

Solution: better fleet management by giving commands through the ship finder.

"#disband" or "#disband FleetName"
This will disband the currently selected or named fleet. Each ship will be set back to AI control.

"#join FleetName"
This will and the selected ship or ships to the specified fleet. This is not as useful as the #disband command but it was easy enough to include so I did.

"#combine FleetName" or "#combine Fleet1+Fleet2"
This will take all ships from Fleet2 and move them into Fleet1, disbanding Fleet2. If only one fleet is specified and the currently selected object is a fleet it will move all ships from the specified fleet into the selected fleet.


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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »


Crew levels and combat stats

Keyboard shortcut: control-s

You can now keep track of how many ships each one of your military ships destroys. It also tracks total damage done and received. Based on these stats your crew will gain experience though six levels: green, average, experienced, veteran, elite, and legendary.
Each level above green will give the ship one of hte following minor bonuses:
+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

If a ship takes enough damage it can lose experience. This represents crew casualties being replaced with green recruits.



Image

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