Bacon Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

RE: Bacon Mod

Post by Arturo28 »

Hello,

I have tried CTRL-F because I can¡t see any planet in a system. I also see if I click the systems all resources, but aproaching I can't see any planet. My explorer vessel seems there is nothing left to explore in system.
Don't know if a problem with CTRL-F or in showing system. When I use CTRL-F is like pressing F only, it moves around my fleets.
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

RE: Bacon Mod

Post by Arturo28 »

ORIGINAL: Arturo28

Hello,

I have tried CTRL-F because I can¡t see any planet in a system. I also see if I click the systems all resources, but aproaching I can't see any planet. My explorer vessel seems there is nothing left to explore in system.
Don't know if a problem with CTRL-F or in showing system. When I use CTRL-F is like pressing F only, it moves around my fleets.
Forget about it. Is is a system with no planets but with asteroids...
logopatico
Posts: 24
Joined: Tue Oct 15, 2019 12:41 pm

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

Post by logopatico »

Impressive job!
RogerBacon
Posts: 724
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

Version 1.78 Released
https://www.dropbox.com/s/uh5ve7qz2yz17 ... 8.zip?dl=0


Hello all. Back on in January of 2019 (16 months ago as of this writing) I released the current version of the Bacon Mod 1.77. After that I took a break and have been playing some other fine games (too many to list). The relevant one was Interstellar Space: Genesis. It’s a fine 4x space game and an improvement upon the standard setting MOO2 but after playing a few games it felt... small. MOO2 only have around 30 or so stars as I recall. ISG can have a lot more but still far fewer than DWU even on its smallest setting. So, long story short, I started playing DWU again. And for me, playing means modding.



Nothing makes the universe seem big like setting everything on automatic and just controlling one ship. So, I made my free trader medium freighter and went about trying to make a profit by trading. In the current version it's pretty hard to make a profit as a free trader (or even harder as a mining ship). So ,to make it easier, I’ve introduced some color coding when prices are particularly above or below the prevailing market price.

Image

Gold: way above market price

Silver: above market price

No color: within a decent range of the market price.

Green: below market price

Red: way below market price

Note also the “Give” button has been added.



Another aid to help you is the new !price [commodity name] command. It allows you to find the prices for a particular commodity at the nearest systems from your ship.

Image

Even if you make a profit... then what? Declare personal victory and retire? It felt kind of empty. I thought of all those space games I’ve played where you fly around mining and trading and doing missions to make money. In those games the main thing you spend your money on is ship upgrades. THAT was what was missing from my free trader experience: ship upgrades. Oh yeah, also blasting pirates for fun and profit. So, now when you attack and destroy ships (pirates or whatever) you have a chance to capture some of their components. Only you have those components you can pay a shipyard at an independent world to install them on your ship.

Image

Here are the before and after shots of my freighter after duct-taping on some extra engines. Note the speed difference.

Image

Image

Also, to help you find your free trader, I’ve added a few items to the ship filter menu.

Image

For free miners, the implicit cost of mining has been reduced from prevailing market price to 0.8 times prevailing market price. This assumes a decent profit is built in to the market price. You will see fewer negative returns on your mining now.

Here are the new tags in the BaconSettings.txt file that concern free traders

addSalesTax=false
quartersOfCashAvailable=4
newIDCost=10000
baseShipOfficerCost=5000
componentEquipCost=1000

Invasions

I’ve always thought invasions were kind of boring. It’s highly deterministic based on whoever has more troops. Adding more randomness to it wouldn’t really make it better though. I wanted some sort of user input. Enter the invasion mini-game.

When invading a planet (or defending) and there are more than 5 troops invading you can select the planet and use the alt- ctrl – right click menu to enter a mini-game where you try to determin the enemy commander’s tactics. If you win your troops will get a bonus. If you lose the battle the opposite is true. The way it wors is as follow: There ar a series of rounds. You enter the suspected strategy for each section of the enemy army. If you guess the correct tactic for that section you get a gold star. If you guess the correct tactic that another section is using you get a silver star. You win by guessing all for sections correctly. If you have any generals present you can get one piece of advice from each one however any general consulted in this way will not be available for the actual battle. It is generally better to keep one general for his effect on the battle. Generals are used in order from lowest skilled to highest skilled so you best general will always be the last one left for the actual battle.

Image
Note attacking strength.

Image
Image
Image
New strength after determining enemy tactics.


New Commands:

!science [all] turns all exploration ships into science ships. Do this at the beginning of the game if you want science ships but didn’t edit all the ship template files. The all parameter does it for all empires.



Other changes:

Alt-M: select a planet ant hit alt-M and the closest available state mining ship without a mission will be ordered to mine that planet. Be sure to use the nodump command if you need to deliver those resources to a specific port.



scientific data now stored at capital planet. Only a small working set in on a science ship. No more worry about losing a ton of data if a science ship dies.



BaconSettings.txt

// This is the fraction of private cost for ship construction that is paid to the state. In Vanilla it all turns into state money so set it to 1.0 if you don't want to see any change. Lowering will put the difference into Infrastructure at the planet the private ship is built at.

privateBuildCostToStateMoney=0.0

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rjord2021
Posts: 2019
Joined: Fri Jun 14, 2013 2:47 am
Location: Sydney, Australia

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

Post by rjord2021 »

Hi Roger

As soon as I get back from work I will download this new update.
Looks like you have put in a fair bit of work here.

Thanks for that..... am very interested to have a look at the invasion mini-game.
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

Hi Roger,

An astonishing work. Thank you.

I would like to ask you about "Crew Experience", that I think is a fantastic addition to the game.
It is some way to see the bonus or bonuses assigned to the ships? I can see the experience: green, average, etc.. but not rhe list of bonus the ships keep.

Thanks a lot
Arturo
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Arturo28

Hi Roger,

An astonishing work. Thank you.

I would like to ask you about "Crew Experience", that I think is a fantastic addition to the game.
It is some way to see the bonus or bonuses assigned to the ships? I can see the experience: green, average, etc.. but not rhe list of bonus the ships keep.

Thanks a lot
Arturo

Hi and thanks for the kind words.
The only way to see the effects of crew experience is to compare ships of the same design. There are five areas where a ship can get a bonus
1 +10& cruise and top speed
2 +10% weapon range and weapon speed
3 ecm, eccm, energy consumption and fuel capacity
4 weapon damage
5 shield capacity and recharge rate.

Interestingly, if you are unhappy with the bonus your ship received you can change it by changing the ship name. I didn't want to store any extra information about crew experience on the ships since there are so many ships in this game and, being a 32-bit game, it already runs out of memory if you play long enough. So, I seeded the random number generator with the name of the ship. When the ship calculates its stats it then modifies them for crew experience based on that seed. Hence no need to store anything and increase the game's memory footprint.
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Clux
Posts: 449
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Location: Mexico

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

Post by Clux »

Hi! I really like your mod but I wanted to merge it with DW EU, however, every time than I do it, the game crashes when you open the design tab.

I think than it would be cuz both mods have incompatible txt files (components, research and fighters) and I tried to merge them by putting the txt lines from one to the other, but still doesn't work. Anyone has made it work or knows a workaround? cuz I really like the changes from the Bacon mod and I really like the diversity than EU brings.

Also, I tried to only put the new races on the bacon mod (without replacing the bacon files to avoid any issues) but I still get the error message when I open the design tab.
Amateurs talk about strategy. Professionals talk about logistics!
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Clux
Posts: 449
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Location: Mexico

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

Post by Clux »

Nevermind, I made it work again by adding at the end the Bacon mod, so far Its working fine.
Amateurs talk about strategy. Professionals talk about logistics!
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

ORIGINAL: RogerBacon

ORIGINAL: Arturo28

Hi Roger,

An astonishing work. Thank you.

I would like to ask you about "Crew Experience", that I think is a fantastic addition to the game.
It is some way to see the bonus or bonuses assigned to the ships? I can see the experience: green, average, etc.. but not rhe list of bonus the ships keep.

Thanks a lot
Arturo

Hi and thanks for the kind words.
The only way to see the effects of crew experience is to compare ships of the same design. There are five areas where a ship can get a bonus
1 +10& cruise and top speed
2 +10% weapon range and weapon speed
3 ecm, eccm, energy consumption and fuel capacity
4 weapon damage
5 shield capacity and recharge rate.

Interestingly, if you are unhappy with the bonus your ship received you can change it by changing the ship name. I didn't want to store any extra information about crew experience on the ships since there are so many ships in this game and, being a 32-bit game, it already runs out of memory if you play long enough. So, I seeded the random number generator with the name of the ship. When the ship calculates its stats it then modifies them for crew experience based on that seed. Hence no need to store anything and increase the game's memory footprint.


Hi Roger,

I understand your point for memory usage

Thank you
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

Hi

I am ambushing enemies with one ship, that now have verteran crew , and reviewing ship stats, I see things are not clear for me or are wrong.
I have Advanced torpedos - Epsilon Torpedos with stats
DAMAGE 18
RANGE 500
ENERGY USE 30
SPEED 86
DAMAGE LOSS 3 PER 100 DISTANCE

In my Veteran Light Cruiser this mounted weapon has
DAMAGE 13 (Max Damage 13, Min Damage -5)
RANGE 605
ENERGY USE 30
SPEED 103

I don't have any captain on my ship, but I earned them with 2 of them in my ship. These stats are taking out the captains out of my ship.

I am playind Bacon Mod + RetreatUE + Das Chrome mod

Any clue about this behavior?

Thanks in advance
Arturo

RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Arturo28

Hi

I am ambushing enemies with one ship, that now have verteran crew , and reviewing ship stats, I see things are not clear for me or are wrong.
I have Advanced torpedos - Epsilon Torpedos with stats
DAMAGE 18
RANGE 500
ENERGY USE 30
SPEED 86
DAMAGE LOSS 3 PER 100 DISTANCE

In my Veteran Light Cruiser this mounted weapon has
DAMAGE 13 (Max Damage 13, Min Damage -5)
RANGE 605
ENERGY USE 30
SPEED 103

I don't have any captain on my ship, but I earned them with 2 of them in my ship. These stats are taking out the captains out of my ship.

I am playind Bacon Mod + RetreatUE + Das Chrome mod

Any clue about this behavior?

Thanks in advance
Arturo


It looks like your crew skill is giving you a +20% bonus to weapon range and speed. The damage readout is incorrect because it doesn't take into account the new extended range. Don't worry though; it's doing the correct damage. In my components.txt file for that mod it shows Epsilon torpedoes doing 13 damage.

By the way, are you using the newest version of the mod 1.78? I'm just curious how its working for everyone.
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Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

ORIGINAL: RogerBacon

ORIGINAL: Arturo28

Hi

I am ambushing enemies with one ship, that now have verteran crew , and reviewing ship stats, I see things are not clear for me or are wrong.
I have Advanced torpedos - Epsilon Torpedos with stats
DAMAGE 18
RANGE 500
ENERGY USE 30
SPEED 86
DAMAGE LOSS 3 PER 100 DISTANCE

In my Veteran Light Cruiser this mounted weapon has
DAMAGE 13 (Max Damage 13, Min Damage -5)
RANGE 605
ENERGY USE 30
SPEED 103

I don't have any captain on my ship, but I earned them with 2 of them in my ship. These stats are taking out the captains out of my ship.

I am playind Bacon Mod + RetreatUE + Das Chrome mod

Any clue about this behavior?

Thanks in advance
Arturo


It looks like your crew skill is giving you a +20% bonus to weapon range and speed. The damage readout is incorrect because it doesn't take into account the new extended range. Don't worry though; it's doing the correct damage. In my components.txt file for that mod it shows Epsilon torpedoes doing 13 damage.

By the way, are you using the newest version of the mod 1.78? I'm just curious how its working for everyone.

Thank you for your answer and explanation Roger.
About version, now 1.77, not yet beginning to use 1.78.

I will do it it soon.
Arturo
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

Hi Roger,

One more question, and sorry if I am bothering you.

The point here, in my case, is that additionally to see I have these bonuses, also to see it reflected in interface would be a point.
In the case of the weapons, where I can see the increment in range clearly, to know fire damage is exciting.
I am also talking about ship captains too, if they give damage or range increments or decrements, I guess this info will be stored somewhere with the modification...

Don't know if what I say is a nonsense.
Thanks in advance
Arturo
Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

Hi,

I am trying to load version 1.78

and I receive message attached

If I run version 1.77 from same directory, it works.

Arturo

Attachments
Version1.78error.jpg
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Arturo28
Posts: 33
Joined: Thu May 28, 2015 4:03 pm

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

Post by Arturo28 »

ORIGINAL: Arturo28

Hi,

I am trying to load version 1.78

and I receive message attached

If I run version 1.77 from same directory, it works.

Arturo


It works now :-)
ParadoxSong
Posts: 6
Joined: Mon Jul 08, 2019 12:04 pm

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

Post by ParadoxSong »

Hey Roger, I've got an int overflow error, but I posted a Steam thread about it and can't link it but it's named "How to get the Private Sector Spending Money?" on the steam page. Error Screenshot is Comment #3. Sorry for the runaround with this.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

Version 1.79 Released
https://www.dropbox.com/s/ndo3fh8xk0z64 ... 9.zip?dl=0

Essentially bug fixes. including the one posted in teh post right above this one.
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BIGtrouble77
Posts: 55
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RE: "Hyping" my forthcoming mod (pun intended)

Post by BIGtrouble77 »

Wonderful work Roger, but I'm still experiencing crashes. The game just exists, I don't get any other messages. I was not having any issues before the initial upgrade. I'm going to try a vanilla Bacon Mod game and see how it works.
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RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: BIGtrouble77

Wonderful work Roger, but I'm still experiencing crashes. The game just exists, I don't get any other messages. I was not having any issues before the initial upgrade. I'm going to try a vanilla Bacon Mod game and see how it works.

Was version 1.77 working for you? That was the one from like 14 months ago? I tried a few things during that interval but failed to get them working so I removed them. Some of them took newer versions of dot net so that might be the problem.
Try updating your dot net framework runtime to a newer version. https://dotnet.microsoft.com/download
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