Bacon Mod
RE: "Hyping" my forthcoming mod (pun intended)
I mean, this oryginally private ships, not included in state, cause they can't be forced now.
And another question, i tried change second and third value at Terraforming in Retreat mod, but this looks like terraforming works only when i load Bacon theme, is any option to force merge features with both mods ?
Edit:
Dosen't matter now working in propably just need new game
And another question, i tried change second and third value at Terraforming in Retreat mod, but this looks like terraforming works only when i load Bacon theme, is any option to force merge features with both mods ?
Edit:
Dosen't matter now working in propably just need new game
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RE: "Hyping" my forthcoming mod (pun intended)
Nope. This is before the map loads. No buttons to press, or am I missing a post?
RE: "Hyping" my forthcoming mod (pun intended)
First post on this page
RE: "Hyping" my forthcoming mod (pun intended)
Thank you for including ability to change ship templates, but I have a question, how do you suppose to use it?
I tried changing template file values in designTemplates folder and then in game ctrl + e with !loadtemplates command but nothing changes (i delete already existing designs and let the AI do it again). AI still generates same designs as defined previously in mentioned file. I guess I am doing something wrong or I have missed some steps :/ any help is appreciated.
I tried changing template file values in designTemplates folder and then in game ctrl + e with !loadtemplates command but nothing changes (i delete already existing designs and let the AI do it again). AI still generates same designs as defined previously in mentioned file. I guess I am doing something wrong or I have missed some steps :/ any help is appreciated.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: Nobody987
Thank you for including ability to change ship templates, but I have a question, how do you suppose to use it?
I tried changing template file values in designTemplates folder and then in game ctrl + e with !loadtemplates command but nothing changes (i delete already existing designs and let the AI do it again). AI still generates same designs as defined previously in mentioned file. I guess I am doing something wrong or I have missed some steps :/ any help is appreciated.
The intention is to regenerate designs for the AI empires. It does not affect the player's empire. I can probably include an optional switch to include the player's empire if that feature is desired.
However, everyone who plans to use this feature in 1.61 (or earlier) should note that I just found a bug that might cause a crash if you try to use this command when you are playing as a pirate. I'll fix it in the next patch.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: RogerBacon
I can probably include an optional switch to include the player's empire if that feature is desired.
It certainly is!
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RE: "Hyping" my forthcoming mod (pun intended)
It has been brought to my attention that the fix I put in for pirate freighters will cause a crash if you "re-roll" your galaxy (start a game, don't like the settings, go back to main menu and generate a new galaxy). I have a fix but I won't be able to get a new release out before the new year. Until then, if you don't like your galaxy and want to start over you have to exit the game. Sorry.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: aldehyt
First post on this page
Roger that, this error is happening before I land on the map. I'm getting it after choosing the galaxy settings in the new game start up. Actually I was unaware I no longer had to hit a button, as I always have cycled the spacebar, (heh, even before this mod!)
Doesn't happen every time, but seems to be a 1/3 chance. No ideas on my end at all.
Wondering if the above post is related to my issue. I'll try and break your next version Roger, might be my issue.
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RE: "Hyping" my forthcoming mod (pun intended)
Having an issue with the mod getting it to play nice with beyond extended universe alpha. The research for one of the races, Calephs, has their own fighter tree tech. I cant find an all dimensional bomber bay, even though I'v unlocked the appropriate tech. The only fighter bay I have is the all dimensional fighter bay, but the bacon mod separates the two. What am I doing wrong? I can only have fighters right now due to the missing component.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: Ragemaster9999
Having an issue with the mod getting it to play nice with beyond extended universe alpha. The research for one of the races, Calephs, has their own fighter tree tech. I cant find an all dimensional bomber bay, even though I'v unlocked the appropriate tech. The only fighter bay I have is the all dimensional fighter bay, but the bacon mod separates the two. What am I doing wrong? I can only have fighters right now due to the missing component.
Did you get the merged files for Bacon Mod and Beyond Universe Alpha from the first page (or merge the mods yourself)? If the Calephs fighter bay is higher tech you won't see the regular fighter and bomber bays but they should still be there if you researched them. If you want to add them to a ship you have to check the "show obsolete components" on the ship design screen.
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RE: "Hyping" my forthcoming mod (pun intended)
I wasn't sure where to merge the changes it's unclear. I ended up copying the contents of the compatibility patch to the distant world's beyond extended alpha folder in the customization(modding) subfolder. Not sure of that's right.
Also I can manually build bombers with the caleph fighter Bay unique module but the game always automatically decides to build only interceptors for some reason.
Also I can manually build bombers with the caleph fighter Bay unique module but the game always automatically decides to build only interceptors for some reason.
RE: "Hyping" my forthcoming mod (pun intended)
I know it's not much compared to other players but I've put at least 500 hours into this game. After a long hiatus I decided to return and I assumed that nothing much had changed in the modding scene since my last check in 2016. I am stunned and thrilled to see that I was wrong. Your work here is remarkable and I can't wait to get home and boot up your version of DW. Wonderful work. I admire and deeply appreciate the time you've put into this unique effort, as well as your willingness to take on community requests.Thank you very much.
Edit: this wasnt meant to be a reply to ragemaster. Oops!
Edit: this wasnt meant to be a reply to ragemaster. Oops!
RE: Bacon Mod
I liked the mod, seems interesting and mininalist (and I like that adding tons of stuff not always is a good thing) but I am not too fond of the Star Grav wells, so can they be modded either reduced in AoE or dismissed completely? (it does render the Hyperdeny a bit of a moot tech for stations...)
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RE: Bacon Mod
ORIGINAL: Hanekem
I liked the mod, seems interesting and mininalist (and I like that adding tons of stuff not always is a good thing) but I am not too fond of the Star Grav wells, so can they be modded either reduced in AoE or dismissed completely? (it does render the Hyperdeny a bit of a moot tech for stations...)
The Gravity Well feature can be turned off in the BaconSettings.txt file.
useStarGravityWells=false
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RE: Bacon Mod
Am I the only one getting the exploration bug when the star gravity wells are turned off?
It's kind of a shame having to have the gravity wells on in order to play this amazing mod
It's kind of a shame having to have the gravity wells on in order to play this amazing mod
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RE: Bacon Mod
Happy New Year!
Version 1.65 released!
Modified !loadtemplates to take a true/false parameter. true will include the player's empire. False is the default so you only need to add true if you want toe player's empire included.
!stockpile [amount] adds [amount] of every strategic resource to each empire's capital. Fun for RTS-style games where you don't want to manage resources too much . Yeah, you could do it wit hthe editor but this way you can keep the AI empires' location secret.
Some bug fixes.
And...
A new sort order for the shiplist screen! If you have not sorted your shiplist screen AND you have a ship or planet selected, the sort order for whatever you pick from the shiplist screen will be sorted by DISTANCE from the selected object. If you have sorted your shiplist it will continue to use the sorted order you selected. If you have nothing selected it will use default behavior. If you have sorted the list and want to go back to default sorting (which is based on build time) click on the column header with the empire flags. You will see the new distance sort order the next time you open the shiplist screen or change selection with the dropdown box.
I think this feature is going to be as popular as !note has been. So often I want to find the CLOSEST ship of a type to a specific location and now we can. Mining station under attack by a single pirate and its not worth diverting an entire fleet? Select the mining station, shiplist screen showing military ships and find the closest destroyer. Its as simple as that.
Version 1.65 released!
Modified !loadtemplates to take a true/false parameter. true will include the player's empire. False is the default so you only need to add true if you want toe player's empire included.
!stockpile [amount] adds [amount] of every strategic resource to each empire's capital. Fun for RTS-style games where you don't want to manage resources too much . Yeah, you could do it wit hthe editor but this way you can keep the AI empires' location secret.
Some bug fixes.
And...
A new sort order for the shiplist screen! If you have not sorted your shiplist screen AND you have a ship or planet selected, the sort order for whatever you pick from the shiplist screen will be sorted by DISTANCE from the selected object. If you have sorted your shiplist it will continue to use the sorted order you selected. If you have nothing selected it will use default behavior. If you have sorted the list and want to go back to default sorting (which is based on build time) click on the column header with the empire flags. You will see the new distance sort order the next time you open the shiplist screen or change selection with the dropdown box.
I think this feature is going to be as popular as !note has been. So often I want to find the CLOSEST ship of a type to a specific location and now we can. Mining station under attack by a single pirate and its not worth diverting an entire fleet? Select the mining station, shiplist screen showing military ships and find the closest destroyer. Its as simple as that.
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
RE: Bacon Mod
Hi RogerBacon,
Happy New Year!
thank you for the update looking forward to checking it out.
I have one plea that is mostly QoL change that would be great to have (at least for me
). My spies are 95% of time stealing research from other empires, but I always select missions for them because AI is choosing badly techs to steal. This means, canceling their current mission, drop-down selecting desired empire, drop-down selecting steal research and finally desired time frame for mission, and all of this times number of spies... Is it possible for you to set some defaults for drop-down controls? Personally, I would like to have mission type control to be set to steal research, and time frame to one year.
I suppose this is not too difficult to change, but then again I don't know how this part of GUI is coded (I guess they have predefined values in controls?).
Happy New Year!
thank you for the update looking forward to checking it out.
I have one plea that is mostly QoL change that would be great to have (at least for me

I suppose this is not too difficult to change, but then again I don't know how this part of GUI is coded (I guess they have predefined values in controls?).
RE: Bacon Mod
Thanks for your hard work Roger. Sorting by distance is a great idea [X(]
RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: netie
ORIGINAL: RogerBacon
It's really strange. I know a couple of people have this problem. Something is preventing the game from starting. I suspect it is something outside of the game such as an over aggressive anti virus program.
I'm not sure if I can help since there is no crash. The game just doesn't start. I would suggest posting your system specs and comparing with the other one or two people who have the same problem. Perhaps we can find a commonality.
Okay, current PC specs here:
Surface pro 2
Steam, Win10pro(64bit), i5-4200U, 8GB, intel HD 4400
--
tried to stop (not uninstalled) anti-virus software and it has not changed the issue.
I will try an another PC other time.
Thx anyway!
[EDIT] "Win10pro" -> "Win10pro(64bit)"
I am one of the folks having this issue, did you have any luck getting it to work on your windows 10 machine? I run windows 10 64bit, i7 3770k, 32gb ram and a nvidia 1080ti. ESET Smart Security is my AV. Have tried a few versions of the mod, it never loads anything but appears in task manager taking up exactly 21.4MB of ram.
I tried running it in safe mode but same issue. The only thing I haven't done yet is a reinstall of windows which I am getting close to doing as I really want to check this mod out.
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RE: "Hyping" my forthcoming mod (pun intended)
ORIGINAL: aviper9
I am one of the folks having this issue, did you have any luck getting it to work on your windows 10 machine? I run windows 10 64bit, i7 3770k, 32gb ram and a nvidia 1080ti. ESET Smart Security is my AV. Have tried a few versions of the mod, it never loads anything but appears in task manager taking up exactly 21.4MB of ram.
I tried running it in safe mode but same issue. The only thing I haven't done yet is a reinstall of windows which I am getting close to doing as I really want to check this mod out.
In post #414 of this thread netie got it working on his Win 8.1 machine. I don't have windows 10 but I know some people had issues getting vanilla DWU to run in Windows 10. If the vanilla game runs for you I'm not sure what would cause the mod to not run.
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