Expansion mod
Re: Expansion mod
Sending EM exe file to various antivirus companies to remove false positive detection. Virus total show 7 of 71 still show false positive, already cleared with AVG and AVAST.
Re: Expansion mod
Following of the save bug (https://www.matrixgames.com/forums/view ... 6#p5113056)
I had a second time this bug in a slightly different way (DW didn’t have enough memory or something like that to save) and the two times I had this bug I had put my PC to sleep by keeping the game on (If it can help to reproduce and find the bug).
I had a second time this bug in a slightly different way (DW didn’t have enough memory or something like that to save) and the two times I had this bug I had put my PC to sleep by keeping the game on (If it can help to reproduce and find the bug).
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
A couple of QoL requests:
1. In the colony screen troops tab I'd like to be able to shift or ctrl select multiple troops to garrison or whatnot.
2. In the colony screen facility tab I'd like to shift or ctrl select multiple colonies and mass facility build. Doing this singularly through 50+ colonies is bad.
1. In the colony screen troops tab I'd like to be able to shift or ctrl select multiple troops to garrison or whatnot.
2. In the colony screen facility tab I'd like to shift or ctrl select multiple colonies and mass facility build. Doing this singularly through 50+ colonies is bad.
Re: Expansion mod
First one already working in empire troops tab. I using this to garrison new troops en masse.Retreat1970 wrote: ↑Sat Aug 05, 2023 9:23 pm A couple of QoL requests:
1. In the colony screen troops tab I'd like to be able to shift or ctrl select multiple troops to garrison or whatnot.
2. In the colony screen facility tab I'd like to shift or ctrl select multiple colonies and mass facility build. Doing this singularly through 50+ colonies is bad.
For second one I think new form or tab needed. And probably some filters beside selection to more easily build and destroy buildings.
Now I am working on design "auto fill" button feature to add missing modules and so on.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Yep about troops, but usually when I first colonize I start recruiting in the colony screen immediately and it would be nice just to group click them all and hit garrison right there. It's no big deal.
Design autofill is nice.
Edit: I forgot. One more nice thing would be that when you research a better troop tech (+25 or whatever), that it would apply to current troops as well instead of just fresh builds. Just a thought don't know if it's possible.
Design autofill is nice.
Edit: I forgot. One more nice thing would be that when you research a better troop tech (+25 or whatever), that it would apply to current troops as well instead of just fresh builds. Just a thought don't know if it's possible.
Re: Expansion mod
I had another bug that crashed my game.
And, I also have two three improvements:
Would it be possible to drastically reduce the number of mines/ planets that can be exchanged with other empires? Because 1 we end up with empires that have colonies/ mines at 5, 10 and even 20 sectors of their capital (which means that the galactic map sometimes becomes anything) and 2 the loading time to make an exchange with another empire (I’m talking about the diplo window for example to buy/ sell techs/ colos/ etc) becomes too long (I had to wait several minutes once for it to open !)
I also have a problem with the calculation of the military power (which can be seen in the statistics) I have about this in power of fleets currently: 2 fleets at 12k power, 4 at 7k and 12 at 2k which is 76k in total whereas I have in theory only 36k of military power (I give the memory figures). This is something I do not understand (or maybe it should review how this figure is determined) especially since I have a good technological lead thanks to scientific wonders and an excellent spy (unfortunately lost !) who spent his time stealing techs (so, I find myself for example with lvl2 zenox shields, yeah !) while other empires have a huge military power (150k for one of them) while they probably have less military strength than me.
And, I also have two three improvements:
Would it be possible to drastically reduce the number of mines/ planets that can be exchanged with other empires? Because 1 we end up with empires that have colonies/ mines at 5, 10 and even 20 sectors of their capital (which means that the galactic map sometimes becomes anything) and 2 the loading time to make an exchange with another empire (I’m talking about the diplo window for example to buy/ sell techs/ colos/ etc) becomes too long (I had to wait several minutes once for it to open !)
I also have a problem with the calculation of the military power (which can be seen in the statistics) I have about this in power of fleets currently: 2 fleets at 12k power, 4 at 7k and 12 at 2k which is 76k in total whereas I have in theory only 36k of military power (I give the memory figures). This is something I do not understand (or maybe it should review how this figure is determined) especially since I have a good technological lead thanks to scientific wonders and an excellent spy (unfortunately lost !) who spent his time stealing techs (so, I find myself for example with lvl2 zenox shields, yeah !) while other empires have a huge military power (150k for one of them) while they probably have less military strength than me.
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Re: Expansion mod
Just wanted to say thank you to you for keeping this great game updated and refreshed. I've also come back to DWU after trying DW2. Too many bugs and not fleshed out enough. You guys are doing great things here thank you!

Re: Expansion mod
Thanks! DW:U still have a lot of bugs, just not as game breaking.
Re: Expansion mod
If you have time too, have the ability in any design to block certain components. Because when you use the auto design update, the game updates all the components to the one that costs the most in technology. In most cases, this is very good but in other cases, this is not desirable (for example the caslon/hydrogen reactors that are used one for the state and the other for the private, the auto upgrate puts all the design in the caslon reactor or some racial techs that are ignored despite their superiority)
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
The Caslon/Hydrogen - State/Private is a player choice. The AI will always choose the best options, and since there is more than enough abundant resources having a split is merely an aesthetic choice. If the racial tech isn't being chosen then it needs to be modified.
Also use the researchprojectorder to force Ai into using what you wish to accomplish.
Also use the researchprojectorder to force Ai into using what you wish to accomplish.
Re: Expansion mod
Design upgrades via advisor or auto button have a lot of problems, including one you mentioned.Xilot wrote: ↑Wed Aug 23, 2023 9:41 am If you have time too, have the ability in any design to block certain components. Because when you use the auto design update, the game updates all the components to the one that costs the most in technology. In most cases, this is very good but in other cases, this is not desirable (for example the caslon/hydrogen reactors that are used one for the state and the other for the private, the auto upgrate puts all the design in the caslon reactor or some racial techs that are ignored despite their superiority)
For now I am working on auto fill button to add missing components or add more crew\hub\etc for easier manual design update.
Changing auto update behavior hard because updater need universal rules to find the best component. In case of reactors there is only component values and your empire focus on efficiency, power, etc. I don't see how to find best reactor and leave that at two different reactors for different designs. Only way I see to do this is to throw away completely current auto updater and implement new with detailed custom rules that you will need to create for each design and\or empire.
I think auto updater ignoring race tech is bug and planned to look into it, but complete change of behavior unlikely.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
It's not a bug per se it's just that the racial is inferior somehow and needs to be modified.
Re: Expansion mod
This is not always the case.Retreat1970 wrote: ↑Wed Aug 23, 2023 2:44 pm It's not a bug per se it's just that the racial is inferior somehow and needs to be modified.
To take a concrete example of superior racial tech but still eliminated by the auto update (in DWUR) I have for example the specific tech of the ortain (troop transport) which gives 200 in transport size and which takes a little less space than conventional modules. But if by bad luck I looked for the superior tech of troop transport (huge troop module) since I did not have the opportunity to have access to this technology and now we have it, all our designs will have after auto update the wrong module since it is "superior" since it costs more to research.
Perhaps it would be possible to increase the research cost in the design (and only in the design !) of racial techs to better reflect their true value Alvek ?
Re: Expansion mod
I haven't looked on upgrade code yet, but this round about way is bad. I think changing behavior for comparison of component values is better choice.Xilot wrote: ↑Fri Aug 25, 2023 12:16 pmThis is not always the case.Retreat1970 wrote: ↑Wed Aug 23, 2023 2:44 pm It's not a bug per se it's just that the racial is inferior somehow and needs to be modified.
To take a concrete example of superior racial tech but still eliminated by the auto update (in DWUR) I have for example the specific tech of the ortain (troop transport) which gives 200 in transport size and which takes a little less space than conventional modules. But if by bad luck I looked for the superior tech of troop transport (huge troop module) since I did not have the opportunity to have access to this technology and now we have it, all our designs will have after auto update the wrong module since it is "superior" since it costs more to research.
Perhaps it would be possible to increase the research cost in the design (and only in the design !) of racial techs to better reflect their true value Alvek ?
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
Right and this is why, for the Ai, you need to use the researchprojectorder in the race files to force races into techs. The game sees higher tech, higher damage, higher shield, etc... as better. It's the way it is, and to change game code when you can modify behavior yourself, isn't a good use of Alvek's time imo.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
@xilot: I think I misinterpreted what you wrote. I have Ai on the brain.
For the player using Auto design, yes you are correct. This was one of the reasons I modified racials in RetreatUE 2.0 (actually it's probably 10.0), to be much more superior than the basic components. I believe I have the compact troop module starting at 600 in mine? Idk for sure but it's clearly the superior choice and for a long time so there's no argument. Considering the auto design doesn't min/max designs like a player, a bigger bonus doesn't affect the game too much (actually for the better for the computer).
You'll have to play around with values to get it how you like it. It took a long time for me to be somewhat happy with my game, but it's rewarding in the end. Sort of. My extreme setting is 99% impossible, which I thought I wanted, but I don't.
For the player using Auto design, yes you are correct. This was one of the reasons I modified racials in RetreatUE 2.0 (actually it's probably 10.0), to be much more superior than the basic components. I believe I have the compact troop module starting at 600 in mine? Idk for sure but it's clearly the superior choice and for a long time so there's no argument. Considering the auto design doesn't min/max designs like a player, a bigger bonus doesn't affect the game too much (actually for the better for the computer).
You'll have to play around with values to get it how you like it. It took a long time for me to be somewhat happy with my game, but it's rewarding in the end. Sort of. My extreme setting is 99% impossible, which I thought I wanted, but I don't.
Re: Expansion mod
Ah agreed desolate for misunderstanding
Playing pirate, I also realized that they could directly create a spaceport on a colony with a constructor and I wonder if it would be possible to have the same function for a normal empire. (it’s not urgent + thank you for the job you do with this mod)
Playing pirate, I also realized that they could directly create a spaceport on a colony with a constructor and I wonder if it would be possible to have the same function for a normal empire. (it’s not urgent + thank you for the job you do with this mod)
Re: Expansion mod
Currently there are several algorithm to determine best latest component:
1)Maximum tech is best (even if not), if same tech level then component values compared to decide best.
2)Maximum tech cost is best (even if not)
As far as I can tell Bacon Mod ignores ship focus and use balanced for auto upgrade button.
Component types that use 2 algorithm: bombard, missile and their supper versions. Not sure about torpedo.
Everything else use 1 algorithm.
This way long range component with lower range and higher tech will be selected instead of better race tech of lower level.
Not sure what algorithm AI use, haven't found for now.
1)Maximum tech is best (even if not), if same tech level then component values compared to decide best.
2)Maximum tech cost is best (even if not)
As far as I can tell Bacon Mod ignores ship focus and use balanced for auto upgrade button.
Component types that use 2 algorithm: bombard, missile and their supper versions. Not sure about torpedo.
Everything else use 1 algorithm.
This way long range component with lower range and higher tech will be selected instead of better race tech of lower level.
Not sure what algorithm AI use, haven't found for now.
Re: Expansion mod
This behavior was added for pirates specifically, to give them some advantage, so they could build bases everywhere. Doing same for regular empire would be cheating as you could build bases everywhere to deny resource or easy targets.Xilot wrote: ↑Sun Aug 27, 2023 10:28 am Ah agreed desolate for misunderstanding
Playing pirate, I also realized that they could directly create a spaceport on a colony with a constructor and I wonder if it would be possible to have the same function for a normal empire. (it’s not urgent + thank you for the job you do with this mod)