Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything

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

Moderators: elliotg, Icemania

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ParagonExile
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by ParagonExile »

ORIGINAL: Icemania
Yeah right. Modding this game is trivial, no coding required, just text files with a few mysteries.

I would suggest integration rather than editing after release, I'm hoping this mod becomes "the one".

Damn, you Australians never give up. It must be all those drop bears.

I'll make a few side files, like resources and race dialogue, and package them together. Hopefully they don't suck.
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Blackstork
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Blackstork »

Hey side request to Englishmen.... Paragon and co, bros and sis - someone can help me at Beyond with diplo/pedia texts on new races and features. My ewnlishch suck I am not native speaker
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
ParagonExile
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by ParagonExile »

ORIGINAL: Blackstork

Hey side request to Englishmen.... Paragon and co, bros and sis - someone can help me at Beyond with diplo/pedia texts on new races and features. My ewnlishch suck I am not native speaker

Sure.

After I figure out to edit galactopedia stuff, I'll be happy to help! :D

What do you want me to edit?
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Icemania
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Icemania »

ORIGINAL: ParagonExile
Damn, you Australians never give up. It must be all those drop bears.

I'll make a few side files, like resources and race dialogue, and package them together. Hopefully they don't suck.
Champion. Don't worry about the drop bears, they only attack tourists. Put some vegemite behind the ears and you'll be fine.

ParagonExile
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by ParagonExile »

ORIGINAL: Icemania
Champion. Don't worry about the drop bears, they only attack tourists. Put some vegemite behind the ears and you'll be fine.

You don't know?

20% of Australian citizens have been attacked by drop bears, a fifth of the total!

I hope you carry that Vegemite with you at all times, don't be one of the 20% Icemania, I need you for modding Distant Worlds.

Image

Icemania in a week without Vegemite.
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Icemania
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Icemania »

LOL, I live on the West Coast mate, not a problem.

Australian Museum

Serves them right on the other side of the bight.
Tnarg
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Tnarg »

Thanks for working on this mod.
Out of curiosity is there anyway to create different types of FTL travel. I'm reading a series written by Evan Currie, Into the Black: Odyssey One, in it the races developed along different technological paths and they all have their pros and cons. The humans method of travel was a tachyon based transition drive which allowed instantaneous travel within a certain distance, I suppose something similar to what they used in Battle Star Galactica and Dune. The other races utilized warping space or hyper space like Star Trek and Star Wars in which there is some travel time to cross the stars.

I'm going to assume that modding an instantaneous transition drive is not possible in DW, but perhaps some tweaking to make it kind of like it. So to start on its own technology tree, the initial transition drive would have the speed value maxed out to simulate the instantaneous travel, but it would take a loonnnngggg time to warm up and then commence. Maybe even it can not be activated in a system near any gravitational effects, just outside the heliopause. And of course it's limited to a certain range before it needs to be recharged again. Further down the technology tree the activation time would be reduced, it can jump further, and would be able to jump near gravitational objects like near a planet.

Also for the per warp era maybe a path of ultra efficient engines or ultra fast engines that will get you to the nearest star but will take forever or faster (like a quarter of the speed of the entry level warp drive)but will require massive amounts of fuel.

Thanks again for working on this mod.
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Blackstork
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Blackstork »

@Paragon [;)]Pedia entry for new character system, new race entry, entries for few new goverments for Beyond Extended Universe. New race, its government and 2 race character systems will be done due end of this weekend. I could write stuff in my dirty and you could translate it to clean. [:)]
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
ParagonExile
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by ParagonExile »

ORIGINAL: Blackstork

@Paragon [;)]Pedia entry for new character system, new race entry, entries for few new goverments for Beyond Extended Universe. New race, its government and 2 race character systems will be done due end of this weekend. I could write stuff in my dirty and you could translate it to clean. [:)]

Sure. Either send me your writing or I can make something myself, pretty easy.

I'm not sure if it's possible to make a description of individual characters though.

Now, just let me ask how to edit galctopedia entries :D
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lurchi
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by lurchi »

ORIGINAL: Tnarg

Thanks for working on this mod.
Out of curiosity is there anyway to create different types of FTL travel.

Thanks for your support. [:)]

Sadly significantly different kinds of hyper drives like transition or warp gates can't be added as of now. I have several parameters I can juggle with, most important speed, energy consumption and jump time, there's also size and research costs. I'm redoing the hyper drive tree in a way that all drives have their weak and strong points. Being really good in one field like speed will have serious repercussions for the other aspects.
ORIGINAL: Tnarg
So to start on its own technology tree, the initial transition drive would have the speed value maxed out to simulate the instantaneous travel, but it would take a loonnnngggg time to warm up and then commence. Maybe even it can not be activated in a system near any gravitational effects, just outside the heliopause. And of course it's limited to a certain range before it needs to be recharged again. Further down the technology tree the activation time would be reduced, it can jump further, and would be able to jump near gravitational objects like near a planet.

I have a quite similar drive on my list, I guess you're going to like that one a lot. I can't restrict the usage depending on the position of the ship, though.
ORIGINAL: Tnarg
Also for the per warp era maybe a path of ultra efficient engines or ultra fast engines that will get you to the nearest star but will take forever or faster (like a quarter of the speed of the entry level warp drive)but will require massive amounts of fuel.

I actually thought about that one. There's a problem, though. Those hypothetical thrusters would need to be really powerful for their size or the tiny ships in the pre warp area would have no room for anything but the drive. If I make them powerful enough there'd be no reason to develop other thrusters at all, since those would be way weaker. I guess the game also would be pretty much unplayable if ships zoom around inside systems like bats out of hell. [;)]
Tnarg
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Tnarg »

[quote]I actually thought about that one. There's a problem, though. Those hypothetical thrusters would need to be really powerful for their size or the tiny ships in the pre warp area would have no room for anything but the drive. If I make them powerful enough there'd be no reason to develop other thrusters at all, since those would be way weaker. I guess the game also would be pretty much unplayable if ships zoom around inside systems like bats out of hell. /quote]

I'm not sure how Cruise, Sprint, and Acceleration is figured out in the Movement box of the ship design screen, but perhaps an interstellar newtonian drive engine could be designed with a real high cruise speed but no sprint speed and it takes a very long time to accelerate (like the distance of a solar system) to achieve full cruise speed. That would take care of the desire to use these as run of the mill engines to zip around the the system. Might be a good alternative for freighters that don't necessarily need to worry about combat speeds, plus they are more efficient and consume less fuel. Kind of like military grade engines versus commercial engines in Aurora and Starfire.

I dunno I just really enjoy the puddling around pre warp age of discovery era of the game and would like to prolong it but still be able to reach out of the system even if it takes several years to get to the nearest star. Perhaps move the hyper drive ruin to one of the stellar neighbors, some races luck out and find it right away, others have to stumble about as wolflings taking decades to reach the ability of hyper drives, or maybe even the last engine in this tree would open up the hyper drive tech.

Thanks again for all of your work to enhance this great game.
spiralaxis
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by spiralaxis »

I put this in the weapons testing thread but I might as well reiterate it here:

What a weapon that does reduced damage to armour/components (<50%) but is excellent for stripping shields? I don't know if such a thong is possible in the game, but I like the idea of heavily armoured and shielded escorts closing on a base under heavy fire to rip apart its shields so that the torpedo and beam ships can attack its soft, fleshy white underbelly.

High space and energy, moderate rate of fire and very close range. Ionized flak cannon, merging railguns and ion weapon tech?
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Sirian
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Sirian »

As far as I understand weapons modding (correct me if I am wrong, I do not mod DW weapons) you cannot define weapon *classes* only weapons themselves. You need to pick a predefined class (railgun, phasor) that has predefined and uneditable properties (targeting bonus / malus, armor penetration bonus / malus, etc) and stick with it. The corresponding entry in the components.txt files has 7 specific values for weapons, none of which relate to its efficiency against shields / armor.

Maybe a missile could do what you want. A missile will strike shields but have half strength against armor.
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lurchi
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by lurchi »

ORIGINAL: Sirian
The corresponding entry in the components.txt files has 7 specific values for weapons, none of which relate to its efficiency against shields / armor.

True. This should be remedied.
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lurchi
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by lurchi »

I'm now at component #164, 5 more and that's it.

I sure hope Erik and Elliot will do something about this or there will be a very big problem very soon.

[&o][&o][&o] Please answer my PM... [&o][&o][&o]

Beam weapon frame is done, including a bunch of new toys (one of them is quite different from the usual) to pewpew with, now working on the area weapons.

There will be another teaser soon.
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Unforeseen
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Unforeseen »

:D

Btw out of curiosity how big is the research.txt file so far? (File size)
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lurchi
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by lurchi »

ORIGINAL: Unforeseen

:D

Btw out of curiosity how big is the research.txt file so far? (File size)

Research 91755, Components 26223. Might not get much bigger unless a miracle happens... [:(]
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Unforeseen
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Unforeseen »

Problem?
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lurchi
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by lurchi »

Yeah. See my post from 15 minutes ago.
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Icemania
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RE: Research Extended - [DWU] [WIP] New tech and components to research

Post by Icemania »

ORIGINAL: lurchi
I sure hope Erik and Elliot will do something about this or there will be a very big problem very soon.

[&o][&o][&o] Please answer my PM... [&o][&o][&o]
Please Erik, help lurchi, you are our only hope ... and don't forget to do everything on my wishlist as well!
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