DW - Starfall Ver 1.12

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RiftHick
Posts: 54
Joined: Mon Feb 23, 2015 5:24 pm

RE: [WIP] DW - Starfall - version 0.4

Post by RiftHick »

First of all, thank you for this mod it is my favorite out of all of the ones I've tried so far. I am aware that it is still early days for this mod but I noticed that no one else seemed point out what I am about to (or at least if they did I missed it). So here it is, occasionally "found" ships as in the abandoned newb frigate or ships your explorers will chance upon are outright broken in somewhat comical ways. I will include below a screenshot (when the forum allows me to) of the newb frigate I was chanced with in my latest game, I had to to scrap it with instant effect as it's maint costs where significant and it was so slow It would take decades if not hundreds of years to shuffle to the nearest station for decommissioning. In a previous game I found a capital ship that was much like this frigate but at least it had warp ability and I was able to break it down, that capital ship was over 6000 in size and took a few years to decommission and breakdown, the other found ships have been just fine and much like their vanilla counterparts.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

I've actually seen this bug. In one of my games my explorer found something similar. It was sooo big and sooo slow. The only thing it did was refuel all the time. And it took years for it to dock. After it fueled up it would leave and get nowhere and refuel again.

fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

This got me thinking and....

I think I know why this bug is happening. This only happens with the Delphid.

This race I made into a mercantile guild which builds a lot of escorts. I didn't want them building frigates so my solution was to add 500 beam weapons onto the design of the frigate for that race. This way the AI cannot build frigates since the size is so big. Even at end game they cannot build frigates.

The sideeffect it seems is during the start of the game, when the game is allocating derelict ship for your empire to discover, frigates are chosen as ship that you can find.

Lol

So sometimes you discover these 5000 size frigates that cant move.

I have to think of a different solution. Deleting the frigate file from the designships doesn't work.

Or you could think of it as an ancient tech that your race's ancenstors build long long ago.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

Excelent Mod! An update plase? Tkz
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

I haven't work on this mod for a while now. I'll try adding more stuff when I get some time and maybe upload something by the weekend.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

thanks friend. DW mod best so far.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

Updated to version 0.8

Goto first page for info and download link
Overlord015
Posts: 55
Joined: Tue Jan 20, 2015 8:08 pm

RE: [WIP] DW - Starfall - version 0.4

Post by Overlord015 »

Hi, awesome mod.

Can't believe a mod as huge as this one has gone as unnoticed as it has, in essence pretty much does what all of the other mods do put together, very cool, heheh. Love the difficulty increase as well.

An issue I've noticed so far pertaining the tech tree, the quantum reactor techline eventually starts upgrading the the fusion reactor instead of its intended reactor, this happens with the 2nd and 3rd upgrades. Same thing happens with the fusion reactor techline as well, all of its upgrades after the 1st one are marked as upgrading the quantum reactor. Haven't tried getting to them and seeing what happens though, as I've "fixed" it on my end, haven't had any issues from that edit. Bug? Or is this intended? [&:]
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

ORIGINAL: Overlord015

Hi, awesome mod.

Can't believe a mod as huge as this one has gone as unnoticed as it has, in essence pretty much does what all of the other mods do put together, very cool, heheh. Love the difficulty increase as well.

An issue I've noticed so far pertaining the tech tree, the quantum reactor techline eventually starts upgrading the the fusion reactor instead of its intended reactor, this happens with the 2nd and 3rd upgrades. Same thing happens with the fusion reactor techline as well, all of its upgrades after the 1st one are marked as upgrading the quantum reactor. Haven't tried getting to them and seeing what happens though, as I've "fixed" it on my end, haven't had any issues from that edit. Bug? Or is this intended? [&:]
Good catch. That is a bug and should be reversed for both.

I think a lot of people don't post on the forums because each version I upload, there is a lot of downloaders which surprises me.

As to the difficulty, yes this has it's own version of Smart AI like Icemania's mod. Even on Normal, this should give people more of a challenge. On Extreme, it's unplayable because you will get continuously attacked w/o any chance of winning. The best I could do was to stay alive by just gifting everyone who hated my empire.

I will upload a fixed version maybe next week hopefully, with some more character sets for a mini update.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

OH YEAH! We need that fixed version please..thankz men!! [&o][&o][&o][&o]
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moonraker65
Posts: 565
Joined: Wed Jul 14, 2004 3:11 pm
Location: Swindon,Wilts. UK

RE: [WIP] DW - Starfall - version 0.4

Post by moonraker65 »

Playing as the Cryxal I notice their characters have no names. But other than that this version is very much a step in the right direction as to long game play and variety well done.
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

fierceking please, we need this update... [&o] [:D]
Regularity
Posts: 15
Joined: Thu Mar 28, 2013 4:53 am

RE: [WIP] DW - Starfall - version 0.4

Post by Regularity »

So, I'm a bit of a newbie to running mods with DW. Now it's no secret this game adds tons of stuff to the game, and consequently, the game client tends to run a bit slower. Does anyone have any go-to tricks or techniques they use to prevent the game from running out of memory? (Yes, I'm running 64-bit). I'm afraid I've hit the point where the game is failing to save, between this mod and a large galaxy size.
Regularity
Posts: 15
Joined: Thu Mar 28, 2013 4:53 am

RE: [WIP] DW - Starfall - version 0.4

Post by Regularity »

Also, do races in this mod trade racial tech at all? I've been away from DW for quite some time, so not sure if they're refusal to trade is just a recent balancing patch in the vanilla game, or something caused by the smart research system this mod uses.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

ORIGINAL: moonraker

Playing as the Cryxal I notice their characters have no names. But other than that this version is very much a step in the right direction as to long game play and variety well done.

Thanx for letting me know. This should be fixed on the next update.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

ORIGINAL: Regularity

So, I'm a bit of a newbie to running mods with DW. Now it's no secret this game adds tons of stuff to the game, and consequently, the game client tends to run a bit slower. Does anyone have any go-to tricks or techniques they use to prevent the game from running out of memory? (Yes, I'm running 64-bit). I'm afraid I've hit the point where the game is failing to save, between this mod and a large galaxy size.

From my testing, a few things that you could do are

1) Less habitable planets (Less planets means less income to make more shps and a bit less need for resources)
2) Smaller maps
3) Less or no pirates (Pirates build a lot of ships on this mod 200-300 per pirate group)
4) Play against less races/empires


Other things that are causing lag could:
1) fighter swarm
2) civilian ships related to the amount of resources in my mod

I could remove some of the resources and tone down the number of fighters but I would need to test these. I just don't have time right now.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

ORIGINAL: Regularity

Also, do races in this mod trade racial tech at all? I've been away from DW for quite some time, so not sure if they're refusal to trade is just a recent balancing patch in the vanilla game, or something caused by the smart research system this mod uses.

Tech trading cannot be modded.

I usually have tech trading off but from memory, I think you need to be friendly with another race and above 20-25 rating for tech trading to take place.
danymatrix
Posts: 62
Joined: Thu Jun 26, 2014 1:49 pm

RE: [WIP] DW - Starfall - version 0.4

Post by danymatrix »

Hi Fiercekink. when you think upload this patch please?
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ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: [WIP] DW - Starfall - version 0.4

Post by ASHBERY76 »

Wow that tech tree Is huge.Does the A.I races have paths as they could get lost in it.
Regularity
Posts: 15
Joined: Thu Mar 28, 2013 4:53 am

RE: [WIP] DW - Starfall - version 0.4

Post by Regularity »

ORIGINAL: fierceking
Tech trading cannot be modded.

I usually have tech trading off but from memory, I think you need to be friendly with another race and above 20-25 rating for tech trading to take place.

I specifically mentioned racial tech trading, as in stuff that normally is limited to being researched by only certain races. After picking up the game a week ago, I've played five games: three in vanilla, in which races would trade away unique racial techs, and two with this mod, in which races never would trade away racial techs. Even at +100 relations and even using the game editors to check and confirm they had racial techs researched.

So I'm wondering if this mod either has completely disbarred any racial tech trading, or has just added additional requirements to "unlock" its availability in the trade window.
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