Preview of Legends Modding

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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AminMaalouf
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RE: Preview of Legends Modding

Post by AminMaalouf »

ORIGINAL: Haree78

Things you need to prepare for updating those mods:

Artwork for characters! As many as you can find, same size as race images.

Artwork for Carriers!

Your own flag shapes.

A fully realised mod is going to be a lot more immersive in your universe of choice!
Is this an annoucement, that we are going to see your Galactica Mod for Legends? [:)] Damn, these are the best days since the moo3 discussions.
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

ORIGINAL: AminMaalouf

Is this an annoucement, that we are going to see your Galactica Mod for Legends? [:)] Damn, these are the best days since the moo3 discussions.

I have the advantage of having a head start in updating my mod yes, expect a Legends release when it is time :)
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AminMaalouf
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RE: Preview of Legends Modding

Post by AminMaalouf »

Cool, thanks.
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lordxorn
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RE: Preview of Legends Modding

Post by lordxorn »

ORIGINAL: Nedrear

ORIGINAL: WoodMan

Eliott has said a 500x500 will take 3 times as long as a 300x300.

My math does too. 500x500 = 250000 and 300x300 = 90000. Therfore the first one got NEARLY three times as much pixel. Consequently it is three times work to show it.

I think as modders we should offer a standard package of different RES ships, so those with differing pc specs can enjoy the game in all it's glory. So like a 300px version verse a 500px version for those with current pcs.
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

That is pointless because the game scales 500 pixels down to 300 to display, all you are doing by going above 300 pixels is giving your PC extra effort scaling.
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tjhkkr
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RE: Preview of Legends Modding

Post by tjhkkr »

Does anyone know?
Does it have to recalculate for a smaller image than 300 x 300 as well... if so, I gain nothing by the smaller images?
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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ehsumrell1
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RE: Preview of Legends Modding

Post by ehsumrell1 »

ORIGINAL: tjhkkr

Does anyone know?
Does it have to recalculate for a smaller image than 300 x 300 as well... if so, I gain nothing by the smaller images?

From my understanding guys, Elliot has a new, different graphics loading scheme in Legends
compared to ROTS (Erik, please chide in with better detail if you have time). From what
I've experienced, if build objects are larger than the 300 x 300 image, on the game
screen they still show fine, but they originally start fuzzy for about 2 to 5 seconds
then they show clearly. This new method does enhance clarity and resolution greatly
though. Hopefully one of the devs will respond to this more clearly than I can. [:)]

But that is why the need for the reduction to 300 x 300 for images IMHO.
Shields are useless in "The Briar Patch"...
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

The reduction to 300x300 isn't new, Distant Worlds always scaled to a maximum of it.

The new loading mechanism you are talking about is to manage memory better and allow for mods that use a lot more images.

As for anything to gain by going smaller than 300x300, I'm not sure, it certainly wont stop scaling but whether the scaling algorithm works quicker with enlarging compared to reduction I'm not sure. Will it save memory? Also not sure because I imagine the game holds the scaled image in memory, not the original so I would guess a smaller original wouldn't affect memory much if any.
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tjhkkr
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RE: Preview of Legends Modding

Post by tjhkkr »

Thank you for your answer!!! [:)][8D]
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Igard
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RE: Preview of Legends Modding

Post by Igard »

Thankyou for the info, lordxorn and Haree.

Sounds like I've got alot of work to do....
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Data
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RE: Preview of Legends Modding

Post by Data »

Don't you always? [:)]
Man, I can't wait to dive into this one....better get some rest now.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

A current modded version of Legends.

I am not paid by anyone related to this game, you are seeing non game assets here not owned by Matrix Games, I am just using to demonstrate a point.

Image
Attachments
bsgmod.jpg
bsgmod.jpg (370.11 KiB) Viewed 467 times
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ASHBERY76
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RE: Preview of Legends Modding

Post by ASHBERY76 »

Foreign spy is a good fit.
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

I have been allowed to talk a little bit more about modding.

In terms of adding characters to your mods you need to think about what order they are going to appear in. You can decide what the likelihood of characters appearing and you can even change leaders changing down to 0% if you really wanted Laura Roslin never to be ousted.
You can set characters to be around at the start of the game or you can set the order they are for their particular type. The types of characters are:

Faction Leader, Ambassador, Colony Governor, Fleet Admiral, Troop General, Intelligence Agent, Scientist.

You can see in the above screen shot I have taken liberties with characters roles in the show to fit the DW universe. You can set your own picture per character which should be 300x300, if you don't set a picture it will use the race picture of the race they are set to. Characters from different races can and will be part of a multi racial empire. So you could have the original series Baltar, a human, being an Admiral for the Cylons :)
You will be able to set skills and traits, more on that when the customisation guide is released.

Each race will have a default policy file, you can set all of the new stuff you have been seeing in the Empire Policy screen up with this, including things such as the ability to enslave or exterminate other races when you take worlds rather than just assimilate. Gigers Alien no longer has to share a world with tourists. You can also set whether your race is the type to engage in things such as tourism or whether they would trade with other Empires.
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

ORIGINAL: ASHBERY76

Foreign spy is a good fit.

Funnily enough I didn't set that trait, he gained it himself, I did smile :)
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tjhkkr
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RE: Preview of Legends Modding

Post by tjhkkr »

So Batlar is a is a double agent???
Nice!
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

Yes, it increases the chances of other Empires steal research missions against you, do you think Baltar is worth keeping? :)
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Haree78
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RE: Preview of Legends Modding

Post by Haree78 »

It's also worth mentioning if you do the character's background as transparent then the background will be based on their location, planet type or space if they are in a ship.
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ASHBERY76
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RE: Preview of Legends Modding

Post by ASHBERY76 »

Assassinating Helo would be very enjoyable.


Cool info about modding policy's and nice to see different races can and will be part of a multi racial empire.
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Igard
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RE: Preview of Legends Modding

Post by Igard »

Great screenshot, Haree! And thanks for all the info. Glad to see you guys are working on the beta.
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