[A.62] {WIP} Beyond Extended Universe (DW:U 1.9.5.9)

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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

More material on Ergreagd:
Avian
-30% Troop Maintenance
+30% Intelligence Effectivity
Extra Inteligence Agent : 1
+50 chance of generation Intelligence Agents, Troops Generals and Governors.
-50% chance of scientist generation.
Agressivness: 117
Caution: 89
Intelligence: 101
Friendliness: 86
Dependability: 74
population growth : 14%

Unique 3 house system : with unique 3 goverments.
Each goverment named after house. Houses are major political feudal monarchy ancestral line aligned factions, which have long tradition of very fierce rivalry. Even united, the Ergreagds keep this as part of their tradition. Poisoning, assasinations, coup'd'etats - are common progress tools and refined art of their society.
Houses have certain sphere preference.
House of Margagd - House which comes from ancestral line with strong military history, tradition , which prefer more frontal assault and strict military control. If they are chosen to rule the exterrior politics, all leaders will come from Troop Generals, the niche sphere for Margagd within Ergreagd society. Have lowest replacement ratio, Hightest approval, Lowest war weariness, lowest population bonus, lowest research, Mediocre corruption, Medicore tax.
House of Kerengd - Tricky house which rules by art of assasination, blackmailing, intrigues, and any other covert doings. Leaders during their rule taken from Intelligence agents pool. Have hightest replacement ratio, lowest approval, mediocre war weariness, mediocre population bonus, best research, lowest corruption, lowest trade/tax.
House of Urgegd - Rich house with alot of influence, are the most social-oriented house . Their leaders taken from Governor pool, Have mediocre replacement ratio, mediocre approval, worst/highest war weariness, best population bonus, mediocre research, hightest corruption, immense trade/tax.

Things will be polished later, and balanced if needed

Also! HELP needed... i am not native english speaker.. my grammar sucks and those galactopedia entries wait for native english writer :)
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lurchi
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by lurchi »

ORIGINAL: Blackstork
ORIGINAL: lurchi

Interesting. Seems like the primordial soup of a megamod. [:)]

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?
nope, dint looked/knew they are there....
I looking to create very unique flavor/gameplay / techs/features for each one.. Each race above are justified by unique game play idea, based on other ambitions included in this mod.

There is some interesting stuff, you really should check those.
DW Universa looks quite promising:
tm.asp?m=3353200
Distant Races has some unique race ideas:
tm.asp?m=3629325
ORIGINAL: Blackstork

I just made even more depth research on characters modding and on events modding
Wow, only 2 those features could create huge difference between different races gameplay.
Just those hidden features can impact race play ALOT.

Oh yes.
ORIGINAL: Blackstork

I would be happy to try and integrate your mod from this point. I really like the approach, does it even interfere with things i playing? It changes racial files?

You're free to use it. Yes, I guess it might interfere with a lot of things. I do change racial files, it's needed for the new colonisation system.
ORIGINAL: Blackstork

Also new civs use some unique techs or will prefer existing techs from your mod tech tree, so i need to know where/how to adjust them.

You'll have to wait a bit more for details, Research Reloaded is far from being done. There will be a lot more tech for your races to use, weapons, hyper drives, reactors, but racial tech can of course be added as well.
ORIGINAL: Blackstork

Seems that for now races focus is on Yereni/Ergreagd. Yereni use small ships, faster speeds (preference 1), mount alot of agility, and have unique long range gun tree.
Ergreagd focus on troops/espionage, will have 3!!! special goverments, and alot of hi-impact characters which will coup etat alot.

Sounds cool. [8D]
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

ORIGINAL: lurchi

ORIGINAL: Blackstork
ORIGINAL: lurchi

Interesting. Seems like the primordial soup of a megamod. [:)]

Edit: BTW, there are several race extension mods for Extended Universe. Did you take a look at those?
nope, dint looked/knew they are there....
I looking to create very unique flavor/gameplay / techs/features for each one.. Each race above are justified by unique game play idea, based on other ambitions included in this mod.

There is some interesting stuff, you really should check those.
DW Universa looks quite promising:
tm.asp?m=3353200
Distant Races has some unique race ideas:
tm.asp?m=3629325
ORIGINAL: Blackstork

I just made even more depth research on characters modding and on events modding
Wow, only 2 those features could create huge difference between different races gameplay.
Just those hidden features can impact race play ALOT.

Oh yes.
ORIGINAL: Blackstork

I would be happy to try and integrate your mod from this point. I really like the approach, does it even interfere with things i playing? It changes racial files?

You're free to use it. Yes, I guess it might interfere with a lot of things. I do change racial files, it's needed for the new colonisation system.
ORIGINAL: Blackstork

Also new civs use some unique techs or will prefer existing techs from your mod tech tree, so i need to know where/how to adjust them.

You'll have to wait a bit more for details, Research Reloaded is far from being done. There will be a lot more tech for your races to use, weapons, hyper drives, reactors, but racial tech can of course be added as well.
ORIGINAL: Blackstork

Seems that for now races focus is on Yereni/Ergreagd. Yereni use small ships, faster speeds (preference 1), mount alot of agility, and have unique long range gun tree.
Ergreagd focus on troops/espionage, will have 3!!! special goverments, and alot of hi-impact characters which will coup etat alot.

Sounds cool. [8D]


I like Distant Races ideas, but i prefer art selection/unique mechanic concepts from my 10 races set prior to taking something else - they are darker, more alien and more apealling ot me to work with. At later stages, once all hero/character/goverment/special/immersion stuff is implemented (very distant point) i may turn towards DR. I mean, if i do complete this huge project and there will be more place for adding, i am sure i will work on integrating, fully or partially, Distant Races.
DW universa is less to my liking, art/concept/unique mechanics pov.
I do emphasize on making race unique to play, dark alien , non cartoony style, and passion for making certain art content, because this project will need HUGETONS of new authentic art being done, even for vanilla races. Its a creative process, and to be creative you should work with ideas that inspiring you. I wont do easy modding. I prefer to polish every single race till it will be unique space alien candy to chew :D

This is not (ONLY) race mod. Race feature is just small part of it, work-time wise, new races are to add more flavour and play with unique mechanics/features which could be squized from character/goverment/event customisation .

I hugely like Plant family. I am sure that 1st 2 races to be implemented from DR will be those 2 planties.
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

Updated 2nd post with more Ergreagd info, new race that will be released in First alpha release and include immersive, deep , complex character system (see that dhayut pic preview for visuals)
Now races will be also determined and differ by pre-set pool of characters they have, and their pool will impact gameplay alot, create synergies and strategies which will be different for all races.

Added some unique tropp art preview (Preview of regular troops, House Kerengd Battle Golem (armor) and House Margagd Elite Troopers ) -
ImageImageImage
top of post 2, unique Ergreagd ships art is WIP, previews will be posted soon.
Added more info on 3 house goverments in the Ergreagd info.
Races will have more complexity, differce and flavor in BEU , than they ever had.
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

Added to post 2 some preview of unique ships/base and house emblems. Obcourse this will be less blurred and scaled down in the game.
Hope you like it.
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ParagonExile
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by ParagonExile »

Blackstork, I made a few/several grammar errors in the descriptions, I will work them out and send them to you once more.
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

Cool, ship art still need some work and polishing too, effects application etc...

Also sorry, i will need to move Banoserit and Xhumans ui after Ergreagd, because i need their race ui art to develop stuff for character builder, to get something even more comples showcased on that dhayut sample.
So next Alien Immersion UI is Ergreagd one!

Once character system is done and ship art is polished we will release early Alpha with one complex and unique race, which also using new and complex racial-flavored character system + character system for Dhayut
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ParagonExile
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by ParagonExile »

Cool.

Considering I'm helping, could you possibly make the XHumans go before the Banoserit for my sake? :3
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

hehe sure, deal :P
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ParagonExile
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by ParagonExile »

Score one for emotional blackmail!

Is there anything blackmail can't do?
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

Cant make babies?
(except for Kerengd ergreagds perhaps, they blackmail even if they want to do babies)
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Genome
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Genome »

Hm. If there's a need for editing/grammar checking of any kind, I'd be down to assist too
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

We have ParagonExile for that role, but there other races in project or naming sequences (mini vocablry for each race for naming puproses) - all those things can be done, as well as massive testing as alpha comes in close days
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Genome »

Cool, I'm definitely on board. Quick question, are we doing these names/vocabulary sets based on a human perspective of that race, or their own perspective of themselves?
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

ORIGINAL: Genome

Cool, I'm definitely on board. Quick question, are we doing these names/vocabulary sets based on a human perspective of that race, or their own perspective of themselves?
ONLY their own perspective

Also lets me explain how it needs to be filled
This used by some recentrly developed program by Ergie, which helps us generate custom characters for new character system.

In Beyond old human city ship templates replaced by old family specific names/surnams, while characters use unique system to create unique faces - example is showcased on dhayut picture at middle of page 1 of this thread.

How to fill it:
Explanation by Ergie - for his tool:
Title
-----
Its has the number asociated in DWU to the character type, one ";" and the name. Each group separated by ","

[TITLE]
[Characterype1];[Name1],[Characterype2];[Name2],...[Characterype9];[Name9]

Human example:
[TITLE]
1;Leader,2;Diplomat,3;Governor .... ETC

Dhayut example (I filled the roles you didnt write)
[TITLE]
1;Num-,2;Niser-,3;Gorn-,4;Su-,5;Usr-,6;Ressa-,7;Irs-,8;Ajg-,9;Nah-

Prefix
------
[MPREFIX] ->> (Male prefixes)
[FPREFIX] ->> (Female prefixes)
[XPREFIX] ->> ("Never mind" prefixes)

Separated by ","
In the humans file its where I put the Names

Pool
----
[MPOOL]->> (Male Common)
[FPOOL]->> (Female Common)
[XPOOL]->> (Any other Common)

Separated by ","
In the humans file its where I put the Surnames. In the Dhayut your suggestions of the post.

If after the "]" you put *[Number] (as in the Dhayut file), it will repeat from this pool this given [Number] Times

Sufix
-----
[MSUFIX] ->> (Male sufixes)
[FSUFIX] ->> (Female sufixes)
[XSUFIX] ->> ("Never mind" sufixes)

Separated by ","
In the humans file its empty, in the Dhayut there is one (so always will be the same on each name)

Example:

Ergreagd

Code: Select all

[Title] 
 1;,2;,3;Mog Urgegd,4;,5;Mog Margagd,6;,7;,8;Mog Kerengd,9; 
 [MPrefix] 
 Dagd, Nagd, Ragd, Eegd, Mogd, Rogd, Nogd, Negd, Kegd, Guugd, Gourgd, Duumgd, Ererugd, Eugd, Eamegd, Undugd, Ogongd, Ragangd, Orgd, Argd, Oogd, Demegd, Nugd, Mugd, Aaugd, Emugd, Mumugd, Omugd, Magd, Egdogd 
 [FPrefix] 
 Dana, Nana, Rana, Eena, Mona, Rona, Nona, Nena, Kena, Guuna, Gourna, Duumna, Ereruna, Euna, Eamena, Unduna, Ogonna, Raganna, Orna, Arna, Oona, Demena, Nuna, Muna, Aauna, Emuna, Mumuna, Omuna, Mana, Egdona 
 [XPool] 
 Ganma, Randagan, Malun, Nagendun, Eeran, Dangon, Irdungan, Adan, Kenere, Mandargon, Doron, Udangoran, Eoduron, Gamon, Mogon, Dugaanon, Naron, Gadon, Mudon, Een, Irdaon 
 [MSuffix] 
 gd 
 [FSuffix] 
 na 
 

Ergreagds use letters R, N, G, D , L ,M , A, E, U, O, and I very rarely - and all that in some fashion
GD is male suffix, follows anything that is male, NA is female suffix, also because there is strict separation between sexes


this will create male names like Ungugd Mogongd , and female neames Kena Narona.

This is ouline of certain race. All vanilla races , all extended races, and all beyond races need such file. You can figure and create language outline by race traits, flavor, family, and just race name, assuming all race names are naming from own race perspective

There are lists done for Dhayut, Ergreagd and Shandar. This is fun work, and it need to be done. You can start with some vanilla races.

More example of Dhayut file - its small, i will extend it...

Code: Select all

[Title]
 1;Uk ,2;Yd ,3;Kr ,4;Yk ,5;Reh ,6;Ha ,7;Ahe ,8;Kee ,9;Ytt
 [XPrefix]
 Hku,Rhk,Hye,Drh,Ey,Ay,Uer,Trrh,Krt,Kehr,Yhr,Ahr,Her,Eh,Ryh,Dah,Dye,Kye,Yeth,Ath,Akh,Kh,Ree,Hee,Kyy,Ee,Uu,Tuu,Rytt,Kuhk,Hark
 [XPool]
 -Hku,-Rhk,-Hye,-Drh,-Ey,-Ay,-Uer,-Trrh,-Krt,-Kehr,-Yhr,-Ahr,-Her,-Eh,-Ryh,-Dah,-Dye,-Kye,-Yeth,-Ath,-Akh,-Kh,-Ree,-Hee,-Kyy,-Ee,-Uu,-Tuu,-Rytt,-Kuhk,-Hark
 [FSufix]
 ut
 [MSufix]
 k

those fluffies :
Image
will be named Yk Rytt-Reeut, Yk Hark-Heek, Yk Krt-Tuuk etc
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Tcby
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Tcby »

Really cool work going on here!
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

Hehehe! Thanks!
btw here preview of finished Ergreagd escort ship art - this is much better and final because it passed bitmap brush work after vector drawing, and have ligh/engine effects added
Image
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Genome
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Genome »

Will every race have a male/female differentiation? I think it would be cool if there were asexual races, like certain creatures on earth where the other sex went extinct somehow and the sex that was left was able to keep reproducing. Or maybe hermaphroditic species that are both sexes at the same time.
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Blackstork
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Blackstork »

ORIGINAL: Genome

Will every race have a male/female differentiation? I think it would be cool if there were asexual races, like certain creatures on earth where the other sex went extinct somehow and the sex that was left was able to keep reproducing. Or maybe hermaphroditic species that are both sexes at the same time.
what you said
races should be different
some races could use asexual naming for sure
most of them have sexes, but not necessarily have separation in the naming
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Genome
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RE: {WIP} Beyond Extended Universe - Mod and Mods' Mod

Post by Genome »

Alright, I'll get started and do my best on the Zenox/Gizurean/Sluken Titles/Name characteristics.
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