Unleashed Extended I & II
RE: Unleashed Extended
Euler - UEI doesn't have the econ acceleration. I don't recall every change, but mostly it was minor things between the two, plus the econ change.
You can if it is within your toolbox - compare the two and un-adjust the governments (that's what causes the econ accel - primarily - lesser degree the reduced upkeep for facilities & wonders - but that's far less significant).
I'll update for UEIII one of these days - and scale back the government adjustment.
Oh, the other thing you can do is to choose to play a warrior race - none of the econ loving ones... or intentionally choose a war based government (dictator / military junta /etc.).
You can if it is within your toolbox - compare the two and un-adjust the governments (that's what causes the econ accel - primarily - lesser degree the reduced upkeep for facilities & wonders - but that's far less significant).
I'll update for UEIII one of these days - and scale back the government adjustment.
Oh, the other thing you can do is to choose to play a warrior race - none of the econ loving ones... or intentionally choose a war based government (dictator / military junta /etc.).
RE: Unleashed Extended I & II
Hey, thank you for the mod!
But I updated my game to latest beta patch to start new campaing, and game crashed. Is it incompatible?
But I updated my game to latest beta patch to start new campaing, and game crashed. Is it incompatible?
RE: Unleashed Extended I & II
I'm also running latest patch - this is for DW:U. It won't work with Shadows or the other versions out there.
What sort of crash?
One thing I find helps me is to set my theme to the default - then restart DW:U, then set the theme to what I really wanted (say UEII), then let it load, then restart DW:U again. Now it's definitely loaded with the correct theme, and no other theme has been loaded for the current session, and I can confidently start a new campaign.
Let me know if this helps you.
What sort of crash?
One thing I find helps me is to set my theme to the default - then restart DW:U, then set the theme to what I really wanted (say UEII), then let it load, then restart DW:U again. Now it's definitely loaded with the correct theme, and no other theme has been loaded for the current session, and I can confidently start a new campaign.
Let me know if this helps you.
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- Posts: 604
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RE: Unleashed Extended I & II
Is this mod nearly 100% working? Im very interesting in the extended techtree. The other mods I already use. THX
RE: Unleashed Extended I & II
This mod is "abandoned in working condition" as my old boss was fond of saying.
I will likely make another version one o' these days - but for now, you have a choice of either I or II - both work. II has more money available, and other tweaks (see the change log). I has less money - more like vanilla - and a few less changes. Or you can always mod either mod to be more to your liking (very easy to do).
I will likely make another version one o' these days - but for now, you have a choice of either I or II - both work. II has more money available, and other tweaks (see the change log). I has less money - more like vanilla - and a few less changes. Or you can always mod either mod to be more to your liking (very easy to do).
- SirHoraceHarkness
- Posts: 522
- Joined: Sun May 17, 2015 5:29 pm
RE: Unleashed Extended
Hmmm, been enjoying icemania's extended ai mod so will give this a whirl cause moar dakka is always bestus dakka. 

Intel i9 11900k all core oc@5.3 - 32gb Crucial Ballistix 3600 DDR4 CL16 - EVGA RTX 3090 24gb FTW3 Ultra - MSI Z490 A-PRO Mobo
- SirHoraceHarkness
- Posts: 522
- Joined: Sun May 17, 2015 5:29 pm
RE: Unleashed Extended
Ok played out a quick map using the UE II version and like it so far except for one thing. I played hiigaran and the ai would not use any weapons but basic rails even with torpedoes researched almost to the end and enough support tech to allow them to be mounted and used.
Tried beams and missile and still no go. Once I started on rails the ai started adding them. Is this due to hiigaran not being included in icemania's ai mod redo?
Tried beams and missile and still no go. Once I started on rails the ai started adding them. Is this due to hiigaran not being included in icemania's ai mod redo?
Intel i9 11900k all core oc@5.3 - 32gb Crucial Ballistix 3600 DDR4 CL16 - EVGA RTX 3090 24gb FTW3 Ultra - MSI Z490 A-PRO Mobo
RE: Unleashed Extended
It is because the Hiigaran designs only use rail guns. You can look at them in the designTemplates folder of the mod.
Did the AI research that other stuff? It it did, it is poor mod setup. If not, it is you fighting the AI designer.
I was puzzled there seemed to be very little difference in firepower from frigate to destroyer to cruiser in those designs.
Did the AI research that other stuff? It it did, it is poor mod setup. If not, it is you fighting the AI designer.
I was puzzled there seemed to be very little difference in firepower from frigate to destroyer to cruiser in those designs.
- SirHoraceHarkness
- Posts: 522
- Joined: Sun May 17, 2015 5:29 pm
RE: Unleashed Extended
I see. Downloaded the mod pdf and am starting to dig through the folders so I'll figure out the finer points of the games innards and can 'fix' these things to my liking.
Was simply wondering as on the standalone ai mod if I set the ai research/design policy to say torps the ai would use them on auto refits as soon as they were better than the basic racial weapons and enough support tech was researched to mount and power them.
I also do my own research queue as the ai doesn't seem very good in its choices or at least good enough to support my preferred playstyle of fast glass cannon ships in early game.
Was simply wondering as on the standalone ai mod if I set the ai research/design policy to say torps the ai would use them on auto refits as soon as they were better than the basic racial weapons and enough support tech was researched to mount and power them.
I also do my own research queue as the ai doesn't seem very good in its choices or at least good enough to support my preferred playstyle of fast glass cannon ships in early game.
Intel i9 11900k all core oc@5.3 - 32gb Crucial Ballistix 3600 DDR4 CL16 - EVGA RTX 3090 24gb FTW3 Ultra - MSI Z490 A-PRO Mobo
RE: Unleashed Extended
I think I included info in the change.txt file in the mod - that shows what ship designs each race is configured for.
You can of course manually design your ships & set your own research. I usually handle research but let the automation handle ship design (until it goes off rails).
...but that only makes sense if I'm researching what the automation is expecting - which I do - I pick my race based on what ship types - what weapons systems - I want to play with.
But if you're okay with manually designing everything - you can choose any race and research what you want and design ships that use your tech.
You can of course manually design your ships & set your own research. I usually handle research but let the automation handle ship design (until it goes off rails).
...but that only makes sense if I'm researching what the automation is expecting - which I do - I pick my race based on what ship types - what weapons systems - I want to play with.
But if you're okay with manually designing everything - you can choose any race and research what you want and design ships that use your tech.

- Radishgast
- Posts: 24
- Joined: Fri Jun 20, 2014 5:08 pm
RE: Unleashed Extended
Just wanted to pop in and show my support. I've been enjoying your collection of mods immensely in my latest game. Thanks for taking the time on this! <3
RE: Unleashed Extended
Awesome! 
Always nice to get positive feedback about anything I do!
I've been into a mod I've made for Sword of the Stars (prime) of late, but I'll get back to improving this one when that interest wanes, I'm sure.

Always nice to get positive feedback about anything I do!
I've been into a mod I've made for Sword of the Stars (prime) of late, but I'll get back to improving this one when that interest wanes, I'm sure.
RE: Unleashed Extended
Same comment as Radishgast, this mod is great. It adds a lot to the game and I never play without it. Looking forward if you ever do make UEIII.
RE: Unleashed Extended
Hi mordachai, this is a pretty nice mod, thanks and im wishing for a third part, but until them, i would like to play the osito research unleashed BUT with the changes in UEII (except the economy boost)until you release the III version
, i would like the enhanced techtree, the weapons adjustment and the changes in races (lipid for example), where are those changes located?, thanks compadre, and sorry for the annoying questions >_<.
Edit: i was using the EUI without problems, and decided to try EUII, but i have problems with lipid, if i try to choose them, the game says something like:
i know is in spanish but it talks about some exception, and some sort of failure in some parameter, i tried to go to the folder the problem said, but i deffinetly dont know what im doing , so i decided to stop, can you help me please?, sorry for bothering you >_<

Edit: i was using the EUI without problems, and decided to try EUII, but i have problems with lipid, if i try to choose them, the game says something like:
************** Texto de la excepción **************
System.ArgumentOutOfRangeException: El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index
en System.ThrowHelper.ThrowArgumentOutOfRangeException()
en System.Collections.Generic.List`1.get_Item(Int32 index)
en DistantWorlds.Types.Galaxy.GenerateRaceSummary(Race race)
en DistantWorlds.Start.Pmn6J1x4eLDjUPSVQ3p(Object )
en DistantWorlds.Start.BdsQU4GFmi(Race )
en DistantWorlds.Start.J3SQiRD6AE(EncyclopediaItem )
en DistantWorlds.Start.Lx5QZw3lP7(Object , EncyclopediaItemChangedEventArgs )
en DistantWorlds.Controls.EncyclopediaTopicTree.Topics_NodeMouseClick(Object sender, TreeNodeMouseClickEventArgs e)
en System.Windows.Forms.TreeView.OnNodeMouseClick(TreeNodeMouseClickEventArgs e)
en System.Windows.Forms.TreeView.WmNotify(Message& m)
en System.Windows.Forms.TreeView.WndProc(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
i know is in spanish but it talks about some exception, and some sort of failure in some parameter, i tried to go to the folder the problem said, but i deffinetly dont know what im doing , so i decided to stop, can you help me please?, sorry for bothering you >_<
RE: Unleashed Extended
Are all pirates in this mod smugglers?
Edit: I have found other pirates, they are weeker as normal but ok.
I was just wondering, because the first 4 pirates i meet was a smugglers and in 25 years no pirate attacks me.
Edit: I have found other pirates, they are weeker as normal but ok.
I was just wondering, because the first 4 pirates i meet was a smugglers and in 25 years no pirate attacks me.
RE: Unleashed Extended
So what is the main difference between this mod and Beyond Extended Universe?
RE: Unleashed Extended
It includes Beyond Extended Universe.
The main differences are a stronger ai (build bigger ships) and more balance. In Extended Universe some races are so overpowered, that you can't play them as a human.
The main differences are a stronger ai (build bigger ships) and more balance. In Extended Universe some races are so overpowered, that you can't play them as a human.
RE: Unleashed Extended
Hey mordachai, just wanted to quickly throw out a thank you for putting this mod together. Downloaded it a week ago and I've been having tons of fun with it! I've been playing Unleashed Extended I to avoid the over-boosted economy from version II, but if you ever get around to putting a more econ-balanced version III together I'd download that faster than you can say "Caslon Missile" =)
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
RE: Unleashed Extended
Bump.
RE: Unleashed Extended
great mod. will you upgrade the ai mod.