DW - Starfall Ver 1.12
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- Posts: 62
- Joined: Thu Jun 26, 2014 1:49 pm
RE: [WIP] DW - Starfall - version 1.01
if it's a shame this problem of the game engine. For the second largest map I think is 10 x 10, which would be the maximum of races that recommend use to avoid this problem in advanced games? tnk
- SirHoraceHarkness
- Posts: 522
- Joined: Sun May 17, 2015 5:29 pm
RE: [WIP] DW - Starfall - version 1.01
ORIGINAL: danymatrix
if it's a shame this problem of the game engine. For the second largest map I think is 10 x 10, which would be the maximum of races that recommend use to avoid this problem in advanced games? tnk
Well sector size isn't really the issue as you can go 15x15 with less than 700 stars and not have much performance degradation or crashing. The two main factors for late game crashing are number of empires and stars and it's going to be a matter of experimentation to figure out a good balance. The reason you can have lots of empires on low star maps is that they cannot expand to dozens or even hundreds of colonies all with their own private and state run ships running about. I have crashed on a two empire game with 1400 stars simply due to the hundreds and hundreds of colonies and the stress it puts on the game engine.
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: [WIP] DW - Starfall - version 1.01
Using the upgraded Version of the Mod, I still got the bug with the oversized ships. It happend the instant the enhanced storage research was completed. Affected are all ships/bases not under construction.
Comparing the design and the actuall ships component list, I noticed that all the pirate components(hyperdrive, armor, repair bot and shields) got replaced with fighter bays, super lasers and one pulse wave cannon (which my race should not get at all). I didnt check what exactly got changed for what at the other ships, but the bug happened to most if not all pirate/empire stuff (I did not check all of them).
Is this something better related to Elliot allong with savegames? Or does someone now, wether they are working on the issue?
Comparing the design and the actuall ships component list, I noticed that all the pirate components(hyperdrive, armor, repair bot and shields) got replaced with fighter bays, super lasers and one pulse wave cannon (which my race should not get at all). I didnt check what exactly got changed for what at the other ships, but the bug happened to most if not all pirate/empire stuff (I did not check all of them).
Is this something better related to Elliot allong with savegames? Or does someone now, wether they are working on the issue?
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- Posts: 43
- Joined: Wed Apr 08, 2015 7:40 pm
RE: [WIP] DW - Starfall - version 1.10
Minor issues with 1.10
Playing as Delphid:
1.) right from the start, Talsassos Shields are enabled - despite Enhanced Shields are not researched yet
2.) Component Kaldos Hyperdrive are available for ships - despite Kaldos Hyperdrive Technology is not researched yet [&:]
Screenhots
Save
Playing as Delphid:
1.) right from the start, Talsassos Shields are enabled - despite Enhanced Shields are not researched yet
2.) Component Kaldos Hyperdrive are available for ships - despite Kaldos Hyperdrive Technology is not researched yet [&:]
Screenhots
Save
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- Posts: 43
- Joined: Wed Apr 08, 2015 7:40 pm
RE: [WIP] DW - Starfall - version 1.10
Dialogue that allows defining enemy nations manually offers race "PirateX". Intended?
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- Posts: 84
- Joined: Mon Feb 14, 2011 1:48 pm
RE: [WIP] DW - Starfall - version 1.10
(1.10) Stealth technology requires Short Range Scanner tech only available to two races. This kinda kills Jumping Sensing and Deep Space Arrays tech lines. Would you reconsider?
I made exceptional effort to understand why one would try to deny existing fact and disclaim well documented history. I failed.
RE: [WIP] DW - Starfall - version 1.10
Thanks for great mod, I love the slow pace and the research.
I have a problem though, I can not build resort base or find resort base design, I researched medical center, still no resort base design. Am I missing something?
I have a problem though, I can not build resort base or find resort base design, I researched medical center, still no resort base design. Am I missing something?
- CyclopsSlayer
- Posts: 583
- Joined: Fri Feb 10, 2012 11:49 pm
RE: [WIP] DW - Starfall - version 1.10
Did you try designing one yourself?
I don't recall ever seeing a pre-designed Resort. I might just have been blind though.
For mine I use 10x Passenger Holds, Hab modules to 300 boarding strength, 5x Shields and 2x Fighter-bays, plus any ancillary systems. Tenders the Resort immune to casual pirate raids, and they never seem to send a fleet after Resorts.
I don't recall ever seeing a pre-designed Resort. I might just have been blind though.
For mine I use 10x Passenger Holds, Hab modules to 300 boarding strength, 5x Shields and 2x Fighter-bays, plus any ancillary systems. Tenders the Resort immune to casual pirate raids, and they never seem to send a fleet after Resorts.
- SirHoraceHarkness
- Posts: 522
- Joined: Sun May 17, 2015 5:29 pm
RE: [WIP] DW - Starfall - version 1.10
The ai will design resorts but you have to have passenger liners unlocked and moderately researched along with crew quarters and other supporting techs like recreation and medical etc. None of them have to be very far along the tech tree but it takes a bunch of them to finally unlock the design. This is just my observation and there might be a quicker way to get them up and running but the game is so deep on so many levels it's taking a long time to master each and figure out how they work with each other. Just a few days ago I discovered the joys of setting fleet posture the Correct™ way and holy cow what a difference in organizing defensive zones and such plus it seems to keep the ai from freaking out during wars and sending fleets crisscrossing across the galaxy. [:'(]
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: [WIP] DW - Starfall - version 1.10
Thanks for suggestions. I've created own resort base design, built it and so far no income from it in the empire summary (a year passed)
Will do more research, as SirHorace said.
I've never got into the late game with Universe, so I am obsessing getting as much cash as possible for later fleet's and troops maintenance, by getting everything as affordable as possible early game. I even manually design all gas/mining/defence stations just to save on maintenance, retrofitting manually only when there would be the danger of a conflict. (playing with low pirates)
So yea, having a single planet in my system with some scenery and not able to build resort is...trouble, especially with such slow progress on the hyperspace speeds (which I like!).
Will do more research, as SirHorace said.
I've never got into the late game with Universe, so I am obsessing getting as much cash as possible for later fleet's and troops maintenance, by getting everything as affordable as possible early game. I even manually design all gas/mining/defence stations just to save on maintenance, retrofitting manually only when there would be the danger of a conflict. (playing with low pirates)
So yea, having a single planet in my system with some scenery and not able to build resort is...trouble, especially with such slow progress on the hyperspace speeds (which I like!).
RE: [WIP] DW - Starfall - version 1.10
Oh my god thank you so much! Am ~6hrs in to a game with your mod and am completely re-obsessed with DW.
Thanks for your hard work. Hope you are still playing games for fun and not just bug testing - must be hard to mod such a long game!
Thanks for your hard work. Hope you are still playing games for fun and not just bug testing - must be hard to mod such a long game!
RE: [WIP] DW - Starfall - version 1.10
This is my favorite tech mod, but 1.10 has some issues.
As mentioned by a previous poster, the vast majority of the sensor tree is locked behind short range sensors, a racial tech limited to only 2 races. That one is sort of game breaking IMO. The damage reduction/repair bot lines have some issues, the fast repair line only upgrades modules you unlock on the first line, meaning you need to go down both lines if you want the faster repair option. Minog "Perfected Flight Mastery" requires "Heavy Missile Superloading" even though they only use torpedo bombers and no previous techs in their line require missiles, maybe intentional for balance reasons but felt strange to me. Minog "Superior Natural Flight" requires "High Power Discharges" when it should probably require "Shockwave Torpedo Mark II" instead, they need to follow the bottom torpedo line the rest of the way, so they are forced to get two torpedo techs here on the same tier that update the same module, High Power Discharges is a useless/redundant dead-end for them.
I may be missing something, but the Zenox shields seem to become useless in the later tiers, drastically less regen than the baseline high recharge shields and practically the same capacity, final tier they have size 9, 350 strength, 3 regen, vs the baseline size 10, 360 strength, 6 regen.
It's been a while since I played, so I don't remember if this has always been the case or is specific to this mod or version. Most of the pirates I'm seeing seem to use gravity weapons, even early game. It's brutal and frustrating.
As mentioned by a previous poster, the vast majority of the sensor tree is locked behind short range sensors, a racial tech limited to only 2 races. That one is sort of game breaking IMO. The damage reduction/repair bot lines have some issues, the fast repair line only upgrades modules you unlock on the first line, meaning you need to go down both lines if you want the faster repair option. Minog "Perfected Flight Mastery" requires "Heavy Missile Superloading" even though they only use torpedo bombers and no previous techs in their line require missiles, maybe intentional for balance reasons but felt strange to me. Minog "Superior Natural Flight" requires "High Power Discharges" when it should probably require "Shockwave Torpedo Mark II" instead, they need to follow the bottom torpedo line the rest of the way, so they are forced to get two torpedo techs here on the same tier that update the same module, High Power Discharges is a useless/redundant dead-end for them.
I may be missing something, but the Zenox shields seem to become useless in the later tiers, drastically less regen than the baseline high recharge shields and practically the same capacity, final tier they have size 9, 350 strength, 3 regen, vs the baseline size 10, 360 strength, 6 regen.
It's been a while since I played, so I don't remember if this has always been the case or is specific to this mod or version. Most of the pirates I'm seeing seem to use gravity weapons, even early game. It's brutal and frustrating.
RE: [WIP] DW - Starfall - version 1.10
great mod, only discovered today that it reached its 1.0 mark (and beyond).
it seems there are some issues in the 1.10 version, is it recommended to use the 1.06 version instead or are the issues so minor that its recommended to enjoy the mod in its latest glory?
thx
it seems there are some issues in the 1.10 version, is it recommended to use the 1.06 version instead or are the issues so minor that its recommended to enjoy the mod in its latest glory?
thx

RE: [WIP] DW - Starfall - version 1.10
Just found this mod! Hope it continues to be updated
Take it light...
Malakie
Malakie
RE: [WIP] DW - Starfall - version 1.10
hmmm...me hoping this great mod getting one last bugfixing polish. you did astonishing work with it. personally i love really long 4x games and this mod hits the sweetspot for me
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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - version 1.10
I have some free time so I will be checking out the bugs reported. The bugs reported looks like it's easy enough to fix so I can do those
RE: [WIP] DW - Starfall - version 1.10
ORIGINAL: fierceking
I have some free time so I will be checking out the bugs reported. The bugs reported looks like it's easy enough to fix so I can do those
nice, thank you very much

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- Posts: 236
- Joined: Fri Jul 23, 2010 9:54 pm
RE: [WIP] DW - Starfall - Ver. 1.11
Updated to version 1.11
Goto first page for info and download link
Goto first page for info and download link
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- Posts: 84
- Joined: Mon Feb 14, 2011 1:48 pm
RE: [WIP] DW - Starfall - Ver. 1.11
Still seems to register as 1.10. Stealth tech line still locked.
Tried both two file patch and full packet.
Tried both two file patch and full packet.
I made exceptional effort to understand why one would try to deny existing fact and disclaim well documented history. I failed.
RE: [WIP] DW - Starfall - Ver. 1.11
If you have time, you might want to check your character files. At least some of them have characters with inappropriate skill types.
As an example: the first ambassador in the Xflinta file, Ne' lis 'Ehe ros, has skill types 1, 13, 9, and 5. Skill type 1 (Diplomacy), is appropriate for ambassadors; but skill types 13 (Facility Construction Speed), 9 (Troop Recruitment Rate), and 5 (Colony Corruption Reduction) are not appropriate for Ambassadors.
The leaders in the file seem fine, but every other character type seems to have these issues.
I know the Xflinta, Vlomert, Vik'yd and Enton character files have these issues - I didn't check any other race's character files.
Overall, this is an excellent mod, so I'm not surprised it has 1400 downloads.
As an example: the first ambassador in the Xflinta file, Ne' lis 'Ehe ros, has skill types 1, 13, 9, and 5. Skill type 1 (Diplomacy), is appropriate for ambassadors; but skill types 13 (Facility Construction Speed), 9 (Troop Recruitment Rate), and 5 (Colony Corruption Reduction) are not appropriate for Ambassadors.
The leaders in the file seem fine, but every other character type seems to have these issues.
I know the Xflinta, Vlomert, Vik'yd and Enton character files have these issues - I didn't check any other race's character files.
Overall, this is an excellent mod, so I'm not surprised it has 1400 downloads.