same goes for when you initiate a trade, minus the crash.
is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ?

ORIGINAL: eu33
I don't know if this is due to your mod but on a large map trading is impossible. if pressing on a trade offer made by the AI does not crash the game, it will take about 5 to 10 minutes for the game to react again and open up the trade window.
same goes for when you initiate a trade, minus the crash.
is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ?![]()
ORIGINAL: rongvk
Hi Roger, enjoying reading about all the ways your mod tweaks the base game while we patiently wait for DW2. Very exciting stuff. Also enjoying watching Larry Monte showcase the mod in his latest letsplay.
While tossing the dice a few times for a promising starting position, and trying out new features right off the bat using the editor, I noticed that for some games "science ships" seemed broken: Ctrl+enter did nothing and alt+ctrl+right click only showed 'hold position',
in other games the game crashed after a handful of seconds. If it's of any use to you, the following error message pops up:
Error Code:GxHab
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Types.Habitat.IndependantColoniesRecruitAndTrainTroops(Double timePassed)
at DistantWorlds.Types.DoTasks(DateTime time)
at DistantWorlds.Main.method_86(DateTime dateTime_7, Int64 long_1, BuiltObjectList builtObjectList_1, Boolean bool_28)
at DistantWorlds,Main.ProgramLoop()
Following this I did a clean install of DWU and only added your mod, and reloaded the save games that were screwy, making sure to press a key after loading is completed, with the same results, so I'm wondering how I managed to break things. Because I liked the map I started several new games "loading an existing as map", again encountering the same problem. I wonder if it has anything to do with the use of the editor?
Also I was wondering if there was a way for you to add a line to BaconSettings allowing for us to mitigate the impact of gravity wells somewhat. While I certainly like the concept of not being able to hyperjump close to stars and the added level of realism and tactics it introduces to the game (especially combined with greater hyperjump inaccuracy), I would personally prefer to e.g. halve the sum of microwave, x-ray and solar radiation. It sounds like something that might be feasible.
ORIGINAL: Tanaka
Wow thanks for all of your work some really great changes here! I have been wanting this option since day one!
"Added a new command "!nukem" to the shipfinder. Typing this will destroy all ships and bases except for those with a character on board. This is a good way to get rid of all those powerful space wrecks when playing story mode. Note that this is experimental. An early version I had about a month ago seemed to cause crashes in my game about 19-23 years in. I think it was because of orphaned characters when I nuked ALL ships but I have not had a chance to test it out. If you get consistent crashes with a message about character skill level then don't use this. I think it should be OK though."
No more game breaking random super ships!!
ORIGINAL: eu33
Hello again !
I am in a precarious situation here: I can't play this mod fully because of the trading issue and i can't play without this mod either!
What am i to do ? nothing, until baconmod is updated ?
Any time frame for the update?
Sorry for being selfish !![]()
ORIGINAL: RogerBacon
I'm targeting Friday for the next update. I might be able to get it out sooner but I'd like to do a little testing.
There is a small bug in the current release where if you refit a science ship and remove the labs it will still let you pick research for it. It won't actually DO any research though so its a small bug. I'm fixing that but I need to make sure I don't create any null reference situation when doing so.
ORIGINAL: eu33
Hello again !
I am in a precarious situation here: I can't play this mod fully because of the trading issue and i can't play without this mod either!
What am i to do ? nothing, until baconmod is updated ?
Any time frame for the update?
Sorry for being selfish !![]()
ORIGINAL: Hattori Hanzo
at which kind of "trading issue" do you refer ?
ORIGINAL: RogerBacon
ORIGINAL: eu33
I don't know if this is due to your mod but on a large map trading is impossible. if pressing on a trade offer made by the AI does not crash the game, it will take about 5 to 10 minutes for the game to react again and open up the trade window.
same goes for when you initiate a trade, minus the crash.
is there a way you can make a lightweight version only with the ability to build state ships ? or a launcher to enable/disable features ? Asking for too much uh ?![]()
Yeah, its the mod. I made all known bases and planets tradable and in late games (which I never get to) on large maps (which I never play on) it causes very long delays on opening the diplomacy trade screen. In the next version of the Bacon Mod I will make this an optional setting in the settings file.
ORIGINAL: Scorten
Does this mod work with Retreat's "Unleashed Extended II + AI orders"? Also does it decrease performance?
ORIGINAL: RogerBacon
The only thing I did to the independent empire was to increase the troops they build as per the baconSettings.txt file. You can always tell is my code is being called by looking at the stack trace since all of my classes are prefixed with the word "Bacon". I'm not sure what the issue is here but it must have been something you did with the editor. Do you remember what you did? I've actually only used the editor once and that was years ago.
I like to manually remove independents and world destroyers from the start of the game and take a quick peek to check the distribution of AI empires while I do so. I guess the lack of independents is what must've broken it.
ORIGINAL: RogerBacon
Try one game all the way through with the gravity wells as they are. By mid game you will find that for most of your ships they only occupy the middle third of most systems. With faster sublight engines and the pathing improvements I made in the last path you will barely notice the gravity wells.
I will! Thanks for the advice. My next game will be as Ackdarians, they ought to be zipping along the void plenty fast in no time. Looking forward to future updates. I'll just play a straight up no-editor game this time
I should note that in some games I also had science ships which I could see accrued science points as evidenced by the pop up window after pressing ctrl-enter but did not show the research dropdown menu upon alt-ctrl-right clicking and conversely in other games science ships who did show the research dropdown menu but did not seem to accrue research points.
That might be down to that month long box unpacking window I guess.
ORIGINAL: RogerBacon
I'm currently using it with the Unleashed mod, so yeah its fine with that. I don't know "AI Orders" mod. If you mean Iceman's improved AI mod that one is just optimizing the ship design templates I believe so it will work fine with that too.
It does not decrease performance except the diplomacy screen can take longer to open on large map late games due to the fact that ALL known bases and planets are added to the trade items list. I'm making that optional in the next version due out later this week.
ORIGINAL: Scorten
I've tried it with the Unleashed Mod and unfortunately a lot of the text gets cut off or overlaps with e.g. resource icons.![]()
ORIGINAL: Scorten
EDIT: Set shadow to true, font looks uglier now but doesn't overlap with icons anymore.