Bacon Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

User avatar
adecoy95
Posts: 420
Joined: Fri Mar 26, 2010 2:01 am

RE: Bacon Mod

Post by adecoy95 »

no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: ArchMike

Thanks for your hard work !

I was wondering : would it be possible, as an option, to make an empire with the ability to raid ?

Thanks again
You are welcome. An empire with the ability to raid was something I looked into at one point. It wasn't as straight forward as I'd hoped (there are big differences between a pirate empire and a regular empire). It didn't seem worth the effort and I knew I'd never be able to teach the Ai to do it.
ORIGINAL: adecoy95

no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?

I run from by D drive. Did the previous version (1.66) work? I left the link up so you can check if that version works. I hope I didn't break anything with the final update.

BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
elvendeathknight
Posts: 83
Joined: Sat Aug 25, 2012 3:58 pm

RE: Bacon Mod

Post by elvendeathknight »

Thanks for the reply !

I wanted to make a custom scenario where I would start with a single ship. I was seeing money generation as my main problem. I thought that raiding would solve that problem. I will probably play as a pirate, then spawn an empire with game editor and switch to be the empire later in the game.
User avatar
adecoy95
Posts: 420
Joined: Fri Mar 26, 2010 2:01 am

RE: Bacon Mod

Post by adecoy95 »

unfortunatly it seems to be happening with older versions too.

i noticed a few pages back some other people were having the problem on windows 10, im using 10 as well. dosent look like they were able to fix it?
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: adecoy95

unfortunatly it seems to be happening with older versions too.

i noticed a few pages back some other people were having the problem on windows 10, im using 10 as well. dosent look like they were able to fix it?

Some people have gotten it to work on Windows 10. I use Windows 7 so I'm afraid I can't help much there.
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
ZG264
Posts: 7
Joined: Mon Jan 01, 2018 8:59 am

RE: Bacon Mod

Post by ZG264 »

So happy to try out the new terraforming abilities.

My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?

Just thought i'd bring that to your attention Roger, and thanks for a great looking mod :)

RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: Bacon Mod

Post by RogerBacon »

ORIGINAL: ZG264

So happy to try out the new terraforming abilities.

My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?

Just thought i'd bring that to your attention Roger, and thanks for a great looking mod :)


Yes, they go in the main folder along with the exe. I'm glad you are liking it.
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
impi07
Posts: 11
Joined: Thu Aug 09, 2007 11:32 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by impi07 »

ORIGINAL: Artophwar

What needs to be done to use this with the AI Improvement Mod?

I want to know this too.

edit:
If I don't use the bomber bay, I only have to copy the exe and txt files without the BaconWorld folder.

Very nice mod btw.
Ateerix
Posts: 2
Joined: Fri Feb 23, 2018 7:38 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by Ateerix »

I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Ateerix

I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.

The number of private sector ships shown does not count state owned versions. To see your state owned versions look on the shiplist page and filter for "State Versions".
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
BlindOne
Posts: 56
Joined: Sun Nov 19, 2017 4:47 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by BlindOne »

I really wish we could just build the state versions and make the privates pay for them...I see it as ''sub contracting'' or something...[:'(] it would also fix them not showing up in the list, which is darn shame...but I suppose the other functionality you have for them wouldn't work anymore? Or am I mistaken?
Twigster
Posts: 1024
Joined: Tue Jan 13, 2015 1:35 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by Twigster »

Finally downloaded this and have played it a bit- liked it a lot, thanks!
Nix77
Posts: 565
Joined: Sun Oct 02, 2016 6:19 am
Location: Finland

RE: "Hyping" my forthcoming mod (pun intended)

Post by Nix77 »

Hi,

absolutey brilliant work with the mod, Roger!

The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow :) Would it be possible to add a multiplier for the gravity well effect to the settings file?
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Nix77

Hi,

absolutey brilliant work with the mod, Roger!

The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow :) Would it be possible to add a multiplier for the gravity well effect to the settings file?

Hi,

I'm glad you like the mod. Unfortunately it has to be considered complete as I no longer have time to work on it. You can get the effect you want by modifying the max size of your skips in the settings file for your race.
Increase ShipSizeFactorCivilian and ShipSizeFactorMilitary and then don't build your ships higher than you normally could and you will get the effect you want. For example, if you triple those values and then only build your ship to the size you normally could it will, effectively reduce the gravity well for that ship by two thirds.
I hope that makes sense.
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
Nix77
Posts: 565
Joined: Sun Oct 02, 2016 6:19 am
Location: Finland

RE: "Hyping" my forthcoming mod (pun intended)

Post by Nix77 »

Yeah got it, thanks for answering!

That'd be however kind of a bubblegum fix, and wouldn't affect the AI :( I guess I'll just play with the regular effect and see how it works out!

Anyway, you've done lots of good stuff with the mod, plenty of great intuitive ideas and additions to the great game that DW:U is!

I've been for years now planning "The Ultimate 4X Space Game" (on paper only), and I'm astounded how blind most of the game developers are to recycle and refine good concepts and mechanics that have been used in previous succesful or just otherwise brilliant games. And they should really watch and learn from modders like you! I hope some development studio hits the sweet spot with their 4X product some fine day! :D
User avatar
Tanaka
Posts: 5127
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: "Hyping" my forthcoming mod (pun intended)

Post by Tanaka »

Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?
Image
User avatar
Retreat1970
Posts: 1125
Joined: Wed Nov 06, 2013 11:09 am
Location: Wisconsin

RE: "Hyping" my forthcoming mod (pun intended)

Post by Retreat1970 »

The only other way that I know would be to pick the AI players manually and set the distances to near, average, or distant however you want.
zhess4096
Posts: 1
Joined: Sat Mar 17, 2018 9:41 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by zhess4096 »

Guys
I have problems running this mod in windows 10 but I solve it by updating the direct x in this directory.
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\_CommonRedist\DirectX\Jun2010\dxsetup.exe
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Tanaka

Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?

Hi Tanaka,

I don't think there is anything hard-coded in the start distances. As you increase the number of AI empires the odds of one starting a given distance from you increases. Try starting several games with just one Ai empire and note the distance from you. If its always the same then I guess you are right but I suspect it will vary from one game to another. In any event, as you noted, the mod is complete and I don't have time to do any more digging for new features unfortunately.
BTC 14UURmC4rD762RStsufKmaUjfXQrBvahU1
ETH 0x7c65139BC82A0BDC5b11F92001D5c5a112219f08
WanderingScholar
Posts: 4
Joined: Sun Mar 18, 2018 7:31 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by WanderingScholar »

Anyone find a way to make this mod compatible with "Retreat UE"? Specifically "Retreat1970's Unleashed Extended II + AI research orders". That would make the ULTIMATE game. I'd love to make it possible or if someone could upload the files if they've already done it?
Post Reply

Return to “Design and Modding”