Star Wars - The Evacuation of Yavin (in beta development)

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

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rjord2021
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

When beginning the mod prior to researching hyperdrive you need a way to build a Lambda Class Shuttle to explore the system. You also need to be able to mine the 2 resources that you need.

The picture below shows the reinforced durasteel and carbon fibre on the home planet. All I have to do now is tweak how much of those resources need to be on the planet in case of pirate attacks or other disasters which may require ships to be rebuilt.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

Each ship graphic that I am adding to the mod has to be tested to make sure that, for example, when the ship is moving towards the right as shown below, that the ship is lined up nose first moving right.

So far I am happy with how the ships are looking and moving in this mod.


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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

Testing a new ship for the Empire.....

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

New music for the mod was finished over the weekend........
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rjord2021
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

While Solo a Star Wars Story is very unlikely to receive a sequel to explain what was in the first film, it did specify that this character was indeed still alive 10 years before the Battle of Yavin.

As he was a fan favorite who should have had a much better story in the movies, I have worked out how I can add Maul to the mod 10 years after he appeared in Solo.

Picture created for the mod

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rjord2021
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

Mother Talzin and Asajj Ventress were never wiped out by General Grievous and they too will have an appearance in the mod with the Nightsisters restored to their former prominence.

Picture created for the mod
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

Portrait pictures of races and characters are getting an upgrade today.....


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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

An idea of encountering the Nightsisters.


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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

Play as Hondo Ohnaka

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

I am looking at a way of having the Nightsisters playable in this game.
Their characteristics and such still need to be changed.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

Preview of new music coming in the next update....

I have been updating the music for the next version of the mod and have created a preview link below of the new music that will be heard when you start the game..... when next version of the mod is released.

The link is to the zip file containing the mp3 file on my Microsoft Onedrive account.
Click here New Menu Music

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

When you are at the pre-hyperdrive stage of the mod, at the very beginning, you need to use a Lambda class shuttle to explore the system. The only problem is that your shuttle can not be built as you do not have Hydrogen to build components such as Armor.

The link between resources, components and research is complex. One mistake in modding and you can find Distant Worlds Universe does not even start.... broken.

So I have been unravelling those links so I can get to a stage where resources such as hydrogen are not ncessary to build that first shuttle, your bases, your construction ship and so on.

This morning I am hoping to have resources, components and research all at a stage where I have ship designs tyhat can actually be built. The big issue was that if I have every resource but hydrogen on my home planet, I can't add hydrogen because it is just not scientifically possible. So a complete change in when hydrogen is required and where you get it.

As Hydrogen is produced from water I am looking at ocean worlds being a source of Hydrogen...if the game lets me. Will find that out later today.
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

For the next version of the mod.....

The Lambda-class T-4a shuttles, as well as the Imperial Tie-fighters, use Twin-Ion engines to travel within a star system. While the Tie-Fighters will never use hyperdrive the Lambda shuttles will use their SFS-204 ion drives until the SFS S/ig-37 hyperdrive becomes available.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

5:17 in the morning here in Sydney and I have been working on the research screens all night to replace 100% of the vanilla research with research from the Star Wars Universe.

Over the years I have been modding this game I have encountered one message at least over 500 times.
Object reference not set to an instance of an object.
This suddenly comes up after several hours of modding and you don't know where the issue is.

As you can see in the message below which breaks the game there are multiple errors with 2 of them related to torpedo weapons. No line number to point out wherein the research file there is an issue.

This is the reason my mods have taken so long to complete.... frustrating but I don't give up.

This particular bug is somewhere between Project 243 and Project 371. I have my game developer hat on today to find the one or two research items that break the game if you remove them from research.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

An update on the last post..... I believe the error is caused when the research item Projectile Weapons are removed from the research tree. This item seems to have some link going elsewhere in the game. When you research projectile weapons it creates long-range guns. Somewhere in here something needs to stay in research or the game crashes at startup.

I will test further today.

In the meantime other work in ship designs.

When you open up the ship design screen and select Show All Designs, Distant Worlds Universe will show you every class of ship available in the game.

If you look at the picture below I currently have only 5 types of military ships showing : 2 classes of Star Destroyers, a Tie Fighter, a Lambda Shuttle Explorer and the Death Star, the latter which is only buildable later in the mod.

When I started this next version of the mod I disabled all military ships and have been allowing some of them back into the mod again by switching their required components back on again.

There are no bases at all and this is because I need to add in an Imperial Docking Bay to allow a base to be available.


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Star Wars - The Evacuation of Yavin (in beta development)

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To do a 100% replacement of the vanilla research screens I had to work out why the game crashes if I removed specific research items from the tree. Well, I eventually worked it out and it actually involved several items and not the single one I thought about before.

So in the last hour, I worked out a strategy on how to add Star Wars research to the game.

As seen below for both the Empire and the Rebel Alliance you begin by first doing research on whichever base you want to set up..... Imperial or Rebel. As this is in the first position this research is completed as soon as you start the mod. This research will set up the much-needed components you need to start the game.

The first thing you need to do is start the research of P-s4 twin ion engines if you are the Empire as you will need them for your shuttle and Tie-fighters. If you are the Rebel Alliance you need to start the research of the Incom 4L4 fusial thrust engines used by your X-Wings.

While this research progresses you can have a look at what planets are in your system.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

When I unlock the much-needed components via research of the bases, the mod will then allow me to build the bases and research stations that were missing before.

At this stage I am more interested in having an Imperial Lambda shuttle or Rebel X-Wing to explore the system, so now I will add in some locks to the other classes of ships and bases, except for the small bases, and these will become unlocked and available with research.

Private freighters will be left alone as I need them to arrive on the home planet when available.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

While doing some testing I had a look at the galaxy far far away.......

I have disabled pirates for the time being as I was getting game crashes when pirate ships were being built. Once the normal races have been finished I will fix the templates for the pirate ships.

At this stage I have ion drive technology switched off across the galaxy and you need to research it at Tier Level 1.

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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

The next step of the mod is to work on resources.
This involves adding in the minerals and gases required to produce the various research projects in the Star Wars universe.

eg 1 Phobium and Chanlon combined with Hfredium create Havod which is used to build Starship hulls.

eg 2 Phobium and Chanlon combined with Doonium Compounds to coat power cores such as that of the second Death Star.

eg 3 Carbon and tibanna gas were combined to create carbonite which was used for various purposes as well as transporting of gas and used by smugglers to create carbonite blocks used for freezing individuals.

Once I have all the Star Wars resources added in I will then begin removing Distant Worlds Universe resources that are no longer needed.

The ultimate aim of this is to have the correct resources coming from the correct planets when I finish with a map.

For example, Dor is the 4th planet in the Endor system and exports:
Doonium
gold
Iron
Lomite
neutronium
Phobium
Zersium

This is the level of detail this mod will have eventually
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Star Wars - The Evacuation of Yavin (in beta development)

Post by rjord2021 »

Erik announced this week that we could see the first screenshots next week showing parts of Distant Worlds 2 and comparing then with Distant Worlds 1.
Am not sure what the timeline means for the release of DW2 but thought I should mention this mod will be finished in DW1 and hopefully moved over easily to DW2 ..... depending on modding capability.
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