Expansion mod

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

Moderators: Icemania, elliotg

kalindros
Posts: 2
Joined: Mon Jul 03, 2023 3:20 pm

Re: Expansion mod

Post by kalindros »

Alvek wrote: Mon Jul 03, 2023 4:32 pm 1)BaconMod part couldn't be disabled completely, only some settings in BaconSettings.txt could be changed.
2)EM for now added only QoL features so there is no reason to disable them and there is no way to disable them too.
3)Steam achievements should work, I only tested them via code and didn't check with normal gameplay.
Thanks for the info. This is difficult as I am only looking for better fonts. EM and Bacon both seem to add a lot of really great features, but I'm not really comfortable with doing things like shifting the private:state balance before getting comfortable with vanilla.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

kalindros wrote: Mon Jul 03, 2023 6:43 pm private:state balance
Only thing I remember changed is that player can build private ships as state.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Sun Jun 11, 2023 2:52 pm I was wondering, Alvek, since your long-term plans include new terrestrial/celestial facilities… are you considering fighter/bomber bays for planets?

I remember the old classic Master of Orion II game had the possibility for a fighter garrison to be stationed on a colony planet. Perhaps tweaking Distant Worlds Universe can achieve that possibility?
After looking at Giant Ion Cannon implementation, I think planetary fighter bays can be added too with some work.
User avatar
CaesarAug
Posts: 455
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

You don’t say! Well now, that is awesome cool, Alvek! :mrgreen:
User avatar
Retreat1970
Posts: 1125
Joined: Wed Nov 06, 2013 11:09 am
Location: Wisconsin

Re: Expansion mod

Post by Retreat1970 »

I'm all for it but I am unsure of the why since bases have them. Unless they could be somehow different maybe with system range or something.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

Retreat1970 wrote: Tue Jul 04, 2023 10:14 pm I'm all for it but I am unsure of the why since bases have them. Unless they could be somehow different maybe with system range or something.
They can't be destroyed and have less upkeep cost than bases. Even without changes to fighters range planet would ward of small pirate raids.
User avatar
CaesarAug
Posts: 455
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

I’m all for planetary-based fighter bays. I think it would add an interesting dimension to planetary defence, not only to ward off pirate attacks. A swarm of fighters can also defend a planet colony from starship attacks as well, I should think.

Hopefully it won’t prove too troublesome to get it to work, Alvek. :)
User avatar
Retreat1970
Posts: 1125
Joined: Wed Nov 06, 2013 11:09 am
Location: Wisconsin

Re: Expansion mod

Post by Retreat1970 »

I assume it will be a facility? It would have to be worked into existing mods then? Research tree, facility, policy, and the races research order (RetreatUE).
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

@Retreat1970
I think it will be facility type. Haven't looked yet at relevant code, but there is probably no other way excluding implementing something new.
User avatar
salemonz
Posts: 133
Joined: Tue May 19, 2015 2:37 pm
Location: USA

Re: Expansion mod

Post by salemonz »

Random question for you @Alvek: From your experience with the code...is it safe for me to yank all these extra ships in the Family folders (MIL1A, MIL1B, EXPLOR1, etc)? I know there are some events/circumstances where the "Other" folder shipsets are used...but I never knew if I would introduce errors by deleting these extra ships scattered randomly in the regular family folders.
Capture.PNG
Capture.PNG (173.59 KiB) Viewed 1240 times
User avatar
Retreat1970
Posts: 1125
Joined: Wed Nov 06, 2013 11:09 am
Location: Wisconsin

Re: Expansion mod

Post by Retreat1970 »

This is a quote from elliotg himself:

"These ship images are just spares that we included in the game. You can rename them to proper ship roles if you want to use any of them in a mod, etc. Otherwise they are not actually used in the vanilla game itself. Their current filenames have no special meaning.

Pirates, debris fields, and other unusual ships make use of the images in the images\units\ships\other\ folder."

Alvek: I can't believe I forgot about this bug, but blockades never worked for me. Maybe they do now since I haven't tried in forever. You can blockade something but ships still would dock instead of being chased away. Also resort bases built from the colony screen are not listed in the ships and bases screen under resort bases.
User avatar
CaesarAug
Posts: 455
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

salemonz wrote: Thu Jul 06, 2023 2:08 pm Random question for you @Alvek: From your experience with the code...is it safe for me to yank all these extra ships in the Family folders (MIL1A, MIL1B, EXPLOR1, etc)? I know there are some events/circumstances where the "Other" folder shipsets are used...but I never knew if I would introduce errors by deleting these extra ships scattered randomly in the regular family folders.

Capture.PNG
Good question. I have done just that, and so far, the game seems to work normally.
User avatar
CaesarAug
Posts: 455
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Retreat1970 wrote: Thu Jul 06, 2023 3:04 pm This is a quote from elliotg himself:

"These ship images are just spares that we included in the game. You can rename them to proper ship roles if you want to use any of them in a mod, etc. Otherwise they are not actually used in the vanilla game itself. Their current filenames have no special meaning.

Pirates, debris fields, and other unusual ships make use of the images in the images\units\ships\other\ folder."

Alvek: I can't believe I forgot about this bug, but blockades never worked for me. Maybe they do now since I haven't tried in forever. You can blockade something but ships still would dock instead of being chased away. Also resort bases built from the colony screen are not listed in the ships and bases screen under resort bases.
Ah! Just saw Elliot’s quote. Thanks! Makes sense. As I said above, I have tried my luck and eliminated those images (or renamed them properly as extra shipsets), and so far the game runs fine.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

salemonz wrote: Thu Jul 06, 2023 2:08 pm Is it safe for me to yank all these extra ships in the Family folders (MIL1A, MIL1B, EXPLOR1, etc)?
Checked family ship image load code, only ship roles displayed in designer are loaded in game.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

Retreat1970 wrote: Thu Jul 06, 2023 3:04 pm Alvek: I can't believe I forgot about this bug, but blockades never worked for me. Maybe they do now since I haven't tried in forever. You can blockade something but ships still would dock instead of being chased away. Also resort bases built from the colony screen are not listed in the ships and bases screen under resort bases.
I will look into resort bases bug and check blocking.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

Need to check in game, but if your ships raw firepower is less then blockade target planet\station + ships then ships can slip in sometimes (random, I can post formula if you interested).
User avatar
Retreat1970
Posts: 1125
Joined: Wed Nov 06, 2013 11:09 am
Location: Wisconsin

Re: Expansion mod

Post by Retreat1970 »

That makes sense. I just thought about it for some reason and I can't ever remember it working or even being a factor.
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[07.07.2023]
Version 1.08.01
https://shorturl.at/HJRT5
Fixed missing resort bases in "Ship and Bases" if they were built via colony screen (BaconMod)
Zip password: 1234
Teflon007
Posts: 15
Joined: Sun Mar 20, 2022 4:08 pm

Re: Expansion mod

Post by Teflon007 »

I really enjoy your work Alvek!

Question: Is there a way to make gas mining and mining ships missions repeatable? Clicking planet then alt+3 brings up the ui box, but I dont see an check box in the ui like for the passenger and freighter missions. Am I missing something?
Alvek
Posts: 205
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

Thanks!
BaconMod does not have repeatable mining missions and my mod only added UI and option to exclude private ships.

If you interested in repeatable option I can add it to the plans. But this will be same as transport ships which ignore retrofitting until mission cleared which maybe not ideal as it will add more micromanagement.
Not sure about retrofit ignoring, there are several ways to do this in the game and they may or may not work with repeatable missions. Maybe some more experienced BaconMod players can tell how exactly it is working now.
Post Reply

Return to “Design and Modding”