[MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more

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jayman
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by jayman »

Retreat1970 wrote: Sun Aug 27, 2023 4:56 pm @salemonz

Attached is all the files needed (I think), to upgrade my RetreatUE within DWUR if you want. It's what I like so just remember it's a relative sort of thing.
Thank you!
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salemonz
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by salemonz »

jayman wrote: Sun Aug 27, 2023 2:55 pm Sorry to be a pain here, but google-drive is being a **** as I've tried DL'ing this three times and it always fails around the 700mb mark. Would it be possible to just get a smaller DL with just the changed files?
Sure. I can start to post the incremental updates. That’s a good call.
jayman
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by jayman »

salemonz wrote: Sun Aug 27, 2023 11:36 pm
jayman wrote: Sun Aug 27, 2023 2:55 pm Sorry to be a pain here, but google-drive is being a **** as I've tried DL'ing this three times and it always fails around the 700mb mark. Would it be possible to just get a smaller DL with just the changed files?
Sure. I can start to post the incremental updates. That’s a good call.
Thanks, that would be excellent. I'm one of those older technophobes still on Win7 with pay-as-you-go internet (64-bit computer though, I'm not THAT old-fashioned) and 1.2gb DL's failing halfway through is a total bummer. Just the changes (unless of course it's a major re-do) would help a lot.
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salemonz
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by salemonz »

Retreat1970 wrote: Sun Aug 27, 2023 4:56 pm @salemonz

Attached is all the files needed (I think), to upgrade my RetreatUE within DWUR if you want. It's what I like so just remember it's a relative sort of thing.
Ooooh awesome, thank you!

I totally get it on the balance/features thing. Very much appreciate you sharing your settings though...all the same :D
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salemonz
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by salemonz »

Released v0.9.7a of DWUR. Updated original post.

-- Updated files for RetreatUE incorporated mod

Now @Xilot ... Retreat gave me an updated set of files for his RetreatUE mod. I would like to keep using that as my base...so when I put that update in, it undid your balance tweaks.

If you wanted to take a look at Retreat's new stuff and make your changes, please do so. I wasn't sure what was changed vs what was kept with his new files and your tweaks, so I erred on the side of updating the foundation and now will wait for your inputs :D

Also for @jayman, there's a 3MB update file vs the 1.2GB full download on the main post. Hopefully that works for you. It should bring you up from 0.9.6 to the most current version.
jayman
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by jayman »

salemonz wrote: Tue Aug 29, 2023 2:28 pm
Also for @jayman, there's a 3MB update file vs the 1.2GB full download on the main post. Hopefully that works for you. It should bring you up from 0.9.6 to the most current version.
Thank you.
Xilot
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Xilot »

salemonz wrote: Tue Aug 29, 2023 2:28 pm Released v0.9.7a of DWUR. Updated original post.

-- Updated files for RetreatUE incorporated mod

Now @Xilot ... Retreat gave me an updated set of files for his RetreatUE mod. I would like to keep using that as my base...so when I put that update in, it undid your balance tweaks.

If you wanted to take a look at Retreat's new stuff and make your changes, please do so. I wasn't sure what was changed vs what was kept with his new files and your tweaks, so I erred on the side of updating the foundation and now will wait for your inputs :D

Also for @jayman, there's a 3MB update file vs the 1.2GB full download on the main post. Hopefully that works for you. It should bring you up from 0.9.6 to the most current version.
I’ve already started and made a lot of changes. But, I do not know why but when I want to create new links (PARENTS line) or even create new technologies, it does not appear in game and I see the documentation, I do not understand why...
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Retreat1970
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Retreat1970 »

I can help if you post an example.
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Retreat1970
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Retreat1970 »

@salemonz
Two small things: First, I don't know how you feel about the Uranium pic, but it confuses me with the yellow background. I keep thinking it's a super lux. Second, the Hiigaran help file is mussed up. I'll attach my super easy race help template. All you have to do is save as mht. The pic is wherever it is on your pc (C:/whatever/whatever/whatever.png). It's not the greatest template but it's quick and easy.
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Race_Help_Template.zip
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Xilot
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Xilot »

Finished the modifications, & like Retreat1970 it’s quite relative even if I tried to be objective. I notably added two technologies (at the end of both files) one of robots (so that normal empires have access to an equivalent of the second technology of ikkuro) and one of Engine Vectoring (with a new component) since it is the only tech path without an ultimate component (sub-space thrust/shield/torpedoes/ECM etc.) and also added prerequisites for some techs (Tachyon Beam & Torpedo, Advanced HyperDrives and, Star Fusion Mastery).
Retreat1970 wrote: Wed Aug 30, 2023 3:13 pm I can help if you post an example.
I have this for example :

Code: Select all

PROJECT			;638, Optimized Robotic Repairs, 7, 32, 		1, 3, 0, 18.5,
COMPONENT IMPROVEMENTS	;96, 6, 750, 2, 0, 0, 0, 0, 0,
PARENTS			;117, N

Code: Select all

PROJECT			;169, Advanced HyperDrives, 9, 16, 		1, 10, 0, 27.0,
COMPONENTS		;51
PARENTS			;396, Y, 398, Y, 400, Y, 502, N
The tech does not appear in 1 and in 2, the PARENT modified of N a Y does not work curiously either, while I followed the little guide in both documents.
(+ salemonz the game start screen is not correct)
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Retreat1970
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Retreat1970 »

Something else is wrong. Both items loaded fine as far as I could tell unless I'm misunderstanding.
test1.jpg
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salemonz
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by salemonz »

Xilot wrote: Thu Aug 31, 2023 11:27 am (+ salemonz the game start screen is not correct)
Ah, cool thanks. Fixed!
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Xilot »

Retreat1970 wrote: Thu Aug 31, 2023 1:04 pm Something else is wrong. Both items loaded fine as far as I could tell unless I'm misunderstanding.
test1.jpg
In fact I made a small mistake a bit silly, instead of starting a new game, I had loaded an old backup of the blow, the technological tree had remained the same as at the beginning.

Forgot to say it too but, some tech of hyperdrive in your mod have values (really) not good, like phenixdrive which instead of decreasing the jump time, increased it (it ended at 60 sec at the last tech arg) or calista-dal which ended at 30-35 in gravity well. Take my values if you want.

+ salemonz I took an image of DW vanilla for the component I created lack of better, (Component_185) waiting for you to probably make one on your side.
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Retreat1970
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Retreat1970 »

There are three differing values for hyperdrives of importance: Speed, Jump initialization, and energy/grav well.

Phoenix is speed, but the faster you go the longer it takes to jump.
Quick jump is slow, but obviously quicker to jump the higher tech you go.
Calista is a middle with the effect of lowering energy and gravity well effects.

This setup creates diversity, choice, and a real tangible difference between the three. I believe it is good.
Xilot
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Xilot »

Retreat1970 wrote: Fri Sep 01, 2023 11:38 am There are three differing values for hyperdrives of importance: Speed, Jump initialization, and energy/grav well.

Phoenix is speed, but the faster you go the longer it takes to jump.
Quick jump is slow, but obviously quicker to jump the higher tech you go.
Calista is a middle with the effect of lowering energy and gravity well effects.

This setup creates diversity, choice, and a real tangible difference between the three. I believe it is good.
Sorry I was wrong.
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Retreat1970
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Retreat1970 »

No you're not wrong at all. I have problems communicating. My ideas for the game are my ideas and not better or worse than anybody else. Keep working on what you have I would love to play it.
Xilot
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Xilot »

Retreat1970 wrote: Sun Sep 03, 2023 1:37 pm No you're not wrong at all. I have problems communicating. My ideas for the game are my ideas and not better or worse than anybody else. Keep working on what you have I would love to play it.
I thought I made a mistake bearing. In any case, about your mod, there are still some oblivion that I found as for example some missiles (caslon, etc) that go up to 1200 in range at the first component then 625 to the next tech then again 1200 with a new component. If it’s not an oversight to modify the components.txt file, I don’t see what else it can be.
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Latisrof
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Latisrof »

My ship sizes aren't halved like described. Playing Armonkrie.
"The goddess of victory is waving her underwear in your faces!" - Fritz Josef Bittenfeld
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Latisrof
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Latisrof »

so the mod with bacon still doesn't work? Boskarans and other nations still using multiple different nation ship/base pngs.
"The goddess of victory is waving her underwear in your faces!" - Fritz Josef Bittenfeld
Alvek
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Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!

Post by Alvek »

Latisrof wrote: Wed Sep 20, 2023 5:17 pm so the mod with bacon still doesn't work? Boskarans and other nations still using multiple different nation ship/base pngs.
If you use Bacon Mod then no, in Expansion mod this bug should be fixed.
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