[MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!
Check new EM version, should fix indefinite loading bug.
[08.12.2023]
Version 1.09.06
https://shorturl.at/dvzQX
[08.12.2023]
Version 1.09.06
https://shorturl.at/dvzQX
Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!
Yessir, that fixed things for me, thank youAlvek wrote: ↑Fri Dec 08, 2023 10:52 am Check new EM version, should fix indefinite loading bug.
[08.12.2023]
Version 1.09.06
https://shorturl.at/dvzQX

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- Posts: 24
- Joined: Thu Feb 28, 2019 6:28 pm
Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!
I did not get a chance to look over this mod that extensively yet, did you get a chance to look over / do anything with the troop/vehicle Icons ?for ground combat?
I did some changes back in the day because I thought they blended in too much into the background
The troop types are now LARGER outlined in unit flag blue, so they should be visible against ANY planet surface.
Racial characteristics RETAINED and BETTER map visibility.
The trade off is less figures per unit icon is present, instead of up to 5 figures per icon, only 1 or 2 are retained, enlarged and outlined so they can show up better on the map. At a glance in mixed occupation situations or planetary invasions a player should readily identify the troop types present.
More Visible troop Icons
https://www.matrixgames.com/forums/view ... 2#p4419672
I did some changes back in the day because I thought they blended in too much into the background
The troop types are now LARGER outlined in unit flag blue, so they should be visible against ANY planet surface.
Racial characteristics RETAINED and BETTER map visibility.
The trade off is less figures per unit icon is present, instead of up to 5 figures per icon, only 1 or 2 are retained, enlarged and outlined so they can show up better on the map. At a glance in mixed occupation situations or planetary invasions a player should readily identify the troop types present.
More Visible troop Icons
https://www.matrixgames.com/forums/view ... 2#p4419672
Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!
Hey SteamSlither! I can take a look at the troop icons, sure. I hadn't messed with those at all yet.
I'm moving toward 1.0 release of DWUR!
The big rock I'm working toward is a total art swap-out of all 50+ shipsets. That's a ton of work and it will take me some time, but I'm excited to tackle it
I'm moving toward 1.0 release of DWUR!
The big rock I'm working toward is a total art swap-out of all 50+ shipsets. That's a ton of work and it will take me some time, but I'm excited to tackle it

Re: [MOD] Distant Worlds Universe Refreshed -- New race art, new planet graphics, +1,400 character portraits and more!
Shipsets are all complete. 1,365 new ship graphics. Whew!
Completed new planetary facility graphics. Completed all new resources graphics. Still tweaking those.
Also going to look at troop graphics and some UI elements.
Completed new planetary facility graphics. Completed all new resources graphics. Still tweaking those.
Also going to look at troop graphics and some UI elements.
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Released 1.0. Re-did the original post. Whew! Going to bed now 

Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Thank you. DL'ing it now. Your hard work in bringing new life to an older game is really appreciated Salemonz.
Edit: I've tried to DL this twice but both times it failed around the 750mb mark. I want to try this version, but I'm not going to try and DL it again. Pity.
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
I split the zip into 5 parts (on the original post). It's a zip archive "split" into .001, .002, etc. files.
I hope that helps! Sorry you were having some downloading issues. I usually try and have an "upgrade" version of the mod...but I added so many new graphics and optimized so many other files to reduce memory usage...it's in essence a new mod

Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Thank you. I'll DL now and let you know if I get it all.salemonz wrote: ↑Sun Feb 18, 2024 3:45 amI split the zip into 5 parts (on the original post). It's a zip archive "split" into .001, .002, etc. files.
I hope that helps! Sorry you were having some downloading issues. I usually try and have an "upgrade" version of the mod...but I added so many new graphics and optimized so many other files to reduce memory usage...it's in essence a new mod![]()
Edit: Got it all this time. Thanks again for your help and all your hard work. Looks like I'm in for quite a few late nights!
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Thank you
If I use EM with DWUR, is it recommended to add Xilot Balance Tweaks? If so, are these XBTweaks up to date with 1.0?

If I use EM with DWUR, is it recommended to add Xilot Balance Tweaks? If so, are these XBTweaks up to date with 1.0?
/========== (Optional) Xilot Balance Tweaks ==========\
User Xilot has gone through and adjusted technologies, component values and a host of other things in an attempt to bring more balance to Retreat's excellent mod. Since some enjoy the regular RetreatUE gameplay and some appreciate Xilot's attempts at balancing things out, I'm pointing a link to Xilot's balance changes here so people can choose to incorporate Xilot's changes into DWUR or not.
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
The tweaks should still work, yes. The only thing that has changed in DWUR since he published them are more graphic assets put in.
I haven't heard from Xilot in a while. I know he was in the midst of his changes and balancing. Not sure where he left off.
I have stuck with the base RetreatUE changes more often than not. I know there are certain OP things. But at a certain point, I'm cool with the asymmetry

- Gareth_Bryne
- Posts: 234
- Joined: Sun May 16, 2010 3:33 pm
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Haven't been here for a long time, and wow, this is interesting. However, please see attached screenshot.
Just in case, my display settings are 2560*1600...
Just in case, my display settings are 2560*1600...
- Attachments
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- DW.png (97.17 KiB) Viewed 1183 times
"Only an idiot fights a war on two fronts. Only the heir to the throne of the Kingdom of Idiots would fight a war on twelve fronts," - Londo Mollari
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Hey Gareth! Welcome backGareth_Bryne wrote: ↑Tue Feb 20, 2024 6:18 pm Haven't been here for a long time, and wow, this is interesting. However, please see attached screenshot.
Just in case, my display settings are 2560*1600...

Are you using Alvek's Expansion Mod (continuation of BaconMod) or BaconMod itself?
This quirk seems familiar (I'm thinking back). I think it was when I was using BaconMod (before I met Alvek and before I was familiar with his work). Usually it was when I would start a new game, back out and try and start a new one...I would run into this error. From my understanding it was basically the executable running out of memory at some point while it was trying to churn through all of the changes in the theme.
Are you able to:
1) Load the game
2) Choose the theme
3) Exit the game
4) Re-load the game
5) "Start New Game", pick your empire, etc
Apologies as I'm not a big developer guy.
If you're not using Alvek's Expansion Mod, you should check it out. He fixes a lot of the old bugs that persist with BaconMod and increases the stability of things in general. https://www.matrixgames.com/forums/view ... 2&t=394715
Let me know!

Specifically to your specific error message, you can check to see if your "capitalship.txt" in the DesignTemplates folder and Lipid subfolder has this on Line 66:
"ImageScaling;Scaled 0.95"
- Gareth_Bryne
- Posts: 234
- Joined: Sun May 16, 2010 3:33 pm
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Great, thank you! That is solved, ran up a Lipid start. However, some interface fonts are too large, and some are too small. For example, the Planet Info box on the lower left has huge overlapping fonts. I see Alvek is working on that right now, correct?
"Only an idiot fights a war on two fronts. Only the heir to the throne of the Kingdom of Idiots would fight a war on twelve fronts," - Londo Mollari
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
He is working on better scalable UI, yes. He has said it's slow going, tho. He lives in Kyiv and has a lot going on, as we can all imagine!Gareth_Bryne wrote: ↑Tue Feb 20, 2024 9:03 pm Great, thank you! That is solved, ran up a Lipid start. However, some interface fonts are too large, and some are too small. For example, the Planet Info box on the lower left has huge overlapping fonts. I see Alvek is working on that right now, correct?
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Fonts all messed up in game right now. BaconMod made some fonts larger, right now there is no way to change them for player. I am working on this, but is slow as I need to remade all game UI to allow easy changes for dev or player.Gareth_Bryne wrote: ↑Tue Feb 20, 2024 9:03 pm Great, thank you! That is solved, ran up a Lipid start. However, some interface fonts are too large, and some are too small. For example, the Planet Info box on the lower left has huge overlapping fonts. I see Alvek is working on that right now, correct?
There are some other players that fix some thing or ask for minor fixes or unlocking some stuff (like removing limit on txt files) but right now no one can spend lot of time on a DWU.
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Test help file. Looking for opinions on content of text, text color, font, and other.
One thing may be to add a synopsis at the beginning. For example: Great spy, special tech etc...
One thing may be to add a synopsis at the beginning. For example: Great spy, special tech etc...
- Attachments
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- Race_Ketarov.zip
- (72.2 KiB) Downloaded 169 times
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Greetings.
So I tried to install this mod as I was instructed but i run into problems when trying to load it in "Change Theme". But its always runs into error:

I tried to run it many times, always having problems with a different file.
Also reinstalled already once, but the problem keeps persisting. Any idea why it happens?
So I tried to install this mod as I was instructed but i run into problems when trying to load it in "Change Theme". But its always runs into error:


I tried to run it many times, always having problems with a different file.
Also reinstalled already once, but the problem keeps persisting. Any idea why it happens?
Re: [MOD] Distant Worlds Universe Refreshed 1.0 -- 1,400+ portraits, 1,400+ new ships, planets, facilities and more
Those images part of the game, not mod. Check that they are present in DWU\images\ui\achievements\ folder.
Your current theme is Default?
Try to change theme to DW original or Ancient galaxy, is there any problems with them?