Expansion mod

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Alvek
Posts: 284
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

jayman wrote: Sun Mar 22, 2026 1:37 pm That's weird, because when I was able to get alternate ship images for my empire when running just the Bacon mod itself (1.82, before EM or DWUR and no other mods).
Then it should work same in EM. EM inherited code from BM, I am not author of that part so players know better.
Looks like I there is more to find out about bug.
Alvek
Posts: 284
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[01.04.2026]
Version 2.2.1.5
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.5

Bugfix for player ships design selection. Manual selection of alternate image works too, no random selection like AI empires.
Alternate ship images for AI should work too, haven't tested.
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CaesarAug
Posts: 548
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Oh wow, how awesome, Alvek! :mrgreen:
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CaesarAug
Posts: 548
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Wed Apr 01, 2026 6:08 pm [01.04.2026]
Version 2.2.1.5
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.5

Bugfix for player ships design selection. Manual selection of alternate image works too, no random selection like AI empires.
Alternate ship images for AI should work too, haven't tested.
Getting strange crash at game-start, with ALL mods (and default vanilla) that were working correctly with 2.2.1.4.

Screenshot:
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Alvek
Posts: 284
Joined: Fri Mar 24, 2023 9:47 pm
Location: Kyiv

Re: Expansion mod

Post by Alvek »

[02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
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CaesarAug
Posts: 548
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Great! Amazing! Downloading…
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CaesarAug
Posts: 548
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Thu Apr 02, 2026 8:34 am [02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
Some quick play-testing: game start-up all normal... and the alternate shipset image selection now seems to be working as it should! :mrgreen: A GREAT update!
jayman
Posts: 58
Joined: Fri Jul 14, 2023 12:39 pm
Location: United Kingdom

Re: Expansion mod

Post by jayman »

CaesarAug wrote: Thu Apr 02, 2026 8:50 am
Alvek wrote: Thu Apr 02, 2026 8:34 am [02.04.2026]
Version 2.2.1.6
https://github.com/DW-UX/DistantWorldsE ... ag/2.2.1.6

Bugfix for 2.2.1.5 startup bug
Some quick play-testing: game start-up all normal... and the alternate shipset image selection now seems to be working as it should! :mrgreen: A GREAT update!
That's great news. With this and the latest DWUR it looks like I'll have to start another game now!
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CaesarAug
Posts: 548
Joined: Tue Jun 23, 2015 4:54 am

Re: Expansion mod

Post by CaesarAug »

Alvek, I've noticed that ever since official patch 1.9.5.7 introduced these new values for race policy files: ResearchDesignTechFocus1-6): 30=SuperTorpedo, 31=SuperMissile, 32=SuperRailGun, 33=SuperPhaser, when you try adding these to the Empire Policy Screen, and open it up again, the research & design tech focus reads "None."

In other words, these values do not seem to trigger in-game so the research & design tech focus defaults to "None." The same thing happens when you manually put these values in the actual race policy file itself: when opening up the file in the in-game Empire Policy Screen, the research & design tech focus also reads "None."

I'll test this with unmodded patch 1.9.5.7 and unmodded patch 1.9.5.12 and see the results. It may be a "bug" with the official patches, or maybe introduced with the Bacon Mod that may have carried over to the Expansion Mod?

I'll test and get back to you...

EDIT (TEST RESULTS): I've tested adding each of the new SuperWeapon tech IDs (introduced with official patch 1.9.5.7) in the Empire Policy Screen, with unmodded official patch 1.9.5.7 and unmodded official patch 1.9.5.12: I can confirm that these SuperWeapon tech IDs do NOT trigger, i.e., the research & design tech focus slot defaults to "None" each and every time. Other tech focus IDs DO trigger, only various the SuperWeapon tech IDs do NOT.

So this apparent "bug" is NOT introduced with the Bacon Mod nor the Expansion Mod. Somehow, this "bug" was introduced by the official patches, despite the new Super Weapon tech IDs features introduced with the patches themselves.
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