[A.62] {WIP} Beyond Extended Universe (DW:U 1.9.5.9)
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
anyone tested Ergreagds and their character system? Alot of work done , i hope someone runs this alpha, Character system and balance of Ergreagd feedback will help alot for further development.....
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
Beyond Extended Universe - ALPHA.4 is UP!
Upcoming patch release notes: (for my use and modification and teaser)
Beyond Extended Universe ALPHA.4 (for DW:U 1.9.5.6) Release is up!
DL LINK: http://www.mediafire.com/download/k13vz ... LPHA.4.zip
exctract, install as separate theme. (please note that about.txt has been not edited from previous version - for patch notes and changes/feature list please see thsi post)
This release have alot of features and actually very big and complex stand-alone mod pack , including all best mods around + alot of new stuff.
Patch notes ver. ALPHA.4 :
- Added more 5 races , now there 6 unique races from Beyond Pool. Each race have very unique gameplay/flavor/focus, polished and have investment of original art in either troops, ships, or both. Unique race-specific interfaces for those races will follow and will be released soon in Alien Immersion Project frame.
- 3 of 6 races use totally original , done by me shipsets, Yereni use recolored and retweaked Taiidan set from HW pack, Such-Oos and Laaran use Kadeshi and Turanic shipsets from HW , Credits will mount DeadlyShoe name for his awesome ship models. Ive deicided to design only 50% of ships myself for the pool because it takes alot of time from me.
- added planet, surface and landscape art from Stuff&Bits mod by KEWB1144
- Added alot of race/concept pedia entries by ParagonExile, Ergreagd dialogue by ParagonExile, Ergreagd small tweaks.
- Added new goveremnts - mainly for new races, which will ensure uniquiness of their play.
- Next releases will focus on tweaks and implementing rest race character systems without art firstly - art will follow later.
- Merged all modpack with Icemania AI Extended mod version ALPHA - to prevent complex integration in future and allow easier modification and implementation from both sides. All changes are noted.
- Updated many things for Ergreagds in correlation with Icemania's mod.
- For easier implementation and for lack of conflict between mods Yereni will use faster engines as their tehcnology which allow effective kiting as its part of their design.
- For same reason Veey use Gravitic weapons with some area inside, and their spec tech changed.
- Laaran experiementally bullt towards Beams/Point blank/Assault Pods.
- Updated Race Biases according to Icemanias mod.
- Changed naming files that way that Earth city names will be no longer used as ship names for the game. That was nasty immersion breaker. (No more ships named Kuala Lumpur, Tokyo and London!)
- Added Sirian's EVE components art mod, v 1.2, and augmented it with few new pictures for new race's unique components from stock he kindly provided with the mod.
Mod Contain:
- 6 new races as extension to Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- example of upcoming character system for Race Ergreagd - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.
Mod Team:
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.
Future plans:
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creatinbg epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.
Beyond Extended Universe ALPHA.4 (for DW:U 1.9.5.6) Release is up!
DL LINK: http://www.mediafire.com/download/k13vz ... LPHA.4.zip
exctract, install as separate theme. (please note that about.txt has been not edited from previous version - for patch notes and changes/feature list please see thsi post)
This release have alot of features and actually very big and complex stand-alone mod pack , including all best mods around + alot of new stuff.
Patch notes ver. ALPHA.4 :
- Added more 5 races , now there 6 unique races from Beyond Pool. Each race have very unique gameplay/flavor/focus, polished and have investment of original art in either troops, ships, or both. Unique race-specific interfaces for those races will follow and will be released soon in Alien Immersion Project frame.
- 3 of 6 races use totally original , done by me shipsets, Yereni use recolored and retweaked Taiidan set from HW pack, Such-Oos and Laaran use Kadeshi and Turanic shipsets from HW , Credits will mount DeadlyShoe name for his awesome ship models. Ive deicided to design only 50% of ships myself for the pool because it takes alot of time from me.
- added planet, surface and landscape art from Stuff&Bits mod by KEWB1144
- Added alot of race/concept pedia entries by ParagonExile, Ergreagd dialogue by ParagonExile, Ergreagd small tweaks.
- Added new goveremnts - mainly for new races, which will ensure uniquiness of their play.
- Next releases will focus on tweaks and implementing rest race character systems without art firstly - art will follow later.
- Merged all modpack with Icemania AI Extended mod version ALPHA - to prevent complex integration in future and allow easier modification and implementation from both sides. All changes are noted.
- Updated many things for Ergreagds in correlation with Icemania's mod.
- For easier implementation and for lack of conflict between mods Yereni will use faster engines as their tehcnology which allow effective kiting as its part of their design.
- For same reason Veey use Gravitic weapons with some area inside, and their spec tech changed.
- Laaran experiementally bullt towards Beams/Point blank/Assault Pods.
- Updated Race Biases according to Icemanias mod.
- Changed naming files that way that Earth city names will be no longer used as ship names for the game. That was nasty immersion breaker. (No more ships named Kuala Lumpur, Tokyo and London!)
- Added Sirian's EVE components art mod, v 1.2, and augmented it with few new pictures for new race's unique components from stock he kindly provided with the mod.
Mod Contain:
- 6 new races as extension to Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- example of upcoming character system for Race Ergreagd - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.
Mod Team:
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.
Future plans:
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creatinbg epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
BEYOND Character System Outline for Players
Character System Outline for Players - To be added into separate consolidated pedia entry about Character allegiances.
those texts (after been redacted and polished) are the hint to the player what he should expect from certain race characters, and how Character system rebalance works
This is how character system narrow flavor/balanace/gameplay/style of certain race during character seeding process.
As been said before limiting some certain skills and emphasizing other skills could lead to some very serious race game play changes , and bear potential of being race-defining variables of same power of race.txt file.
For example new CS (Character system) can control certain research field bonuses of certain races (giving focus to certain field for example, or limiting power of some scientific races by focusing their scienties bonuses only in one direction (thats a plan for quameno - they will have massive research bonuses only for Energy Research field, making them weaker abit in Weapons/Hi-Tech research compared to Vanilla)), narrow command bonuses to racial ship design focus, tweak and balance economics using governors/leaders and more.
Ergreagd <implemented - 490 characters with art> - highly competitive society, which progress built on constant rivalry and competition between three royal houses. Nagongds, the mediators between houses are normally overseeing external policies and deal with external threats, but they do not excel at being strong leaders, they just keepers of unstable peace between houses and normally more skilled in internal security than in anything else. If one of the houses tilts balance to his side enough, Nagongd may be replaced by one of representatives from leading royal house. Royal houses have each one own specialization, Urgegds excel at governing and trade, are rich and normally well-respected rulers, Kerengds are innovative and rule by technology, terror, implementing most advanced assassination techniques in the galaxy, while Margagd Generals and Admirals inspire and rally fierce Ergreagd warriors and more military power and skill focused, neglecting anything else. Been said that diplomacy never was their strong side, though Urgegd trade-oriented noblemen succeed to achieve some notable diplomatic deals with seemingly highly hostile to Ergreagd lifeforms.
Generally, Ergreagd society have very high level of internal security, focused around areas of 3 royal houses specialization, and their fleet and ship commanders normally specialize in systems Ergreagd navies packed with - weapons, shields and countermeasure systems.
Dhayut <next release> - fierce aggressive species with highly centralized society, have also some certain sub-breeds which normally perform more specialized roles. Their society is extroverted and reckless, aiming towards constant expansion and conquest, without much account of safety, defense or population happiness. Generally, two worthy of notification more rare breeds exist which could take places in Dhayut high command - Dhytta and Tahhyt. Dhytta is most warlike breed of Dhayut species, very dedicated, and extremely reckless, while Tahhyt is very intelligent, advanced but highly un-predictable and un-controlable breed, which possess poisoned fumes which corrupt other species arround making them un-predictable and un-controllable as Tahhyt. Tahhyt normally sent to perform complex tasks in desolation, and often separated from other breeds.
Their fleet command is highly skilled in space and hyper-space maneuvering, as well as in weapon systems and repair systems.
Their scientists have certain affinity towards weapon and energy research, and less focused on high tech systems development.
Humans - well balanced, diverse and versatile society. Human species are very diverse in their personalities, covering wide spectrum of GalPerS - Galaxy Personality Specification. They often expansive, curious, competitive and mainly emphatic. They have different sub-races connected to different origin locations on their origin planet in Sol system, which also differ in physical appearance, as well as with their personality traits.
those texts (after been redacted and polished) are the hint to the player what he should expect from certain race characters, and how Character system rebalance works
This is how character system narrow flavor/balanace/gameplay/style of certain race during character seeding process.
As been said before limiting some certain skills and emphasizing other skills could lead to some very serious race game play changes , and bear potential of being race-defining variables of same power of race.txt file.
For example new CS (Character system) can control certain research field bonuses of certain races (giving focus to certain field for example, or limiting power of some scientific races by focusing their scienties bonuses only in one direction (thats a plan for quameno - they will have massive research bonuses only for Energy Research field, making them weaker abit in Weapons/Hi-Tech research compared to Vanilla)), narrow command bonuses to racial ship design focus, tweak and balance economics using governors/leaders and more.
Ergreagd <implemented - 490 characters with art> - highly competitive society, which progress built on constant rivalry and competition between three royal houses. Nagongds, the mediators between houses are normally overseeing external policies and deal with external threats, but they do not excel at being strong leaders, they just keepers of unstable peace between houses and normally more skilled in internal security than in anything else. If one of the houses tilts balance to his side enough, Nagongd may be replaced by one of representatives from leading royal house. Royal houses have each one own specialization, Urgegds excel at governing and trade, are rich and normally well-respected rulers, Kerengds are innovative and rule by technology, terror, implementing most advanced assassination techniques in the galaxy, while Margagd Generals and Admirals inspire and rally fierce Ergreagd warriors and more military power and skill focused, neglecting anything else. Been said that diplomacy never was their strong side, though Urgegd trade-oriented noblemen succeed to achieve some notable diplomatic deals with seemingly highly hostile to Ergreagd lifeforms.
Generally, Ergreagd society have very high level of internal security, focused around areas of 3 royal houses specialization, and their fleet and ship commanders normally specialize in systems Ergreagd navies packed with - weapons, shields and countermeasure systems.
Dhayut <next release> - fierce aggressive species with highly centralized society, have also some certain sub-breeds which normally perform more specialized roles. Their society is extroverted and reckless, aiming towards constant expansion and conquest, without much account of safety, defense or population happiness. Generally, two worthy of notification more rare breeds exist which could take places in Dhayut high command - Dhytta and Tahhyt. Dhytta is most warlike breed of Dhayut species, very dedicated, and extremely reckless, while Tahhyt is very intelligent, advanced but highly un-predictable and un-controlable breed, which possess poisoned fumes which corrupt other species arround making them un-predictable and un-controllable as Tahhyt. Tahhyt normally sent to perform complex tasks in desolation, and often separated from other breeds.
Their fleet command is highly skilled in space and hyper-space maneuvering, as well as in weapon systems and repair systems.
Their scientists have certain affinity towards weapon and energy research, and less focused on high tech systems development.
Humans - well balanced, diverse and versatile society. Human species are very diverse in their personalities, covering wide spectrum of GalPerS - Galaxy Personality Specification. They often expansive, curious, competitive and mainly emphatic. They have different sub-races connected to different origin locations on their origin planet in Sol system, which also differ in physical appearance, as well as with their personality traits.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: BEYOND Character System Outline for Players
I will continue revealing things in form of blog before the upcoming release in order to order some data for it/later releases and to introduce interested people who want shortly to overview some features in order to know what kind of mechanics they will face.
Upcoming patch will release new races which are quite different from vanilla+extended pool.
1. Some of them very radical ones. For example 2 protosomatic races Such-Oos and Dlakar which are quite opposite one of other. Such-Oos are squishy tiny snails who are the weakest troops in the galaxy , and their tiny ships are far from being something "menacing" to their enemies (which are very few), and for that they will need to build on healthy cash flow and abundant powerful diplomats and diplomacy features in order to talk others into not to attack them/protect them. They are about to build symbiosis with other lifeform in order to survive and advance. Dlakar are opposite, they are huge powerful aquatic predator worms, who been tied in very tight symbiosis with other small creature, which serve as small hands for them. Their symbiosis makes intelligent limbless huge worm being able to control processes starting with micro and stretching into huge macro - they are predator behemoths, with non-existent economy, low pop growth, but with immense physical might as well as well developed intelligence, horrendous worms see other lifeforms in same light as other lifeforms from their origin planet - animals which can be used for service or for food. They complete lack any racial bonuses, but as secondary population they could be quite worthy gain (despite their un-adaptability and complexity of their transportation) - they are most powerful creatures on the ground, one huge worm could kill dozens of other creature soldiers.
2. Some of those races are built with plan for specific character system. Character system is something that can add big value to certain race populacy , even if they don't have race bonuses/have bad ones.
3. Most of those races extend certain group, which barely represented in vanilla-extended pool. The group trait is its races (in certain similarity to Banoserit) use/locked to their certain goverment and their lore/gameplay tied to it and is the defining factor for their play.
Way of the Eternity - Cult of self-development of ancient Yereni with time developed into absolute evolution praising theocracy, which prescripts to Yereni to follow certain , very strict style of life in order to achieve immortality. Immortality is demanding thing, and Yereni have strict religious society, intolerable of "wrong-doings", risk and alien species. Extremely xenofobic governing religion, which control almost everything Yereni prevents Yereni to submit themselves to the risks which could strip them of their immortal nurtured bodies and souls - violent death and plagues, which come from filthy mortal alien creatures.
Super-link - Veey worms is highly organized society, but to difference with Hive Mind societies of Insectoid races, each species keeps and posses own personality, which it connects to interlinked energetic network, which could exchange alerts, knowledge and navigational data in their voyages. Being quite neutral nomadic type of creature, Veey super-linked swarms are highly organized groups of well-informed, aware, intelligent and protective species.
Hunter Symbiosis - For long years this union of two so different species from one planet developed into something mighty, far-reaching and menacing. Huge intelligent worms are fond and very caring of their little friends and benefactors, while small Larka are the biggest benefactors of this union, being favored by their Hunter Gods, their possibilities are limitless. The Hunters of Dlakar because of their benefactors able to stretch their control from micro-systems up to huge scale construction projects, and that allow them to stretch their hunger further, ifrom depth of Dilar to depth of The Galaxy, which is full of juicy lifeforms.
Upcoming patch will release new races which are quite different from vanilla+extended pool.
1. Some of them very radical ones. For example 2 protosomatic races Such-Oos and Dlakar which are quite opposite one of other. Such-Oos are squishy tiny snails who are the weakest troops in the galaxy , and their tiny ships are far from being something "menacing" to their enemies (which are very few), and for that they will need to build on healthy cash flow and abundant powerful diplomats and diplomacy features in order to talk others into not to attack them/protect them. They are about to build symbiosis with other lifeform in order to survive and advance. Dlakar are opposite, they are huge powerful aquatic predator worms, who been tied in very tight symbiosis with other small creature, which serve as small hands for them. Their symbiosis makes intelligent limbless huge worm being able to control processes starting with micro and stretching into huge macro - they are predator behemoths, with non-existent economy, low pop growth, but with immense physical might as well as well developed intelligence, horrendous worms see other lifeforms in same light as other lifeforms from their origin planet - animals which can be used for service or for food. They complete lack any racial bonuses, but as secondary population they could be quite worthy gain (despite their un-adaptability and complexity of their transportation) - they are most powerful creatures on the ground, one huge worm could kill dozens of other creature soldiers.
2. Some of those races are built with plan for specific character system. Character system is something that can add big value to certain race populacy , even if they don't have race bonuses/have bad ones.
3. Most of those races extend certain group, which barely represented in vanilla-extended pool. The group trait is its races (in certain similarity to Banoserit) use/locked to their certain goverment and their lore/gameplay tied to it and is the defining factor for their play.
Way of the Eternity - Cult of self-development of ancient Yereni with time developed into absolute evolution praising theocracy, which prescripts to Yereni to follow certain , very strict style of life in order to achieve immortality. Immortality is demanding thing, and Yereni have strict religious society, intolerable of "wrong-doings", risk and alien species. Extremely xenofobic governing religion, which control almost everything Yereni prevents Yereni to submit themselves to the risks which could strip them of their immortal nurtured bodies and souls - violent death and plagues, which come from filthy mortal alien creatures.
Super-link - Veey worms is highly organized society, but to difference with Hive Mind societies of Insectoid races, each species keeps and posses own personality, which it connects to interlinked energetic network, which could exchange alerts, knowledge and navigational data in their voyages. Being quite neutral nomadic type of creature, Veey super-linked swarms are highly organized groups of well-informed, aware, intelligent and protective species.
Hunter Symbiosis - For long years this union of two so different species from one planet developed into something mighty, far-reaching and menacing. Huge intelligent worms are fond and very caring of their little friends and benefactors, while small Larka are the biggest benefactors of this union, being favored by their Hunter Gods, their possibilities are limitless. The Hunters of Dlakar because of their benefactors able to stretch their control from micro-systems up to huge scale construction projects, and that allow them to stretch their hunger further, ifrom depth of Dilar to depth of The Galaxy, which is full of juicy lifeforms.
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
ORIGINAL: Blackstork
Teaser on made by me unique set for Dlakar ships and troops
![]()
The upper left ship has an interesting face.

[:D][:D][:D]
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
haha never though about it,
btw - about you post on governments - those are new rce-locked ones from upcoming release, i will add Laaran "Oronus Accord" (for now there is info in Laaran's description)
Perhaps you could take a scope of gvments from release (i will put it tommorow) and do some techs with me?
btw - about you post on governments - those are new rce-locked ones from upcoming release, i will add Laaran "Oronus Accord" (for now there is info in Laaran's description)
Perhaps you could take a scope of gvments from release (i will put it tommorow) and do some techs with me?
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
If it's a race specific government you can just restrict the tech for the race. I thought about governments open to all races. [;)]
What tech do you have in mind?
What tech do you have in mind?
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Feudalism - Vassal system (something with secondary population ?) , Devide and Rule (something with regional capitals)
Republic - Representation (giving more power to regional capitals)
Democracy - Tech that will amplify bonuses from assimilated secondary pops (something about equal rights)
Technocracy - technology about adept internats - some building that will provide more tech bonus based on % of pop growth (tied to tax system )
Military A- Technology that will be about special caste/youth taken to be solely dedicated for military service - tropps created randomly on regular basis depending from pop growth (hey atuuks!)
etc...(it could be some % of pop growth, substracting some from pop increase, but working even if max pop reached)
Not sure if its possible to do with aviable modding feats
Generally more economical customisation
Republic - Representation (giving more power to regional capitals)
Democracy - Tech that will amplify bonuses from assimilated secondary pops (something about equal rights)
Technocracy - technology about adept internats - some building that will provide more tech bonus based on % of pop growth (tied to tax system )
Military A- Technology that will be about special caste/youth taken to be solely dedicated for military service - tropps created randomly on regular basis depending from pop growth (hey atuuks!)
etc...(it could be some % of pop growth, substracting some from pop increase, but working even if max pop reached)
Not sure if its possible to do with aviable modding feats
Generally more economical customisation
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Let me finish this release, and to think about it bit more, later i will have perhaps more ordered ideas.
Btw, there could be few tiers of character generating buildings (academies), they will have alot of sence and reason to build them, more than its now, once all the character system released.
Btw, there could be few tiers of character generating buildings (academies), they will have alot of sence and reason to build them, more than its now, once all the character system released.
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Facility modding is very restricted. Upgrading facilities in game is not possible as of now. New academies are not possible at all. New facilities are not possible in general, I can only modify the existing types. I can make new wonders, though.
What I can do with wonders is change growth, happiness, income and research speed for the colony or the whole empire as well as defense and construction speed of the colony and finally a race achievment for the victory conditions. That's it, sadly. [:(]
What I can do with wonders is change growth, happiness, income and research speed for the colony or the whole empire as well as defense and construction speed of the colony and finally a race achievment for the victory conditions. That's it, sadly. [:(]
-
- Posts: 210
- Joined: Mon Jun 09, 2014 12:56 pm
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
ORIGINAL: lurchi
Facility modding is very restricted. Upgrading facilities in game is not possible as of now. New academies are not possible at all. New facilities are not possible in general, I can only modify the existing types. I can make new wonders, though.
What I can do with wonders is change growth, happiness, income and research speed for the colony or the whole empire as well as defense and construction speed of the colony and finally a race achievment for the victory conditions. That's it, sadly. [:(]
Wow, that's lame.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Let's make new petition.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Beyond Extended Universe ALPHA.4 (for DW:U 1.9.5.6) Release is up!
DL LINK: http://www.mediafire.com/download/k13vz ... LPHA.4.zip
exctract, install as separate theme. (please note that about.txt has been not edited from previous version - for patch notes and changes/feature list please see thsi post)
This release have alot of features and actually very big and complex stand-alone mod pack , including all best mods around + alot of new stuff.
Patch notes ver. ALPHA.4 :
- Added more 5 races , now there 6 unique races from Beyond Pool. Each race have very unique gameplay/flavor/focus, polished and have investment of original art in either troops, ships, or both. Unique race-specific interfaces for those races will follow and will be released soon in Alien Immersion Project frame. For new races overview please go here.
- 3 of 6 races use totally original , done by me shipsets, Yereni use recolored and retweaked Taiidan set from HW pack, Such-Oos and Laaran use Kadeshi and Turanic shipsets from HW , Credits will mount DeadlyShoe name for his awesome ship models. Ive deicided to design only 50% of ships myself for the pool because it takes alot of time from me.
- added planet, surface and landscape art from Stuff&Bits mod by KEWB1144
- Added alot of race/concept pedia entries by ParagonExile, Ergreagd dialogue by ParagonExile, Ergreagd small tweaks.
- Added new goveremnts - mainly for new races, which will ensure uniquiness of their play.
- Next releases will focus on tweaks and implementing rest race character systems without art firstly - art will follow later.
- Merged all modpack with Icemania AI Extended mod version 1.01 - to prevent complex integration in future and allow easier modification and implementation from both sides. All changes are noted.
- Updated many things for Ergreagds in correlation with Icemania's mod.
- Changed naming files that way that Earth city names will be no longer used as ship names for the game. That was nasty immersion breaker. (No more ships named Kuala Lumpur, Tokyo and London!)
- Added Sirian's EVE components art mod, v 1.2, and augmented it with few new pictures for new race's unique components from stock he kindly provided with the mod.
Mod Contain:
- 6 new races extension above Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- example of upcoming Beyond Character System (for now only for Race Ergreagd) - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.
DeadlyShoe's HW ship pack mod - used after tweaking/recoloring or as they are 3 sets of ship models.
Mod Team:
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.
Future plans:
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creatinbg epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.
PS. This is still alpha, i will really appreciate testing, because there perhaps will be need for some tweaks /rebalances.
DL LINK: http://www.mediafire.com/download/k13vz ... LPHA.4.zip
exctract, install as separate theme. (please note that about.txt has been not edited from previous version - for patch notes and changes/feature list please see thsi post)
This release have alot of features and actually very big and complex stand-alone mod pack , including all best mods around + alot of new stuff.
Patch notes ver. ALPHA.4 :
- Added more 5 races , now there 6 unique races from Beyond Pool. Each race have very unique gameplay/flavor/focus, polished and have investment of original art in either troops, ships, or both. Unique race-specific interfaces for those races will follow and will be released soon in Alien Immersion Project frame. For new races overview please go here.
- 3 of 6 races use totally original , done by me shipsets, Yereni use recolored and retweaked Taiidan set from HW pack, Such-Oos and Laaran use Kadeshi and Turanic shipsets from HW , Credits will mount DeadlyShoe name for his awesome ship models. Ive deicided to design only 50% of ships myself for the pool because it takes alot of time from me.
- added planet, surface and landscape art from Stuff&Bits mod by KEWB1144
- Added alot of race/concept pedia entries by ParagonExile, Ergreagd dialogue by ParagonExile, Ergreagd small tweaks.
- Added new goveremnts - mainly for new races, which will ensure uniquiness of their play.
- Next releases will focus on tweaks and implementing rest race character systems without art firstly - art will follow later.
- Merged all modpack with Icemania AI Extended mod version 1.01 - to prevent complex integration in future and allow easier modification and implementation from both sides. All changes are noted.
- Updated many things for Ergreagds in correlation with Icemania's mod.
- Changed naming files that way that Earth city names will be no longer used as ship names for the game. That was nasty immersion breaker. (No more ships named Kuala Lumpur, Tokyo and London!)
- Added Sirian's EVE components art mod, v 1.2, and augmented it with few new pictures for new race's unique components from stock he kindly provided with the mod.
Mod Contain:
- 6 new races extension above Universe: Extended race pool. All races have very unique mechanic and approach to the game, unique troop/ship/or both art, and alot of lore, writing, flavor, art involved. 3 of those races have completely unique, made for them by me ship set art. For new races overview please go here.
- example of upcoming Beyond Character System (for now only for Race Ergreagd) - very big expansion which will instroduce very different race-cpecific, specialised characters (~500 characters pool per race), with unique portraits each, which will expand immersion, lore, balance and depth of race differentiation. On Character system please read this POST - entry by ParagonExile.
- Alot of minor tweaks as immersive names for ship templates, some tunes for balance, etc.
- Alot of best mods combined :
Haree78's mod - Extended Universe featuring race pool extension / race art change
Das123's mod - Chrome Mod (partially)
My (Blackstork's) mod - Alien Immersion Project - featring race-specific user interfaces and soundtracks. Soundtracks are not included into the mod - to get them please follow race-specific packages and instructions on this page: tm.asp?m=3651979
Martian's GEM mod (partialy) - featuring landscapes and surface art
Sirian's EVE components mod - featuring better good-looking EVE component icons for DW:U components
KEWB1144's Stuff'n'Bits mod (partially) - featuring beautiful planet art, surface and landscape art
Icemania's Universe Improved AI mod ver . 1.01 - huge work which focuses on improvement of game AI via policy and ship template manipulation, also featuring weapon rebalance, engine rebalance, bias tweaks and more. The main mod completely compatible and merged with this mod, except race bias table.
DeadlyShoe's HW ship pack mod - used after tweaking/recoloring or as they are 3 sets of ship models.
Mod Team:
Blackstork - art, concept, development, testing, what not
Ergie - Automation, Generation/Seeding Programming, hi-tec support
ParagonExile - Home writer who writes pedias, instructions, help files , dialogues, and many more! (He also exterminate Atuuks and hate Than Bendu!)
Genome - noted for some help for naming Slukens. Immersion name files.
Future plans:
- Merging all thigns including lurchi's research megaproject into one big megamod.
- Creatinbg epic journey
- Complete character system with more than 20000 unique characters and different character play for each race, and as result big rebalance and more complecity into race mechanics complex.
PS. This is still alpha, i will really appreciate testing, because there perhaps will be need for some tweaks /rebalances.
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
That is huge! Great work Blackstork! Downloading now ...
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
ORIGINAL: Icemania
That is huge! Great work Blackstork! Downloading now ...

ye, that was alot of nitpicking/but its done... i hope you enjoy
will happy for any comments, and will be happy to have some discussion about effcts of changes on balance/gameplay.
More will come later, Next releases will focus on implementing complex character system as huge gamplay/rebalance feature. Firstly w/o art, then with unique faces.

also this week i will work on Alien Immersion project and will issue race-specific UIs and soundtracks for Humans, Yor, and new 5 races.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Excuse me, there small tweak needed to goverments (there is some mistake)
i've changed some file in zipped folder so its ok now
It was part of Laaran Tweaks, its last race added, and it may be also tweaked after few tests/player comments
Thanks and sorry!
cheers.
Most updated version is up now at link of patch notes post
i've changed some file in zipped folder so its ok now
It was part of Laaran Tweaks, its last race added, and it may be also tweaked after few tests/player comments
Thanks and sorry!

Most updated version is up now at link of patch notes post
- Attachments
-
- governments.txt
- (6.67 KiB) Downloaded 12 times
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
The Such-Oos just scared the living daylights out of my 5 year old.
Or was that me?
LOL
Or was that me?
LOL
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!

[:D]
You mean your child, or what?
Its really funny to see Such-Oos scarrying someone :V
Btw they have cute unique troop art.
Watch em eyes!

RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
Hey Blackstork:
Great work so far! Some observations to help with the Alpha:
1. On the Theme Page, the about text runs off the page, you may want to consider making it more succinct.
2. On the Weapons Tech Tree, Armor Plating, High Density Alloys, Reinforced Construction, Ablative Metals and Indestructible Compounds are in overlapping positions with other technologies.
3. The Dlakar use Missiles/Fighters/Missile Bombers so should have Carriers at 50%, rather than Capital Ships at 50%, in their Policy File (due to the Carrier size bonus).
4. The Yereni use Missiles so should have Capital Ships at 50%, rather than Carriers at 50%, in their Policy File.
5. When I start a game with the Such-Oos, and only with the Such-Oos, I get an error message as follows, appears image related:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at System.Drawing.Bitmap..ctor(Image original)
at DistantWorlds.Main.U3CwVM31Vq()
at DistantWorlds.Main.RAjFEClqfb()
at DistantWorlds.Main.Ignite(Game game, String currentFileName)
at DistantWorlds.Start.qNTYRpsZ29(Game )
at DistantWorlds.Start.t67Tgqlvv7(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
What I do for testing is put the game on 4X with no pop-ups and just let it run, checking in from time to time (e.g. in between forum posts). I would suggest doing this for each new race.
Great work so far! Some observations to help with the Alpha:
1. On the Theme Page, the about text runs off the page, you may want to consider making it more succinct.
2. On the Weapons Tech Tree, Armor Plating, High Density Alloys, Reinforced Construction, Ablative Metals and Indestructible Compounds are in overlapping positions with other technologies.
3. The Dlakar use Missiles/Fighters/Missile Bombers so should have Carriers at 50%, rather than Capital Ships at 50%, in their Policy File (due to the Carrier size bonus).
4. The Yereni use Missiles so should have Capital Ships at 50%, rather than Carriers at 50%, in their Policy File.
5. When I start a game with the Such-Oos, and only with the Such-Oos, I get an error message as follows, appears image related:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at System.Drawing.Bitmap..ctor(Image original)
at DistantWorlds.Main.U3CwVM31Vq()
at DistantWorlds.Main.RAjFEClqfb()
at DistantWorlds.Main.Ignite(Game game, String currentFileName)
at DistantWorlds.Start.qNTYRpsZ29(Game )
at DistantWorlds.Start.t67Tgqlvv7(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
What I do for testing is put the game on 4X with no pop-ups and just let it run, checking in from time to time (e.g. in between forum posts). I would suggest doing this for each new race.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!
ORIGINAL: Icemania
Hey Blackstork:
Great work so far! Some observations to help with the Alpha:
1. On the Theme Page, the about text runs off the page, you may want to consider making it more succinct.
2. On the Weapons Tech Tree, Armor Plating, High Density Alloys, Reinforced Construction, Ablative Metals and Indestructible Compounds are in overlapping positions with other technologies.
3. The Dlakar use Missiles/Fighters/Missile Bombers so should have Carriers at 50%, rather than Capital Ships at 50%, in their Policy File (due to the Carrier size bonus).
4. The Yereni use Missiles so should have Capital Ships at 50%, rather than Carriers at 50%, in their Policy File.
5. When I start a game with the Such-Oos, and only with the Such-Oos, I get an error message as follows, appears image related:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at System.Drawing.Bitmap..ctor(Image original)
at DistantWorlds.Main.U3CwVM31Vq()
at DistantWorlds.Main.RAjFEClqfb()
at DistantWorlds.Main.Ignite(Game game, String currentFileName)
at DistantWorlds.Start.qNTYRpsZ29(Game )
at DistantWorlds.Start.t67Tgqlvv7(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
What I do for testing is put the game on 4X with no pop-ups and just let it run, checking in from time to time (e.g. in between forum posts). I would suggest doing this for each new race.
I've run it but i do not know what this problem could be with Such-oos
i will check that
thanks for your notes,
Thats an alpha still, i will release hotfix soon
I hope it will have less probs
I also made some adjustments to Dlakar
And corrected those bugs.
I've run all races as tesing, actually except Such-Oos, but i tested alot and because they played all time balanced and nicely i even didnt started a game as them , just looked on Such os from wditor perspective