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RE: "Hyping" my forthcoming mod (pun intended)

Posted: Sat Jun 20, 2020 3:51 pm
by rjonasz
Hello,

Just tried installing 1.7.9. The first pop up appears but after clicking OK nothing happens. The next pop up does not appear. I'm running Windows 10 Pro 2004. I also tried with 1.7.7 and no joy. The vanilla game runs fine.

Any help would be most welcome!

Cheers

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Sun Jun 21, 2020 3:47 am
by arvcran
rjonasz, this may be moot by now … have you looked to see the second grey pop up min window 'behind' the photo?
look for a second DWU window Icon at the bottom of your screen. Just select it to bring it to the front.


Actually now that I am here; who plays what mod with the Bacon exe version?


I'm trying the Retreat+Das chrome combo … just wondering if there are any better recommendations.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Sun Jun 21, 2020 10:00 am
by RogerBacon
I'm trying the Retreat+Das chrome combo … just wondering if there are any better recommendations.

That's what I use. You should still make some changes to some of the ship templates though. For example, adding labs to the exploration ships so the AI empires get the research bonus like you do.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Sun Jun 21, 2020 10:08 am
by rjonasz
Hello,
Thanks for the suggestion but there is no second pop up. I've tried looking for it.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Mon Jun 22, 2020 1:13 am
by arvcran
Not sure if this is the correct thread to use but I have issue/question with Pirate play and modded research projects.

When you play pirates and the starting tech is set to pre-warp, the pirates actually start with hyperdrive tech.
Am making a guess here ... but I think DW is hard coded to grant Pirates tech #166 (hyperdrive tech in original research.txt).


Perhaps it is done some other way that eludes me.

In the RetreatUI + Das Chrome mod the research #166 happens to be Stable Warp Drives. (reason why I post here is I suspect Roger may have access to verify this?)

The real problem here is in unmodded situation the Pirates have a significant hyperdrive advantage in speed and fuel efficiency over the empires (pre-warp situation) ... considering the Pirates' dismal research capabilities it is a significant thing they have going for them.

It may be moot seeing as the hyperdrives in retreat mod are pretty similar to the stable warp drives in energy use to speed and hence range.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Mon Jun 22, 2020 3:56 pm
by arvcran
I used the #combine <fleet_name> command while a fleet is selected.

saves a lot of time!

Help info states that the 'selected fleet' joins the named fleet and the selected fleet is disbanded.
What ends up happening is the reverse: named fleet is disbanded and joins selected fleet.

Having a lot of trouble getting Pirates going with all these mods :D!

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Tue Jun 23, 2020 10:52 am
by Blueinstinct
ORIGINAL: RogerBacon

I'm trying the Retreat+Das chrome combo … just wondering if there are any better recommendations.

That's what I use. You should still make some changes to some of the ship templates though. For example, adding labs to the exploration ships so the AI empires get the research bonus like you do.

Hello Roger, i am using the same, an as you know, i had troubles making the bombers work and also making use of the nofuelmultiplier modifiers.

If it was possible for you to upload the files you use for retreat UE mod (components, research, fighters) it would be deeply apreciated.

Also unfortunately i could not make the nofulemultipliers work in even the most basic setup:
I started a new game with no other mods, only bacon exe and settings.

I selected a starting warship, waited until it ran out of fuel, and its thrust went from 28 cruise speed with fuel, to 8 speed without.

I modified the nofulemultiplier to 0.98 cruise and 0.99 max
any ideas what might happened there?

And as always, thanks alot for your effort

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jun 24, 2020 10:17 am
by RogerBacon
ORIGINAL: Blueinstinct

If it was possible for you to upload the files you use for retreat UE mod (components, research, fighters) it would be deeply apreciated.

https://www.dropbox.com/s/npv6xfxr9k935 ... s.zip?dl=0

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jun 24, 2020 10:58 am
by Blueinstinct
cool! i will try it out soon. Much apreciated.

RE: Bacon Mod

Posted: Sun Jun 28, 2020 1:30 pm
by lunario
First of all, great mod, really love it.

There's two issue for me to play this mod:
1. Occasionally when my ship is in one system, the system info is not revealed. I noticed the bug fix in the change log. But for my game some time this occur and I need to use the ctrl+f to fix it. The systems where this occur include system that I've not explored and system I've been before. It does not have any pattern as far as I can tell. Anybody knows what cause this and how to fix it? This might be a problem in mid-late game.

2. It's about state built civilian ships. Can these ships auto-retrofit? I've never seen any of them retrofit themselves. If not is there an easy way to mass upgrade these ships? Finding them in a hundreds of ships' list is really annoying.

RE: Bacon Mod

Posted: Mon Jun 29, 2020 9:53 am
by RogerBacon
ORIGINAL: lunario

First of all, great mod, really love it.

There's two issue for me to play this mod:
1. Occasionally when my ship is in one system, the system info is not revealed. I noticed the bug fix in the change log. But for my game some time this occur and I need to use the ctrl+f to fix it. The systems where this occur include system that I've not explored and system I've been before. It does not have any pattern as far as I can tell. Anybody knows what cause this and how to fix it? This might be a problem in mid-late game.

Yeah. I noticed that bug is back and I also can't find out what causes it. Rest assured though that its only a visual problem. Your ship knows where everything is. So if you are not watching that system it makes no difference. If you are and you can't wait for it to auto-correct, which it will, just hit the ctrl-f.
In my case I've only seen it happen with explorers that are automated.
2. It's about state built civilian ships. Can these ships auto-retrofit? I've never seen any of them retrofit themselves. If not is there an easy way to mass upgrade these ships? Finding them in a hundreds of ships' list is really annoying.
State ships that are automated choose their own missions, which should include refit. If you want to refit one before that you can use the new filter on the shiplist screen "State Versions" to find state ships quickly.

RE: Bacon Mod

Posted: Mon Jun 29, 2020 12:06 pm
by lunario
ORIGINAL: RogerBacon

ORIGINAL: lunario

First of all, great mod, really love it.

There's two issue for me to play this mod:
1. Occasionally when my ship is in one system, the system info is not revealed. I noticed the bug fix in the change log. But for my game some time this occur and I need to use the ctrl+f to fix it. The systems where this occur include system that I've not explored and system I've been before. It does not have any pattern as far as I can tell. Anybody knows what cause this and how to fix it? This might be a problem in mid-late game.

Yeah. I noticed that bug is back and I also can't find out what causes it. Rest assured though that its only a visual problem. Your ship knows where everything is. So if you are not watching that system it makes no difference. If you are and you can't wait for it to auto-correct, which it will, just hit the ctrl-f.
In my case I've only seen it happen with explorers that are automated.
2. It's about state built civilian ships. Can these ships auto-retrofit? I've never seen any of them retrofit themselves. If not is there an easy way to mass upgrade these ships? Finding them in a hundreds of ships' list is really annoying.
State ships that are automated choose their own missions, which should include refit. If you want to refit one before that you can use the new filter on the shiplist screen "State Versions" to find state ships quickly.

Thanks for your kind reply, that's really helpful.[&o][&o]
Hadn't noticed the "state version" before!
And the "system not showing" is OK I guess if it doesn't affect the exploring.

RE: Bacon Mod

Posted: Tue Jun 30, 2020 6:18 pm
by mxmissile
Is there a high level writeup somewhere on how you made this mod? I assume your EXE just wraps the existing DistantWorlds.exe and uses P/Invoke to interact with memory offsets and values somehow and also for keyboard interception?

I have some QOL ideas that I would love to build into this game but having trouble getting the basics even working.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 7:50 am
by rjonasz
Well I'm at my wit's end. Seeing everyone else report playing with this mod makes me green with envy! :) I've tried everything to get the 2nd pop up to appear but without success. Attached is the result of my last attempt. Any help would be most welcome!

I've tried vers 1.77, 1.78, and 1.79 on a clean install of Win 10 Pro. Vanilla game works fine.

Image

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 10:35 am
by mxmissile
ORIGINAL: rjonasz

Well I'm at my wit's end. Seeing everyone else report playing with this mod makes me green with envy! :) I've tried everything to get the 2nd pop up to appear but without success. Attached is the result of my last attempt. Any help would be most welcome!

I've tried vers 1.77, 1.78, and 1.79 on a clean install of Win 10 Pro. Vanilla game works fine.

Have you tried disabling any anti virus software running?

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 1:37 pm
by rjonasz
Have you tried disabling any anti virus software running?
Other than Microsoft's anti virus I have none installed

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 9:20 pm
by mxmissile
Can you run a md5 checksum on the bacon DistantWorlds.exe?

The value should be e32fd4d18e4d6f09314816c4e7502db1 on version 1.79

Command line utility available here from Microsoft.

If it does not match, then something has altered your .exe, that error your getting has that impression.


RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 9:54 pm
by rjonasz
ORIGINAL: mxmissile

Can you run a md5 checksum on the bacon DistantWorlds.exe?


Thanks for your help!

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 9:56 pm
by rjonasz
Oops, the checksum matches. Now I get this error after downloading the mod again.

RE: "Hyping" my forthcoming mod (pun intended)

Posted: Wed Jul 01, 2020 9:59 pm
by rjonasz
just learning the ropes of the forum. Bare with me.

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