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RE: Unleashed Extended I & II
Posted: Sun Apr 24, 2016 6:01 am
by jadelith
ok thank you. the income bonus is not my thing, but otherwise great mod!
RE: Unleashed Extended I & II
Posted: Wed Apr 27, 2016 12:51 am
by greenspacejerk
Hi, I'm loving this mod, but there are several things I'd like to bring up:
1. In the latest version (the one with Retreat's editing), there is still that repeating column about the colonization tech cost and construction speed factor in the Napoar race.txt, which needs to be manually corrected.
2. The word 'torpedo' is misspelled a few times in fighters.txt. ... you might wanna peruse the whole file once again, English isn't my 1st language and I might have missed other errors.
This is my first post, but I have been on board for at least the last three years, but that spelling blunder irked me so much that it prompted me to finally register here, so that I could tell you guys! You deserve mad respect, kudos to all of you!

RE: Unleashed Extended I & II
Posted: Thu Apr 28, 2016 1:48 pm
by Retreat1970
1. This is true but has no effect on the AI. I'll need more bugs to update.
2. I didn't see a wrong spelling.
Thanks for helping.
RE: Unleashed Extended I & II
Posted: Thu Apr 28, 2016 3:19 pm
by mordachai
I constantly misspell things. Torpedoe is a common mistake I make. I'll double check my files this evening, and try to get my stuff posted... though I may have to integrate Retreat's changes... I'll see

RE: Unleashed Extended I & II
Posted: Thu Apr 28, 2016 6:05 pm
by greenspacejerk
It was actually 'topredo', the 'r' and 'p' had to be switched around ... [;)]
when I noticed that error I felt the urge to go through all of the text files (mainly because I wanted to see how things are set up and where to commit some minor changes to my liking), but, well, it seems all to be in tip-top shape!
RE: Unleashed Extended I & II
Posted: Thu Apr 28, 2016 6:31 pm
by Retreat1970
Yeah I see it now. Two instances. Fixed.
RE: Unleashed Extended I & II
Posted: Wed May 04, 2016 1:45 pm
by Noopy
I want to first say thank you guys! This mod is pretty great, it brings some of the best things from the community to one of my favorite games. I have one quick question. The Napoar race (Machines with fast colonization tech) seems to have low quality planets a lot in my games. I started a game with a volcanic planet (Their home type) with a 9% which is kinda crazy. Is it just bad RNG or is there a bug? Also I see a lot of other planets that the Napoar are suppose to be able to inhabit like Desert or Ice with low quality as well. Am I missing something? [&:]
Any help is appreciated! [:)]
RE: Unleashed Extended I & II
Posted: Wed May 04, 2016 2:05 pm
by Hattori Hanzo
what do you mean with "RNG" ??? [&:]
RE: Unleashed Extended I & II
Posted: Wed May 04, 2016 2:16 pm
by Noopy
Random Number Generator. It's practically luck. Since every starting system is random I'm assuming it's RNG, I may be wrong and DW:U may use something different but I just kind of use that term for "luck"
RE: Unleashed Extended I & II
Posted: Wed May 04, 2016 9:08 pm
by Encadi
Hey guys is this mod currently uptodate and playable?
RE: Unleashed Extended I & II
Posted: Thu May 05, 2016 3:19 pm
by Hattori Hanzo
ORIGINAL: Noopy
Random Number Generator. It's practically luck. Since every starting system is random I'm assuming it's RNG, I may be wrong and DW:U may use something different but I just kind of use that term for "luck"
thank you Noopy, it's always difficult for me to understand on the spot acronyms in english that's not my native language.. [8|]
about your doubt, you should try to create many different games (always with the same Napoar race) and compare the results to see if it's only bad luck or something else.
RE: Unleashed Extended I & II
Posted: Thu May 05, 2016 4:09 pm
by Noopy
It's no problem! Didn't mean to confuse you in the first place. And yes, I have created many games and it does seem random. Some Volcanic worlds are up to 90% and some desert worlds are 50-60 but it seems a little weird to get a home world type as 9% or a desert planet with around 20% But I guess that's just how a randomly generated galaxy is made.
RE: Unleashed Extended I & II
Posted: Thu May 05, 2016 4:14 pm
by Retreat1970
ORIGINAL: Noopy
I want to first say thank you guys! This mod is pretty great, it brings some of the best things from the community to one of my favorite games. I have one quick question. The Napoar race (Machines with fast colonization tech) seems to have low quality planets a lot in my games. I started a game with a volcanic planet (Their home type) with a 9% which is kinda crazy. Is it just bad RNG or is there a bug? Also I see a lot of other planets that the Napoar are suppose to be able to inhabit like Desert or Ice with low quality as well. Am I missing something? [&:]
Any help is appreciated! [:)]
Check home system setting at startup. A higher setting means a higher quality.
Napoar starts volcanic. You have to research other world types in order to colonize.
Hey guys is this mod currently uptodate and playable?
Yes
RE: Unleashed Extended I & II
Posted: Fri May 06, 2016 8:01 pm
by Noopy
Yea I found out, I was being silly. I was just unlucky with a couple of my starts. There were plenty of colonies. Thanks!
RE: Unleashed Extended I & II
Posted: Sun May 08, 2016 11:15 am
by Hanekem
I am playing the lattest version of this mod, But I think I am running on an issue with Resort Bases.
I was curious why my income tab wasn't showing any income from resort bases and took a look at them, some have pops, buuut looking at the planets they orbit... they don't seem to be associated with them, I mean the build resort base isn't grayed out and the only modifier the bases seem to suffer, per the bases tab, is an empire-wide tourism bonus.
Just a heads up
RE: Unleashed Extended I & II
Posted: Sun May 08, 2016 10:18 pm
by Retreat1970
ORIGINAL: Hanekem
I am playing the lattest version of this mod, But I think I am running on an issue with Resort Bases.
I was curious why my income tab wasn't showing any income from resort bases and took a look at them, some have pops, buuut looking at the planets they orbit... they don't seem to be associated with them, I mean the build resort base isn't grayed out and the only modifier the bases seem to suffer, per the bases tab, is an empire-wide tourism bonus.
Just a heads up
I don't completely understand your post, but if there's a problem it's not a mod issue. There isn't a way to modify the functionality of resorts.
RE: Unleashed Extended I & II
Posted: Mon May 09, 2016 2:05 pm
by Hanekem
The issue seems to be that the build resort button on the planets don't always grey out after a click, meaning you could, hypothetically, build as many resorts on the same planet.
At the same time, because I was getting too little resort income, I was curious if the above issue was causing problems with the resort bases association with the planet/asteroid they are built upon( I had several resort bases near rich colonies in relatively nice locations with zero pop) I know that sometimes bases can fall off their planets, or that it had happened on previous versions of the game, and was afraid I was having that issue
RE: Unleashed Extended I & II
Posted: Mon May 09, 2016 2:33 pm
by Hattori Hanzo
Hanekem, do you have experienced this Resort Bases issue only with this mod or also on the vanilla version (or with other mods) ???
RE: Unleashed Extended I & II
Posted: Mon May 09, 2016 10:24 pm
by Hanekem
This mod, though it has been some time since I played vanilla, but I don't recall this issue, at all.
RE: Unleashed Extended I & II
Posted: Fri May 27, 2016 2:02 pm
by Julzjuice
First off, amazing mod. It really adds a whole lot to the game. There's only one thing that I don't like... The new economy. I really hate the fact that at the start of a pre-warp game you are already swimming in cash, it removes a lot of the game difficulty and management to me.
Is there a way that I could modify the game files to adjust the economy back to vanilla? That's really the only part of the mod that I am not really found of. Also, there seem to be a bug with tax rates and happiness.
I tried starting a new game with the humans with the Corporate something government (don't remember the exact name and I am at work [:'(]) and at the game start (pre-warp and starting), my taxes are already set to 100% and happiness doesn't even seem to suffer at all from being taxed to 100%. All I got was -5 happiness because of high taxes... That made no sense to me so I went on to test something and lowered the taxes to 0% and STILL had -5 to happiness for taxes too high. Am I the only one with this bug?! Happened with the other races I tested it with. The mod was installed on a fresh DW:U install (updated to the latest patch) and nothing else but the UEII installed.
I really enjoy the mod... but this whole economy overhaul seems messed up and rushed to me. Any input on this would be really apreciated! Thank you for your hard work and amazing mod.
Edit: Forgot to add that colony growth did not seem to be affected by tax rate either in any of the tests I made (be it 100% tax rate or 0%).