Page 10 of 38

RE: Distant Worlds Extended

Posted: Tue Mar 26, 2013 5:52 pm
by RavenX
ORIGINAL: Antiscamp

Don't remove the troop images. It will definitely crash the mod. I think the game won't even start without them. That's one of the initial mistakes I made when starting out.

I appreciate that Antiscamp, thank you. The thing I'm wondering though is I'm looking to add these other families of shipImages, hence I'll need to add a troop image for their families. When I look at the files for the shipsImages and troops in DW:Extended, it has 37 families of ships but 38 troop images. Troop_38.PNG has No shipImage family with it. If I add more shipImage families then I assume I need to add a troop image for that family. Does that mean I'll need to assign a "extra" troop image as there's already one extra in DW:Extended?

RE: Distant Worlds Extended

Posted: Tue Mar 26, 2013 7:05 pm
by RavenX
Ok, something odd to report. I took out Troop_38.png since it didn't have a associated shipImage family. Started up the game, changed themes and then back to DW:Extended just in case that would "re-load" the mod, and it still plays fine.

I also figured out why, the old fashioned way. I took out a piece of paper and wrote down all 38 races then looking in the races.txt for each one to see which race was calling for the troop.png with no shipImage family. unluckily for me I started this with the Zenox and worked my way up from the bottom. About half way through I decided to click the Ackdarians and work down when I saw they called for FamilyIndex 0. I immediately realized I started my numbering at 1, not 0, and with 38 races starting a number count with 0 included only calls for 37 image families which also applies to troop.png's . Troop_38.png is never called for by any of the race or policy files.

I imagine pulling one out that is called for would definitely crash the game though :)

RE: Distant Worlds Extended

Posted: Tue Mar 26, 2013 8:47 pm
by Blueberry
Haree78,

Keep updating/upgrading the mod, mate. As I and so many others have stated on numerous occasions here on the forums, the mod is great and the game doesn't feel right to me without it any longer. And, to be honest about it, in general, I prefer playing my games without any mods. [:)]

Hope you are making plans for shadows once the expansion is out.

Antiscamp, been away for a while.... Been busy like hell.... It's great to see another lets play on YouTube. Going to check it out. We need more of those... many more.

RE: Distant Worlds Extended

Posted: Wed Mar 27, 2013 12:33 am
by ehsumrell1
ORIGINAL: RavenX

Ok, something odd to report. I took out Troop_38.png since it didn't have a associated shipImage family. Started up the game, changed themes and then back to DW:Extended just in case that would "re-load" the mod, and it still plays fine.

I also figured out why, the old fashioned way. I took out a piece of paper and wrote down all 38 races then looking in the races.txt for each one to see which race was calling for the troop.png with no shipImage family. unluckily for me I started this with the Zenox and worked my way up from the bottom. About half way through I decided to click the Ackdarians and work down when I saw they called for FamilyIndex 0. I immediately realized I started my numbering at 1, not 0, and with 38 races starting a number count with 0 included only calls for 37 image families which also applies to troop.png's . Troop_38.png is never called for by any of the race or policy files.

I imagine pulling one out that is called for would definitely crash the game though :)
RavenX;
Don't know if you realize this, but there has to be a Troop image for the "Robotic Troop". That
would cause the crash. The Robotic Troop image is used as a representation image for ALL the races,
thus the 'extra' image in the count.

RE: Distant Worlds Extended

Posted: Wed Mar 27, 2013 12:59 am
by RavenX
ORIGINAL: ehsumrell1

RavenX;
Don't know if you realize this, but there has to be a Troop image for the "Robotic Troop". That
would cause the crash. The Robotic Troop image is used as a representation image for ALL the races,
thus the 'extra' image in the count.

Yeap, that one is still there. This one was there to keep the count of the generic troop image count the same as the race count. Ran fine without the extra troop image file. Since that post today I've added a bunch of ship and troop images. I've replaced some of the ship images from the original and some of the ones from DW:Extended with other assets I've found here on the forums and with some the other awesome modders here gave me. All is going good so far. Every time I add a new element the first thing I do is launch the game and make sure it doesn't crash. So far so good.

Much appreciated my friend. :)

RE: Distant Worlds Extended 2.0.2 released 38 races

Posted: Wed Mar 27, 2013 4:48 am
by Unforeseen
Love this mod, great job.

I didn't really like the XHuman story that much, just to improbable for that kind of a genetic change to take place across an entire planet so quickly. Creative though, and its a minor detail anyways.
Also thank you very much for changing the Dhayut's picture. I Dislike spiders passionately, and the cute little robot is a nice fix.

RE: Distant Worlds Extended 2.0.2 released 38 races

Posted: Thu May 16, 2013 3:03 pm
by Haree78
What can we expect for Distant Worlds Extended Shadows?

+Unique troop images for all races consistent with Shadows art work.
+Unique ship designs for all Extended races. Shadows includes unique ships designs for all races and a much improved ship designer that uses templates much more intelligently.
+Updated research priorities. Shadows uses an improved research automation to better focus based on what the AI needs for it's designs.
+Pirate empire versions of several of the Extended empires with their own unique ship designs.

RE: Distant Worlds Extended 2.0.2 released 38 races

Posted: Sat May 18, 2013 3:20 pm
by Haree78
A small update on coming soon.

RE: Distant Worlds Extended 2.0.2 released 38 races

Posted: Sat May 18, 2013 4:17 pm
by Bingeling
I am happy to hear you are prepared.

It is no big surprise that you have control of their ship designs ;-)

RE: Distant Worlds Extended

Posted: Sun May 19, 2013 3:46 am
by eroots
this is the best, thanks! More races is just what we needed!

RE: Distant Worlds Extended

Posted: Thu May 23, 2013 5:28 am
by PWOFalcon
I am very happy your bring this to Shadow. I always use your mod when I play. More options with races besides the same ones all the time.

RE: Distant Worlds Extended

Posted: Thu May 23, 2013 12:55 pm
by AminMaalouf
I look forward this mod adaption.


RE: Distant Worlds Extended

Posted: Thu May 23, 2013 4:20 pm
by dejagore
@Haree78 - You have surely made best DW mod ever. It should be included by default while installing game.
Great job there mate ! Looking forward to see it compatible with DW:Shadows.

RE: Distant Worlds Extended

Posted: Thu May 23, 2013 4:45 pm
by joeyeti
For an unitiated noob that I am in this mod:

What would you say the Extended MOD supplies a player with - is it basically remodelled races with different stats and interracial relationships in comparison to the standard game?

Or even something else?

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 12:55 am
by Haree78
Distant Worlds Extended Shadows released, see the original post.

Known issue: All pirate races are using the same images for their troops, no idea why, I have reported it. Fairly sure it is a problem with themes.

@joeyeti
This 'mod' was intended as an unofficial expansion for Distant Worlds. Adding races to the game that really mixes up what Distant Worlds does with it's races. The new races bring a lot of new things to the table, very different objectives and things to consider that the original races don't have. Some races certain resources are important, or their win conditions are unique. Also a lot of things are done with which races like which other races. The new races also change how certain race families may behave. Mixing up how the insectoids may behave, mixing up who might like who. Also there is the potential based on the races for a lot more mixed conflict. Not just insectoids against everyone, the humanoids all allying every game like in the base game.

The only thing that has gone outside of the remit of the 'mod' being an expansion was the new race images. I decided to go with this approach so that all race art was consistent and the game has a consistent feel, new races don't look out of place.

Reading through the original post in this thread will show you how the new races are and how they change the game quite a bit.

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 1:31 am
by Erik Rutins
Great to see, thanks Haree!

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 5:18 am
by joeyeti
Thx Haree! That is what I wanted to hear - and kudos for all your work!

One question - will the Legends version be obsolete fron now on, or do you plan to do some more finishing touches on that one yet (if there is anything that can be yet updated)?

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 5:53 am
by Haree78
I have no intentions to revisit the Legends version now. If something comes up that is an easy fix for the Legends version as well I will do that but probably any additions will be the Shadows version only.

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 3:30 pm
by StarLab
DL'ing now! [8D]

Too bad I'm 5 episodes into my Shadows LP or I would have used this mod. [:(] Oh well, next time.

Can't wait to play this mod again! Thanks! [:)]

RE: Distant Worlds Extended

Posted: Fri May 24, 2013 3:30 pm
by DasTactic
Awesome work Haree. :) Your mod did such great things to enhance the DW universe without overly affecting the underlying game-play.