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RE: Unexplained ship building
Posted: Tue Sep 12, 2017 5:11 pm
by Retreat1970
ORIGINAL: smaximo
Hello there,
Can you play this mod without all the extra ui visual changes, like the 'Stuff & Bits'? I want to try this mod, but I kind off like the Das Chrome UI mod.
Thanks.
I would say you cannot. While it's not impossible to mod graphics back to original, It would take a lot of time. Plus Mordachi and I will not be changing it.
No one will notice this changed
Posted: Thu Sep 28, 2017 2:21 pm
by Twizzler
I just downloaded the Extended Unleashed II mod and noticed it changed the Frigate and Cruiser class names to Light Cruiser and Heavy Cruiser respectively.
I much prefer the original class names. So how do I change them back?
Also, while we are on the subject, how do I change the Escort class name to Corvette?
RE: No one will notice this changed
Posted: Thu Sep 28, 2017 3:16 pm
by Japhet
I think you can change the names by editing the GameText file in the unleashed extended folder.
RE: No one will notice this changed
Posted: Thu Sep 28, 2017 3:25 pm
by Twizzler
Really? I was playing around with that idea, thinking that might be it. But I wasn't sure if it was that simple. I'll try it and see if that works.
Edit: Well I tried, and was denied access when I went to save the file. So I don't know where to go from here.
RE: No one will notice this changed
Posted: Fri Sep 29, 2017 8:01 pm
by RogerBacon
ORIGINAL: Twizzler
Really? I was playing around with that idea, thinking that might be it. But I wasn't sure if it was that simple. I'll try it and see if that works.
Edit: Well I tried, and was denied access when I went to save the file. So I don't know where to go from here.
Seeif the file or folder is readonly because you can definitely change that file. I changed "Capital Ship" to "Battleship" years ago.
RE: No one will notice this changed
Posted: Sat Sep 30, 2017 7:54 am
by Japhet
Copy and paste the file to your desktop (or any other place), open it there and change the words. Save it and copy it back to its original folder. Override the existing one (better make a backup before) and it should work.
RE: No one will notice this changed
Posted: Sat Sep 30, 2017 8:00 am
by Twizzler
Yup yup! That's what I ended up doing. I rewrote it, saved it to documents and then overwrote the file back to the UEII folder. Of course I saved a copy of the original somewhere else first.
On a related note, I almost never noticed how many instances of "light" and "heavy" cruiser I needed to change in the folder. Thank god for CTRL + F!!!
RE: I noticed
Posted: Fri Oct 20, 2017 3:25 pm
by PhenomPhear
Hello all, I have been dipping in and out of DWU for a long time. I bought it years ago and struggled to understand it. I decided to boot it up the other day and watched a few episodes of the new playlist that's been posted and I am now starting to understand and enjoy the game. I really like UE II, all the races it adds is just amazing. I have downloaded and installed Retreats UE II Improved from the OP after reading most of this thread and deciding I like his changes.
On the other hand, there is still a lot about modding this game I don't understand. From what I read there is an included Perl script for research cost. I have no idea how to use this and would love to know. And as far as the "Slope" goes, could someone explain it a bit for me in simple terms like "3x Slope means Research does "this" and effects the game like "this". And how will the tech slider when setting up a new game affect this slope? I.E. I use the 3x slope and set the slider "Very Expensive" vs "Very Cheap"?
There also seems to be another Perl script called "AdjustRow.pl" I'm assuming this has something to do with the research rows after viewing it with notepad++, will this need to be used after the FixResearchCost.pl?
Also, I haven't seen a post from Mordachai, does anyone know if he is still working on UE III? It would super awesome if he's finished this.
I gather that the forums seem to be gathering a bit more interest here in the last 2 or 3 months. I would just like to say that I hope modding for this game doesn't die anytime soon, and I see so far it's not, as RogerBacon has a new mod he's working on which looks interesting and sounds like he's solved a lot of in-game issues and engine issues.
So yea, Hi all.
RE: I noticed
Posted: Sun Nov 05, 2017 8:08 am
by gazdadude
has anyone got these working with bacon mod
RE: I noticed to Please Roger
Posted: Sun Nov 05, 2017 10:58 am
by DonH58
gazdadude
I used Retreat1970s version along with phisari's character mod using the Bacon mod exec and the 3 text files with no problem at all. When I used the BaconWorld folder with its files I couldn't get it work. I wasn't sure how to make the changes in the research file so as to be able to use the hanger bay changes. Presently I am playing with the Beyond Extended Universe Alpha mod and the text file changes that Roger made with no problems. I will say though I prefer playing the unleashed mod i find it more immersive and challenging but that is my opinion. Maybe someday Roger will have the time to look into this mod and get his wonder full mod to fully work with this UEII:)
RE: Unleashed Extended I & II
Posted: Sat Nov 11, 2017 5:55 am
by Arcand
I'm having a really weird circumstance and I cant seem to find the answer, I think it might be the mod. My ships are not defending there defined system. Theres pirates rampaging through it and the fleet is just sitting there. for some reason it keeps refueling itself and doesn't go after the target. Have I installed the mod wrong?
RE: I noticed
Posted: Sun Dec 03, 2017 10:38 pm
by BlindOne
ORIGINAL: gazdadude
has anyone got these working with bacon mod
Yeah I did, was a bit of a pain, kept crashing on me for no good reason but it works now.
How's it not working for you? It works even if you don't integrate the BaconWorld folder. If you want the fighterbays all you need to do is add them at the end of the components list and add those components to the research list for the figherbays. Then you need to modify the Terraforming facility by copying the one from BaconWorld, and you're done...
RE: I noticed
Posted: Sun Dec 03, 2017 10:59 pm
by Retreat1970
Just an FYI, I haven't played DW for a long time, and I haven't seen Mordachai for a long time either so you guys are on your own merging with BaconMod.
RE: I noticed
Posted: Mon Dec 04, 2017 12:16 am
by BlindOne
ORIGINAL: Retreat1970
Just an FYI, I haven't played DW for a long time, and I haven't seen Mordachai for a long time either so you guys are on your own merging with BaconMod.
No problem, I got it working with every mod so far. [:'(] I'll help the other stragglers out if they need it.
RE: I noticed
Posted: Wed Dec 20, 2017 8:02 pm
by aldehyt
At around every ship, and every base should be a borders, such as triangles, hexagons, diamons, squares etc... But in my case they are invisible, or totally transparenet.
So when any ship arrive, at my base i cant recognize, which faction is it, and what kind of ship.
Guys what happened ?
RE: I noticed
Posted: Thu Dec 21, 2017 5:04 am
by rjord2021
In the mod look under images / ui / shipsymbols and make sure the borders are there.
RE: I noticed
Posted: Thu Dec 21, 2017 6:21 am
by aldehyt
Thanks it working, original images from zip files are broken, or purposely bleached
RE: I noticed
Posted: Thu Dec 21, 2017 10:15 am
by RogerBacon
There is also a hot key in the game that toggles the shapes on and off. I think it's D or something like that.
RE: I noticed
Posted: Fri Jan 12, 2018 8:31 am
by Hanekem
I am having a slight issue trying to use Bacon's executable and is related to fighters, the autobuild seems to only build fighters on ships and stations with hangars, and since I don't have the dedicated hangars from bacon's mod, t is probably that.
if you know the work around... (as much as I liked Bacon's mod, I like the FTL speeds of this mod better)
RE: I noticed
Posted: Fri Jan 12, 2018 10:18 am
by kenbi
How to install mods
UE II (399.42 MB) or UE I (891.48 MB) Overwrite ?