DW - Starfall Ver 1.12

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fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - Ver. 1.11

Post by fierceking »

ORIGINAL: pelthunter

Still seems to register as 1.10. Stealth tech line still locked.

Tried both two file patch and full packet.

Can you explain it?

This is what I get...

In this patch you need the Ship Scanning and Advanced Sensors tech to get Stealth

Image

In vanilla you see it here...you also need Ship Scanning, Advanced Sensors + Enhanced Scanners

Image

fierceking
Posts: 236
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RE: [WIP] DW - Starfall - Ver. 1.11

Post by fierceking »

ORIGINAL: vengen

If you have time, you might want to check your character files. At least some of them have characters with inappropriate skill types.

As an example: the first ambassador in the Xflinta file, Ne' lis 'Ehe ros, has skill types 1, 13, 9, and 5. Skill type 1 (Diplomacy), is appropriate for ambassadors; but skill types 13 (Facility Construction Speed), 9 (Troop Recruitment Rate), and 5 (Colony Corruption Reduction) are not appropriate for Ambassadors.

The leaders in the file seem fine, but every other character type seems to have these issues.

I know the Xflinta, Vlomert, Vik'yd and Enton character files have these issues - I didn't check any other race's character files.

Overall, this is an excellent mod, so I'm not surprised it has 1400 downloads.

I've noticed this issue. I think when I was applying the character random numbers I mixed up some values. This would be a lot of work to fix. I think I know how to fix it since the data is on Excel file. I could just apply some rules to the cells. The problem is that this would be a lot of work. I can't promise I can fix this anytime soon. I'll check it though...
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 1.01

Post by fierceking »

deleted since I just noticed I was responding to a question from Sept of last year.
pelthunter
Posts: 84
Joined: Mon Feb 14, 2011 1:48 pm

RE: [WIP] DW - Starfall - Ver. 1.11

Post by pelthunter »

Cannot explain this.

In directory folder I have no 1.10 stuff left, only the 1.11 pack. Yet Theme Selection still lists 1.10 and not 1.11.

I made exceptional effort to understand why one would try to deny existing fact and disclaim well documented history. I failed.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - Ver. 1.11

Post by fierceking »

ORIGINAL: pelthunter

Cannot explain this.

In directory folder I have no 1.10 stuff left, only the 1.11 pack. Yet Theme Selection still lists 1.10 and not 1.11.
If you downloaded the update then yea it will say 1.10. But it's basically 1.11.

With the update patch there was no way for me to change the name of the folder. So you can change the folder name yourself. You don't have to but with those 2 files, its basically ver 1.11 even though it doesn't say so.

If you still want to change it then rename the folder to:
DW - Starfall 1.11
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Unforeseen
Posts: 609
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RE: DW - Starfall Ver 1.11

Post by Unforeseen »

Does this require the .12 upsate ib order to work? I have .10 and im attempting to run this version 1.11 while getting an exception due to the conpobents. Wont be able to update until next thursday. :(

Sorry for grammar. Using phone to type.
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Retreat1970
Posts: 1131
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Location: Wisconsin

RE: DW - Starfall Ver 1.11

Post by Retreat1970 »

Probably

1.9.5.12
fixed crash when using custom mod with more than 256 components
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moonraker65
Posts: 565
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Location: Swindon,Wilts. UK

RE: DW - Starfall Ver 1.11

Post by moonraker65 »

Thanks Fierceking. Good to see that you're still working on this [&o]
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
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Unforeseen
Posts: 609
Joined: Tue Mar 26, 2013 4:08 am
Location: United States of Disease

RE: DW - Starfall Ver 1.11

Post by Unforeseen »

Ended up updating via bluetooth from my phone. Mod works great. Very impressed. Been waiting for a mod that actually does what yours does for years and now i can finally play thanks to you.

Now 9 years into a 40 empire prewarp on 1400/15 galaxy.

Edit: And ive completely run out of caslon...
vengen
Posts: 38
Joined: Tue Feb 19, 2008 3:12 am

RE: [WIP] DW - Starfall - Ver. 1.11

Post by vengen »

ORIGINAL: fierceking

I've noticed this issue. This would be a lot of work to fix. I can't promise I can fix this anytime soon. I'll check it though...

OK, thanks - that's why I mentioned "if you have time". I tried changing one file and gave up after a half hour because it was going too slow. My workaround is to delete the character files, but that defeats the whole purpose of custom character portraits. But it's still an excellent mod without them.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - Ver. 1.11

Post by fierceking »

ORIGINAL: vengen

ORIGINAL: fierceking

I've noticed this issue. This would be a lot of work to fix. I can't promise I can fix this anytime soon. I'll check it though...

OK, thanks - that's why I mentioned "if you have time". I tried changing one file and gave up after a half hour because it was going too slow. My workaround is to delete the character files, but that defeats the whole purpose of custom character portraits. But it's still an excellent mod without them.
I've was screwing around with Excel to see how difficult it would be to fix this. And after applying some rules to the cells, it's not as bad as I thought. I'm fixing the Xflinta character data sheet and I'm around 1/2 done (500 of 1000 fixed). After I fix this one race, I could use this as a template for the other races.

With that template, I could just copy/paste to all the races.
pelthunter
Posts: 84
Joined: Mon Feb 14, 2011 1:48 pm

RE: [WIP] DW - Starfall - Ver. 1.11

Post by pelthunter »

Ok finally got it working. For some reason had to wipe all DW files and do full reinstall.

Thanks for great work.
I made exceptional effort to understand why one would try to deny existing fact and disclaim well documented history. I failed.
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Unforeseen
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RE: [WIP] DW - Starfall - Ver. 1.11

Post by Unforeseen »

Edit: I looked deeper into what id originally posted here about the station and apparentlys its working as intended. I wasnt aware that the stations size scaled with the number of components in it either.

However it still kind of an unfortunate feature in my opinion. The obscenely large stations are an eye sore when they get that big and take away from the immersion of the game. Some of them are so big you cant even see the planet.

The size of the stations also affect gameplay, especially when starting from prewarp with research at 999k. After 33 years i had a fleet of 21 ships at tech level 1-2, the largest in the galaxy. Yet they stood no chance against a medium spaceport with tech level 1 components.

I watched a tech 3-4 pirate cruiser fleet get destroyed nearly as quickly as my own fleet.

Another game effecting factor is that the station costs the AI a significant amount of their annual income. The reason why my fleet was the biggest was because the others could only afford a 3-4 ships tops.
Seraph86
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RE: [WIP] DW - Starfall - version 0.4

Post by Seraph86 »

thank you very much for the update :)
Blabsawaw22
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Joined: Fri Dec 05, 2014 10:21 am

RE: [WIP] DW - Starfall - version 0.4

Post by Blabsawaw22 »

right.. but when will this be fixed if at all? I would like to try this.. but I see no point if it still has issues and makes the game still ridden with bugs and maybe adding more!..
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Retreat1970
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RE: [WIP] DW - Starfall - version 0.4

Post by Retreat1970 »

I would like to try this..

Do it. It's huge, and well done. Remember, one person did all this. Is it perfect? The original game isn't either. Try it, it's just a download. Don't like it, delete it.
The obscenely large stations are an eye sore

Scale them. Problem solved.
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Unforeseen
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RE: [WIP] DW - Starfall - version 0.4

Post by Unforeseen »

Ok so here's my review sorta. I played about 100 years in a pre warp 999k research game as the humans before i quit.

Overall i really appreciate the amount of work put into this and its a really great template..unfortunately there are some game busters that make it pretty unbalanced.

One is being dealt with already and that is the broken character traits. One suggestion i have aside from the bug is to raise governor and ambassador spawn rates. In 100 years with 21 colonies i saw two govs and two ambassadors. Rest seemed good.

The biggest issue with the mod are the stations and the ai ship designs. The stations break the game. I understand it was meant to make things more challenging but it goes way to far. They are perhaps double or even triple the size that would be acceptable for both player and other AI opponents.

The AI ship designs are generally undersized. Failing to utilize their full space allowance gave me an incredibly ridiculous advantage even against races were technologically superior to me. This may or may have something to do with the cost to maintain their spaceports which takes up a large portion of their income. I noticed that races with more ships had smaller ships and races with fewer ships had larger ones. But never once did those ships reach their cap allowance.

Enhanced hyperdrives costs more research than it is supposed to. The result was that the AI ignored the tech.

Amusingly one of my ship captains had a striking resemblance to my eve online main. I renamed him..then he was murdered when the guardians randomly opened fire on his ship. It may have been drawn by my area weapons.

Other than some obvious serious problems in balance and a research bug this mod is pretty cool. I would prefer a bit slower incremental rise in hyperdrive speeds but thats just me.

I wont be able to play again for a couple weeks but I am looking forward to it. I just hope something can be done about these issues.

fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - Ver. 1.12

Post by fierceking »

Updated to version 1.12. Mostly bug fixes so not mandatory.

Goto first page for info and download link
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: [WIP] DW - Starfall - version 0.4

Post by fierceking »

ORIGINAL: Unforeseen

Ok so here's my review sorta. I played about 100 years in a pre warp 999k research game as the humans before i quit.

Overall i really appreciate the amount of work put into this and its a really great template..unfortunately there are some game busters that make it pretty unbalanced.

One is being dealt with already and that is the broken character traits. One suggestion i have aside from the bug is to raise governor and ambassador spawn rates. In 100 years with 21 colonies i saw two govs and two ambassadors. Rest seemed good.

The biggest issue with the mod are the stations and the ai ship designs. The stations break the game. I understand it was meant to make things more challenging but it goes way to far. They are perhaps double or even triple the size that would be acceptable for both player and other AI opponents.

The AI ship designs are generally undersized. Failing to utilize their full space allowance gave me an incredibly ridiculous advantage even against races were technologically superior to me. This may or may have something to do with the cost to maintain their spaceports which takes up a large portion of their income. I noticed that races with more ships had smaller ships and races with fewer ships had larger ones. But never once did those ships reach their cap allowance.

Enhanced hyperdrives costs more research than it is supposed to. The result was that the AI ignored the tech.

Amusingly one of my ship captains had a striking resemblance to my eve online main. I renamed him..then he was murdered when the guardians randomly opened fire on his ship. It may have been drawn by my area weapons.

Other than some obvious serious problems in balance and a research bug this mod is pretty cool. I would prefer a bit slower incremental rise in hyperdrive speeds but thats just me.

I wont be able to play again for a couple weeks but I am looking forward to it. I just hope something can be done about these issues.

I'm not changing the mod. Everyone has preferences and opinions. Just like I don't like any of the other mods out there, you don't like this one. That's fine with me.

There are other mods out there that you might like.
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Retreat1970
Posts: 1131
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Location: Wisconsin

RE: [WIP] DW - Starfall - version 0.4

Post by Retreat1970 »

Thanks for the update.
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