Bacon Mod

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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fruitgnome
Posts: 603
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RE: "Hyping" my forthcoming mod (pun intended)

Post by fruitgnome »

ORIGINAL: KarayaMan

I use this mod together with mordachai's Unleashed Extended II + Retreat1970's AI research orders.
Works very well for me.

I cannot build the fighter bomber bays, the components are missing and in the research tree; only Yor can invent the first fighter bomber technology and this is the only technology to get the figther and bomber bays.

Edit: Solved!
Haree78's Extended Universe 1.03
www.larrymonte.com/downloads/DWExtended ... nFiles.zip are important, because Unleashed Extended II + Retreat1970's AI research orders uses the Extended Mod.
aviper9
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RE: "Hyping" my forthcoming mod (pun intended)

Post by aviper9 »

Any chance you could re-link one of your older versions for troubleshooting purposes?
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: aviper9

Any chance you could re-link one of your older versions for troubleshooting purposes?


Sure, which version would you like? Although, for what its worth, I can't imagine one version working and noth the others.
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aviper9
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RE: "Hyping" my forthcoming mod (pun intended)

Post by aviper9 »

I was thinking maybe the first and/or second version of the mod? I agree with you, but it's worth a shot!
MaddMugsy
Posts: 4
Joined: Thu Dec 07, 2017 4:01 pm

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

Post by MaddMugsy »

For anyone else with the IndexOutOfRangeException when clicking the ship design button:

I've just installed the Bacon mod on a fresh reinstall of DWU and I started getting the error. As far as I can tell, no images are missing. It works fine with the original exe, and it works with the Bacon mod exe if I use the Default theme. As soon as I switch to the BaconWorld theme however, the error occurs.

The fix for me was to remove/revert the characterNames.txt back to the original text. It could be that there are more names then there are ship design templates or images or something. Anyway, that fixed it!
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Hi All,

I'm going to try to get the next version out this weekend. Up to this point you may have noticed that the custom messages that appear in the game (such as when a carrier finishes building all fighters) have a red X where the icon would normally go. That's because there is no icon associated with my extra messages. It looked ugly but now I have found a way to assign an icon for each new type of message I want to send.
The downside is that it will mean that each of the png files will have to be in the mod if I want to show them in the game. Its one more step away from a pure exe and makes the mod dependent on other files. I thik I will release the next version with a placeholder (the construction_stalled.png) and decide later if I want to include custom images (and thus force everyone to include them in any mod they combine this one with).

[edit]
Never mind. I found a way to have new files and default to an existing one if the new one is not found.
The version I release this weekend won't have the new icons. Maybe I'll leave it up to the community to make/find some good ones. They would need to be the same size as the ones in the images\ui\messages directory.

RB
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RogerBacon
Posts: 724
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »



We all love our spies, right? What happens when they get detected on their mission? Sometimes they get away but sometimes they get caught. And when they get caught... Dead!
But what if there was another way? Does the punishment for espionage always have to be death? Introducing the chance to capture spies alive.

spyCaptureChance=0.5
A new setting in the BaconSettings.ini allows the player to set a chance (0.0 -1.0) that a spy who fails his mission and would normally die will be caught instead. So, what happens when they are caught? They spend the rest of their lives in prison...

Ransom

Image

The base cost of ransoming a spy is set in BaconSettings.txt
spyBaseValue=250000
It is then modified by the spy's skill levels.
Now you can get your captured spies back if you are willing to pay the ransom. You can also ransom enemy spies back to their empire. The AI will also ransom spies between each other if they have the money.
But what if you don't have the money?

Get a loan!

Image

A little short on money? No problem. All of those independent planets are more than willing to help you out... if your credit rating is good enough.
!loan [amount] is the command in the ship finder.























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

Post by Sithuk »

Hi Roger, is there anyway you can have the galaxy screen view (hotkey g) remember the last selected menu options? It is frustrating when searching for resource locations to constantly have to reselect the drop down menu choices for a particular resource.
RogerBacon
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

Version 1.6 released.

Added Loans and Prisoner ransoming. Removed characterNames.txt from Baconworld.

Loans -- You can now get a loan when you need more cash. !loan [amount] will let you see how the terms of the loan and, if you agree, you will take out the loan. Entering !loan without an amout will show you any outstanding loans you currently have.

Ransoming Captured Spies – There is now a chance that a captured spy will be put in prison instead of killed. This is controlled in the BaconSettigns with a value between 0.0 and 1.0 where 1.0 means a captured spy will always be taken alive and put in prison. Open the prisoner screen with Ctrl-P to view your prisoners as well as your spies being held on other planets that are available to ransom back. When a spy is captured you won’t know right away if the AI will allow them to be ransomed back. They will make that decision at some point in the future (usually 45-180 days).
Ctrl-P – Opens the prisoners form.

As I mentioned last week, saved games from pervious version may take several minutes to load the first time you load them. On a very large map it might even take up to 20 minutes. After this old file has been saved with the new version it will open normally after that.
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fruitgnome
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RE: "Hyping" my forthcoming mod (pun intended)

Post by fruitgnome »

I use now version 1.6. The game freezes, then crashes. With the previous version 1.55, it said that there is not enough memory. The game uses only 1GB but there are 4GB more that it could use. Also with the new version 1.6 it only uses 1GB. I it also not possible to start then the Task Manager to close Distant Worlds, I only can hard reset my pc.

I also got this exception in 1.55 and 1.6:
Die Auflistung wurde geändert. Der Enumerationsvorgang kann möglicherweise nicht ausgeführt werden.
RogerBacon
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Joined: Wed May 17, 2000 8:00 am
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: fruitgnome

I use now version 1.6. The game freezes, then crashes. With the previous version 1.55, it said that there is not enough memory. The game uses only 1GB but there are 4GB more that it could use. Also with the new version 1.6 it only uses 1GB. I it also not possible to start then the Task Manager to close Distant Worlds, I only can hard reset my pc.

I also got this exception in 1.55 and 1.6:
Die Auflistung wurde geändert. Der Enumerationsvorgang kann möglicherweise nicht ausgeführt werden.

That translates to
"listing has been changed. The enumeration process may not be able to run."
I've never seen that one before. Was this with a game saved under a previous version? What size map were you using?
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BlindOne
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RE: "Hyping" my forthcoming mod (pun intended)

Post by BlindOne »

That warning is the same as the IndexOutOfRangeException except in barbaric [:'(] nothing new under the sun here.

And yes I speak two versions of barbaric. Dutch and German [:D]
fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

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

Post by fruitgnome »

I test now the Version 1.6 in full auto mode.
Before I used Unleashed Extended with the 1.55 and 1.6.
The main problem is that the games uses only 1GB of RAM!
I search for the tool Large Adress Aware but it can only change the use of 2GB RAM to 4GB!

Sectors 15x15 with 250 Stars. But I build a lot of Fighter and Bomber Bays, because the better long range I find them great!!!

And thx 4 this fantastic mod!!! [&o]

Edit: I got a new Exception:
Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Auflistung sein.
Parametername: index
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: fruitgnome

I test now the Version 1.6 in full auto mode.
Before I used Unleashed Extended with the 1.55 and 1.6.
The main problem is that the games uses only 1GB of RAM!
I search for the tool Large Adress Aware but it can only change the use of 2GB RAM to 4GB!

Sectors 15x15 with 250 Stars. But I build a lot of Fighter and Bomber Bays, because the better long range I find them great!!!

And thx 4 this fantastic mod!!! [&o]

Edit: I got a new Exception:
Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Auflistung sein.
Parametername: index
Der Index lag außerhalb des Bereichs. Er darf nicht negativ und kleiner als die Auflistung sein.

I ran the exe through Large Address Aware before I released it. It should be able to handle much more than 1 GB ram.
Was this a new game or a load from a previous version?
Was there a stack trace when you got the error or just a message box? Did the game crash or allow you to continue playing?
How big was your last save game before the crash?
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MaddMugsy
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RE: "Hyping" my forthcoming mod (pun intended)

Post by MaddMugsy »

Interestingly, the 1.6 exe won't start untless there's a customBackgroundImage file. Otherwise, no issues so far [:)]

I was going to post a custom image that i whipped up in mspaint, but the forum won't let me post links yet.
fruitgnome
Posts: 603
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RE: "Hyping" my forthcoming mod (pun intended)

Post by fruitgnome »

The exe 1.6 will also not start if another theme is chosen ingame than Bacon World.

I run a fresh Distant Worlds Universe 1.9.5.12 installation over night. The game was using 3GB and the game was still running in full automode. I retest now the 1.6 with new game in full automode. I got often in this match the Exception:
Die Auflistung wurde geändert. Der Enumerationsvorgang kann möglicherweise nicht ausgeführt werden.
But the game is still running, no freeze, no crash. The game is still using 1GB NOT MORE!
fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

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

Post by fruitgnome »

Is the game with this mod (V1.55 or V1.6) by you (community) more than 1GB RAM using? (Task Manager)
RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: MaddMugsy

Interestingly, the 1.6 exe won't start untless there's a customBackgroundImage file. Otherwise, no issues so far [:)]

I was going to post a custom image that i whipped up in mspaint, but the forum won't let me post links yet.

Thanks for pointing that out. I've been running custom background for awhile so I'm not sure when that bug snuck in there. Another user posted the isse where the process gets to 22k and then shuts down and that's exactly what its doing now without a custom background image. I'll try to see why its doing that. In the meantime, here is the custom background image I've been using.

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

Post by RogerBacon »

OK, I found the cause of the game not loading without a custom background image. I will upload a fix shortly.

New version uploaded.

If you have trouble switching themse and get an error like "Can't load image for \images\units\ships\family0\fighter" then you MAY have to rename your custombackgroundimage.jpg so the game doesn't see it. I think its counting images and that may through it off. You can re-enable after the switch. Or it might just work fine.
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Beyondfubar
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Beyondfubar »

When will this train of awesome end? Bacon your mod is awesome, it really adds to the game. Being that you can add this over the top of your own favorite mod and personal tweaks really makes it.

Speaking of never-ending awesome, I just completed my first playthrough with both starfall corrected and bacon mod with only minor errors (The crashing to desktop or worse variety being mostly due to leaving the game running, i.e. forgetting it was on for the magic 4 hour+ number and getting out of memory related things)

Couple of things:
After I killed the bugs, or rather they killed themselves by declaring war, and subsequently outting themselves.. (dumb dumb) I was able to give them a do over with !bringonthebugs. Ad Infinium bug events! yes!

Their ability to effectively use their planet destroyers was basically non-existent with the gravity wells. Is there a way to boost them to be the terror weapons they were? I like the wells far far to much to disable them.

Second, I get quite a few errors of the 'Can't find an image for race -1". This seems to be when I get a new race, or a independent race becomes a primary race, but not 100%. I'll try and get a SS of it up, but if you know what this could be I'd love to not have click storms when it occurs. To be clear this doesn't not crash the game, it just makes me hit a ton of windows with "OK" I was able to do a 100 year to victory completion, so thankfully I've worked out the bugs with my tweaks, and your great mod is stable as can be for me!

Edit: Grabbed 1.6, couldn't load a known good save. Patched with LAA and loaded good.

Edit 2: Hey Rogerbacon any chance of giving us the ability to loan out money? Would be interesting to fund other empires' wars on each other.
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