Distant Worlds Extended Universe 1.0.3 released 40 races

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

Moderators: Icemania, elliotg

User avatar
Unforeseen
Posts: 609
Joined: Tue Mar 26, 2013 4:08 am
Location: United States of Disease

RE: Distant Worlds Extended

Post by Unforeseen »

Is it alright if i upload this as part of my orange mod theme?
User avatar
Inawordyes
Posts: 28
Joined: Sat May 31, 2014 2:49 pm

RE: Distant Worlds Extended

Post by Inawordyes »

I have to say, I really like this mod! It's like the essential, if-nothing-else-use-this-mod mod, haha. Do you have any plans to update it with more races any time soon, or is where it's at where it will stay barring any updates to coincide with tool-changing patches?
Distant Races

Image

The self-titled Crown Prince of Crazy Plans.
User avatar
Unforeseen
Posts: 609
Joined: Tue Mar 26, 2013 4:08 am
Location: United States of Disease

RE: Distant Worlds Extended

Post by Unforeseen »

ORIGINAL: Inawordyes

I have to say, I really like this mod! It's like the essential, if-nothing-else-use-this-mod mod, haha. Do you have any plans to update it with more races any time soon, or is where it's at where it will stay barring any updates to coincide with tool-changing patches?

Keep an eye on this mod: tm.asp?m=3353200 , it basically is intended to expand extended to the race cap. It was never finished, but the author has resumed work on it.
User avatar
Inawordyes
Posts: 28
Joined: Sat May 31, 2014 2:49 pm

RE: Distant Worlds Extended

Post by Inawordyes »

ORIGINAL: Unforeseen

ORIGINAL: Inawordyes

I have to say, I really like this mod! It's like the essential, if-nothing-else-use-this-mod mod, haha. Do you have any plans to update it with more races any time soon, or is where it's at where it will stay barring any updates to coincide with tool-changing patches?

Keep an eye on this mod: .matrixgames.com/forums/tm.asp?m=3353200 , it basically is intended to expand extended to the race cap. It was never finished, but the author has resumed work on it.

Oh, yes, I've been keeping up on all the modding threads and had seen that one. I have been keeping an eye on it, mostly because I know that I'll be using it once it's updated since I like having as diverse of a universe as possible, but also because I am working on creating my own races to add to the game (I may possibly release them as a mod once they're in a basic, stable state) and that means more race biases to figure out, haha.
Distant Races

Image

The self-titled Crown Prince of Crazy Plans.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

ORIGINAL: Inawordyes

I have to say, I really like this mod! It's like the essential, if-nothing-else-use-this-mod mod, haha. Do you have any plans to update it with more races any time soon, or is where it's at where it will stay barring any updates to coincide with tool-changing patches?

The reason that I haven't added more races is because I am at a limit with what I can do to truly make the race unique and for the AI to be able to handle it's uniqueness.
If I can't make the race unique to play in some respect then I feel I'm not really adding to the game by adding another race, the races will start to feel generic and unnecessary.
I have enough art work and ideas about races sitting around, so I am not limited there.

I have offered several times these last few years for people to design their own races and I would find a way to put them in my mod but in all the times I have offered I have received exactly 1 submission. And at this point unless someone out there has an idea to make them unique compared to the 40 races we have I don't know a way to make them any different apart from aesthetically.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

I've added a patch for the mod for compatibility with the latest beta version of Distant Worlds Universe.

Distant Worlds Extended Universe Patch from 1.0 to 1.0.1

This will leave an erroneous directory called ->ylta under the designTemplates directory of the mod if you want to keep your mod directory clean you can delete it.
A full package of 1.0.1 will be uploaded later as well as package with the latest version of Das's Chrome UI mod.
Azurian
Posts: 22
Joined: Tue May 20, 2014 4:08 pm

RE: Distant Worlds Extended

Post by Azurian »

Are you going to include the new design templates for the original races from 1.9.5.2?
User avatar
pycco
Posts: 345
Joined: Tue May 28, 2013 8:36 pm
Location: United States of America
Contact:

RE: Distant Worlds Extended

Post by pycco »

ORIGINAL: Haree78

Looks like you are right, I didn't spot it because it was putting the right weapon types because of research priorities, just not the right amount.
I will add a fix for the next game version where it looks like I will have to update lots of design templates anyway [X(]

For now they look like they are working pretty well even though they aren't exactly my design.
It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt.
-Mark Twain
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

ORIGINAL: Azurian

Are you going to include the new design templates for the original races from 1.9.5.2?

Yep that is done, download links on the first page of this thread include 1.9.5.2 design templates.
User avatar
StarLab
Posts: 1208
Joined: Mon Aug 27, 2012 2:28 pm
Location: Ontario, Canada
Contact:

RE: Distant Worlds Extended

Post by StarLab »

ORIGINAL: Haree78

I've added a patch for the mod for compatibility with the latest beta version of Distant Worlds Universe.

Distant Worlds Extended Universe Patch from 1.0 to 1.0.1

This will leave an erroneous directory called ->ylta under the designTemplates directory of the mod if you want to keep your mod directory clean you can delete it.
A full package of 1.0.1 will be uploaded later as well as package with the latest version of Das's Chrome UI mod.

Is this patch friendly to previous saves? Meaning, I have a 1.9.5.2 game going right now with 1.0 of your patch - will 1.0.1 break my save?
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

Totally friendly, may take some time for the changes to filter in (as the AI updates designs), but it shouldn't have any negative effects.
User avatar
StarLab
Posts: 1208
Joined: Mon Aug 27, 2012 2:28 pm
Location: Ontario, Canada
Contact:

RE: Distant Worlds Extended

Post by StarLab »

ORIGINAL: Haree78

Totally friendly, may take some time for the changes to filter in (as the AI updates designs), but it shouldn't have any negative effects.

Cool, but might not matter now... lol

Playing the Ortain and my homeworld is now rebelling due to leadership change. I've lost many games in this situation. [:@]
Buio
Posts: 365
Joined: Wed Nov 21, 2012 7:40 pm

RE: Distant Worlds Extended

Post by Buio »

ORIGINAL: Haree78
This will leave an erroneous directory called ->ylta under the designTemplates directory of the mod if you want to keep your mod directory clean you can delete it.

Found that directory and deleted it after copying the files.

Thanks for the update with new designfiles.
SeeRed15
Posts: 10
Joined: Mon Jun 02, 2014 11:33 pm

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by SeeRed15 »

Quick question. I've been trying to make my own races and I've been able to do everything up to the point of the troop/ship images. Just wondering how you made the individual ships and troops? Did you use a specific program, etc?
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by Haree78 »

With the troops I took the original images for troops and edited them to look different, mostly colour difference because there is a lot of variety already.
With the ships a lot of them were used from other people's work that are credited on the front page. Some of them are from images off the internet or other games, then they need to be formatted in size, the background erased, then (after the resize) a blue line for the engines.

I used a free program called Gimp for the image editing work.
SeeRed15
Posts: 10
Joined: Mon Jun 02, 2014 11:33 pm

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by SeeRed15 »

Ok that makes sense. I've been looking for a program I can do this in and I just downloaded Gimp. Hopefully it'll help. Thanks!
Zunos
Posts: 7
Joined: Thu Jun 05, 2014 1:42 am

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by Zunos »

Thanks, I'm having a blast with them. Are you going to do a pirate version of your mod, with more variety of pirates?

I havent seen all the back stories on your races, but what I've read I'm impressed. Have you thought about adding characters for each race, like the leaders, agents, etc?
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by Haree78 »

What kind of variety can I bring to the pirates? I'm not sure, they already have all unique ship and base designs, and quite a few of the Extended races can be played as pirates. Did you have something else in mind?

I didn't add characters for a few reasons mainly. It's not really in keeping with the original game, and I wanted Extended to be the original game, just more variety. Also if I added a bunch of characters it will be them characters, every single time you play them, that seems it would get stale if you have a preference in race you always play. Me creating art work for a whole bunch of characters for 40 races isn't feasible so they wouldn't even feel much different than what you get now.
User avatar
Inawordyes
Posts: 28
Joined: Sat May 31, 2014 2:49 pm

RE: Distant Worlds Extended

Post by Inawordyes »

ORIGINAL: Haree78
ORIGINAL: Inawordyes

I have to say, I really like this mod! It's like the essential, if-nothing-else-use-this-mod mod, haha. Do you have any plans to update it with more races any time soon, or is where it's at where it will stay barring any updates to coincide with tool-changing patches?

The reason that I haven't added more races is because I am at a limit with what I can do to truly make the race unique and for the AI to be able to handle it's uniqueness.
If I can't make the race unique to play in some respect then I feel I'm not really adding to the game by adding another race, the races will start to feel generic and unnecessary.
I have enough art work and ideas about races sitting around, so I am not limited there.

I have offered several times these last few years for people to design their own races and I would find a way to put them in my mod but in all the times I have offered I have received exactly 1 submission. And at this point unless someone out there has an idea to make them unique compared to the 40 races we have I don't know a way to make them any different apart from aesthetically.

I understand, sometimes diversity isn't so great when you're not really getting anything new. In regards to the submissions, which race was the submission? You mentioned it shortly before the release of the Universe update so it can only be one of the two Avian races, and my 50-50 gut feeling tells me that it's the Banoserit (well, actually it tells me it's the Yl'ta, haha, but I can't decide between the two and it's more likely in my eyes that the Banoserit was the submission that inspired you with its uniqueness to create the Avian RaceFamily and add the Yl'ta on top of that). And what exactly would you consider as adding something unique?
Distant Races

Image

The self-titled Crown Prince of Crazy Plans.
Zunos
Posts: 7
Joined: Thu Jun 05, 2014 1:42 am

RE: Distant Worlds Extended 2.0.1 released 38 races

Post by Zunos »

ORIGINAL: Haree78

What kind of variety can I bring to the pirates? I'm not sure, they already have all unique ship and base designs, and quite a few of the Extended races can be played as pirates. Did you have something else in mind?

I didn't add characters for a few reasons mainly. It's not really in keeping with the original game, and I wanted Extended to be the original game, just more variety. Also if I added a bunch of characters it will be them characters, every single time you play them, that seems it would get stale if you have a preference in race you always play. Me creating art work for a whole bunch of characters for 40 races isn't feasible so they wouldn't even feel much different than what you get now.

For the pirates I meant the race image. The vanilla game ones I find kind of ugly and they seem to be the same old 4 types w/o very little variation. Thanks for responding
Post Reply

Return to “Design and Modding”