Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
I like AI mod balance done by Icemania. He have also nice check tables where he controls performance comparison. Range also important thing , and thing called TTk time to kill which also counts on range and should be better for close range weapons.
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
I was talking generalities, not put into the complexities of DW. For DW, in my example honestly I'd probably halve the damage of the rail gun since it completely ignores shields.
My point being that weapons, shields, etc should be done so that there is no one winning formula. IE loading a ship with nothing but rail guns should not be the best solution, just a solution.
My point being that weapons, shields, etc should be done so that there is no one winning formula. IE loading a ship with nothing but rail guns should not be the best solution, just a solution.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Icemania is the man for balancing. He'll get the job done, probably way better than me. [:)]
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Update:
Almost done. There are now more than 900 research projects and 293 components. The last free components and about 50 projects are reserved for race specific tech for the still to be added races.
I'm adding missing stuff and do basic balancing before the beta.
I have several cool improvements and extensions for Universe that either don't work or can't be added until the game gets a new patch, so plead to the developers together with me to consider implementing at least the first requests on my wish list (see op post). [&o][&o][&o]
3 would be great, 5 fantastic, even more would bowl me over. [:D]
Almost done. There are now more than 900 research projects and 293 components. The last free components and about 50 projects are reserved for race specific tech for the still to be added races.
I'm adding missing stuff and do basic balancing before the beta.
I have several cool improvements and extensions for Universe that either don't work or can't be added until the game gets a new patch, so plead to the developers together with me to consider implementing at least the first requests on my wish list (see op post). [&o][&o][&o]
3 would be great, 5 fantastic, even more would bowl me over. [:D]
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Good news.[:)] Start bombarding the dev's with pm's.[:D]
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Expect a release soon?
1 week?(at most?)
1 week?(at most?)
Wile false do
Turtle.print ( KSP )
End
Turtle.print ( KSP )
End
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
The good news:
Basic balancing and checking should be done in a few days, so yeah, one week at most. [:)]
The bad news:
The mod simply won't start until the #256 component bug gets fixed. [:(]
There are still about 200 research projects and some other cool new stuff to add, but that will go into beta 2. Well, if the developers enable me to add this. [&o]
Basic balancing and checking should be done in a few days, so yeah, one week at most. [:)]
The bad news:
The mod simply won't start until the #256 component bug gets fixed. [:(]
There are still about 200 research projects and some other cool new stuff to add, but that will go into beta 2. Well, if the developers enable me to add this. [&o]
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
K, basic balancing and checking is done where possible, the mod is basically ready for beta testing. [:D]
Once the #256 component bug gets fixed I'll add the missing 40 components, check if those are working as intended and release beta 1. Until then I do some more testing and pretty up the mod.
If the fix takes longer I'll consider releasing the mod as it is now as alpha. That alpha would be for testing only, gaming is not possible because a lot of essential stuff is missing due to the component bug.
Once the #256 component bug gets fixed I'll add the missing 40 components, check if those are working as intended and release beta 1. Until then I do some more testing and pretty up the mod.
If the fix takes longer I'll consider releasing the mod as it is now as alpha. That alpha would be for testing only, gaming is not possible because a lot of essential stuff is missing due to the component bug.
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Take your time man, even though I am drooling for this mod I will gladly wait for a stable and functional beta to play around with.
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
what about AI utilizing new tech ?
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
The AI is using the new components just fine. It will be even better with Icemania's upcoming Ai mod settings.
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
ORIGINAL: lurchi
Once the #256 component bug gets fixed
Do you have the crash report and more details?
Darkspire
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Well, if I have component #256 and try to start a new game I get this error message:


RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Use notepad++ and go to line 414 and see the problem.ORIGINAL: lurchi
Well, if I have component #256 and try to start a new game I get this error message:
![]()
Wile false do
Turtle.print ( KSP )
End
Turtle.print ( KSP )
End
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
ORIGINAL: Joshwoo69
Use notepad++ and go to line 414 and see the problem.
I know the problem very well, line 414 is where component #256 is defined. [:'(]
There is no error whatsoever in the file, I checked multiple times. Using a copy of another perfectly fuctioning component instead and giving it #256 results in the same message. [:(]
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Cannot read ComponentId...
Since I bet the id is there it can only mean that it can't be read into the data structure. I would reaklly like to know the data type of the member holding the id. I bet its an 8 bit data type.
Since I bet the id is there it can only mean that it can't be read into the data structure. I would reaklly like to know the data type of the member holding the id. I bet its an 8 bit data type.
Visit Sirian's Mods
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Considering the values 0-255 are fine that's what I guessed as well, it would be too much of a coincidence. There's at least one place in the game where a poor little byte is abused to store that number. 

-
- Posts: 28
- Joined: Wed Aug 20, 2014 1:59 pm
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Can you skip the ID for 256 and just go 255-257?
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
I never tried that, but considering everything else has to be in numeric order I doubt it'd work.
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Well, I just tried, doesn't work.