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RE: Bacon Mod
Posted: Tue Feb 20, 2018 8:52 pm
by adecoy95
no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?
RE: Bacon Mod
Posted: Wed Feb 21, 2018 7:24 pm
by RogerBacon
ORIGINAL: ArchMike
Thanks for your hard work !
I was wondering : would it be possible, as an option, to make an empire with the ability to raid ?
Thanks again
You are welcome. An empire with the ability to raid was something I looked into at one point. It wasn't as straight forward as I'd hoped (there are big differences between a pirate empire and a regular empire). It didn't seem worth the effort and I knew I'd never be able to teach the Ai to do it.
ORIGINAL: adecoy95
no idea why but when i copy over the exe the game will not load. any ideas? i have the latest version. maby im just doing something dumb? can the mod run okay in places other than drive c?
I run from by D drive. Did the previous version (1.66) work? I left the link up so you can check if that version works. I hope I didn't break anything with the final update.
RE: Bacon Mod
Posted: Wed Feb 21, 2018 9:32 pm
by elvendeathknight
Thanks for the reply !
I wanted to make a custom scenario where I would start with a single ship. I was seeing money generation as my main problem. I thought that raiding would solve that problem. I will probably play as a pirate, then spawn an empire with game editor and switch to be the empire later in the game.
RE: Bacon Mod
Posted: Fri Feb 23, 2018 9:37 pm
by adecoy95
unfortunatly it seems to be happening with older versions too.
i noticed a few pages back some other people were having the problem on windows 10, im using 10 as well. dosent look like they were able to fix it?
RE: Bacon Mod
Posted: Fri Feb 23, 2018 11:21 pm
by RogerBacon
ORIGINAL: adecoy95
unfortunatly it seems to be happening with older versions too.
i noticed a few pages back some other people were having the problem on windows 10, im using 10 as well. dosent look like they were able to fix it?
Some people have gotten it to work on Windows 10. I use Windows 7 so I'm afraid I can't help much there.
RE: Bacon Mod
Posted: Sat Feb 24, 2018 8:42 am
by ZG264
So happy to try out the new terraforming abilities.
My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?
Just thought i'd bring that to your attention Roger, and thanks for a great looking mod
RE: Bacon Mod
Posted: Sat Feb 24, 2018 11:02 am
by RogerBacon
ORIGINAL: ZG264
So happy to try out the new terraforming abilities.
My install runs fine but i have a quick question re installation. There is no mention in the readme about where to put the 'BaconSettings' and 'Passenger' text files. I assume they go alongside the .exe in the main directory?
Just thought i'd bring that to your attention Roger, and thanks for a great looking mod
Yes, they go in the main folder along with the exe. I'm glad you are liking it.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sun Feb 25, 2018 12:22 pm
by impi07
ORIGINAL: Artophwar
What needs to be done to use this with the AI Improvement Mod?
I want to know this too.
edit:
If I don't use the bomber bay, I only have to copy the exe and txt files without the BaconWorld folder.
Very nice mod btw.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Mar 01, 2018 3:06 pm
by Ateerix
I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Mar 01, 2018 8:21 pm
by RogerBacon
ORIGINAL: Ateerix
I think I found a bug or something. When I play the empire and build the freighters, gas, and mining ships they never seem to register on my list of ships. When I get suggested ships to build, it continuously advises me to build more gas and mining ships and only says I have 2. After a while the number starts to increase, but it's never accurate and only accounts for maybe 5% of the total amount of ships I have.
The number of private sector ships shown does not count state owned versions. To see your state owned versions look on the shiplist page and filter for "State Versions".
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Mar 02, 2018 9:41 pm
by BlindOne
I really wish we could just build the state versions and make the privates pay for them...I see it as ''sub contracting'' or something...[:'(] it would also fix them not showing up in the list, which is darn shame...but I suppose the other functionality you have for them wouldn't work anymore? Or am I mistaken?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Mon Mar 05, 2018 7:37 pm
by Twigster
Finally downloaded this and have played it a bit- liked it a lot, thanks!
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Mar 08, 2018 10:24 am
by Nix77
Hi,
absolutey brilliant work with the mod, Roger!
The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow

Would it be possible to add a multiplier for the gravity well effect to the settings file?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Mar 08, 2018 11:19 am
by RogerBacon
ORIGINAL: Nix77
Hi,
absolutey brilliant work with the mod, Roger!
The gravity well idea seems really good, but the effect seems to be painfully heavy especially for the big constructors and colony ships. I hate to watch them slumber along so slow

Would it be possible to add a multiplier for the gravity well effect to the settings file?
Hi,
I'm glad you like the mod. Unfortunately it has to be considered complete as I no longer have time to work on it. You can get the effect you want by modifying the max size of your skips in the settings file for your race.
Increase ShipSizeFactorCivilian and ShipSizeFactorMilitary and then don't build your ships higher than you normally could and you will get the effect you want. For example, if you triple those values and then only build your ship to the size you normally could it will, effectively reduce the gravity well for that ship by two thirds.
I hope that makes sense.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Mar 08, 2018 1:21 pm
by Nix77
Yeah got it, thanks for answering!
That'd be however kind of a bubblegum fix, and wouldn't affect the AI

I guess I'll just play with the regular effect and see how it works out!
Anyway, you've done lots of good stuff with the mod, plenty of great intuitive ideas and additions to the great game that DW:U is!
I've been for years now planning "The Ultimate 4X Space Game" (on paper only), and I'm astounded how blind most of the game developers are to recycle and refine good concepts and mechanics that have been used in previous succesful or just otherwise brilliant games. And they should really watch and learn from modders like you! I hope some development studio hits the sweet spot with their 4X product some fine day!

RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Mar 16, 2018 9:12 pm
by Tanaka
Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Mar 16, 2018 10:11 pm
by Retreat1970
The only other way that I know would be to pick the AI players manually and set the distances to near, average, or distant however you want.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Mar 17, 2018 9:45 am
by zhess4096
Guys
I have problems running this mod in windows 10 but I solve it by updating the direct x in this directory.
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\_CommonRedist\DirectX\Jun2010\dxsetup.exe
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Mar 17, 2018 11:42 am
by RogerBacon
ORIGINAL: Tanaka
Hi Roger I see you are done with this mod but just have a question. Is it possible to mod how players start out on maps? I've noticed using the map editor that every start there is another race the same distance for me. It looks like the game is set that way. But I would prefer more random distances and was wondering if this was possible with the way you have figured out how to mod?
Hi Tanaka,
I don't think there is anything hard-coded in the start distances. As you increase the number of AI empires the odds of one starting a given distance from you increases. Try starting several games with just one Ai empire and note the distance from you. If its always the same then I guess you are right but I suspect it will vary from one game to another. In any event, as you noted, the mod is complete and I don't have time to do any more digging for new features unfortunately.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sun Mar 18, 2018 7:40 pm
by WanderingScholar
Anyone find a way to make this mod compatible with "Retreat UE"? Specifically "Retreat1970's Unleashed Extended II + AI research orders". That would make the ULTIMATE game. I'd love to make it possible or if someone could upload the files if they've already done it?