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
Solarius Scorch
Posts: 180
Joined: Sat May 25, 2013 6:55 pm
Location: Cracow, Poland
Contact:

RE: Distant Worlds Extended

Post by Solarius Scorch »

ORIGINAL: SlyvanianFrog

Ah, okay. I don't get it. I'm not into My Little Pony or whatever that is.

Hmmm... If the answer was "I don't watch Japanese cartoons" or something to that effect, I wouldn't say anything.

However, this was a suspiciously specific denial... :D
Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended Universe 1.0.2 released 40 races

Post by Haree78 »

I have uploaded a patch file to update to the latest version of the game. It is linked in the main thread, and for convenience a link here:

<Removed link for now while fixing bug>


Full package versions will come soon.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

ORIGINAL: SlyvanianFrog
Okay, so what bad things would happen if I apply the mod to the current version of the game on Steam (if any)?

I'm not trying to be picky, but the game is a fair investment of time, and I don't really want to get 5 hours in and discover that something just broke because the mod is not synched. Will the mod work through the entire game in the current version? Will something be materially screwed up because of it? I can live with small nits - I just don't want to discover 5 hours in that I suddenly can't use the diplomacy options or something.

P.S. If it helps, the most recent version on Steam is 1.9.5.4.

No bad things happen, just some of the changes wouldn't have been in effect. This is solved if you download the latest patch file and apply it to your customization directory though.

For info for everyone else, I see no reason why this will cause any issues to old saves. Changes may not affect previous saves though, or may take a while to filter in.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

ugh just noticed a bug, will update forthwith.
marlin0
Posts: 6
Joined: Thu Jun 19, 2014 9:42 pm

RE: Distant Worlds Extended

Post by marlin0 »

ORIGINAL: Haree78

ugh just noticed a bug, will update forthwith.
Your continued quick support is very appreciated, especially as I have a couple of days down time. Great mod.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

No problem, here is the new version of the patch, checked most things in game without playing a long one and it should be great.

Distant Worlds Extended Universe Patch from any previous version to 1.0.3
spiralaxis
Posts: 43
Joined: Wed Jun 11, 2014 6:01 pm

RE: Distant Worlds Extended

Post by spiralaxis »

What changed with the 1.02/3 update? Is it just Das' UI?
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

I'm currently uploading the Das UI mod compilation.

The 1.0.3 update changes the starting colonisation module size, updates the Shakturi, and also changes the research amounts gained from labs as per the latest beta update.
Cauldyth
Posts: 1165
Joined: Sun Jun 27, 2010 1:24 am

RE: Distant Worlds Extended

Post by Cauldyth »

Thanks Haree!
User avatar
Tcby
Posts: 342
Joined: Mon Dec 16, 2013 7:08 pm
Location: Australia

RE: Distant Worlds Extended

Post by Tcby »

Thanks!
Cauldyth
Posts: 1165
Joined: Sun Jun 27, 2010 1:24 am

RE: Distant Worlds Extended

Post by Cauldyth »

Hmm, can't get this to work. I deleted the old Extended folder and replaced it with the new.

DW wouldn't start, the cursor would go busy for a couple seconds then back to normal, with no error.

I removed the new Extended folder and the game started fine. I then quit, restored the folder, and the game still started fine but trying to switch to the Extended theme caused a crash. After that, trying to start DW again refused to work until I removed the Extended folder.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

Which download link did you get it from?
Cauldyth
Posts: 1165
Joined: Sun Jun 27, 2010 1:24 am

RE: Distant Worlds Extended

Post by Cauldyth »

Nevermind, I'm just dumb. I was installing the patch as a full mod. Ignore me. [8|]
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

I suspected as much :)
User avatar
Rahal
Posts: 34
Joined: Sun May 25, 2014 2:58 pm

RE: Distant Worlds Extended

Post by Rahal »

One thing I've noticed.

Generating a new game, my planet always has chromium, polymer, carbon fibre & racial resource (e.g. necros stone).

Is that a bug or rebalance?
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Distant Worlds Extended

Post by Haree78 »

I've created a new image to use to save myself some typing in this thread :)

Image
necaradan666
Posts: 256
Joined: Mon May 28, 2012 3:32 am

RE: Distant Worlds Extended

Post by necaradan666 »

haha
User avatar
Solarius Scorch
Posts: 180
Joined: Sat May 25, 2013 6:55 pm
Location: Cracow, Poland
Contact:

RE: Distant Worlds Extended

Post by Solarius Scorch »

Can I ask what is the difference between the old and the latest design templates? I haven't noticed any, but I haven't checked them all.
Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
User avatar
Rahal
Posts: 34
Joined: Sun May 25, 2014 2:58 pm

RE: Distant Worlds Extended

Post by Rahal »

ORIGINAL: Haree78

I've created a new image to use to save myself some typing in this thread :)

You're right. Still happens without the mod if I select Humans.

Before I reinstall. Am I missing something here?

Is it just very likely you start with those resources (polymer+chromium+carbon fibre) or do certain races always get them or something?


-- Seems like 9/10 new games my start planet has 4 or 5 resources including polymer/carbon/chromium & race bonus. I've only had the game for a month (restarted to play with 1.03 of this awesome mod)... but I don't remember it being this generous. Am I just seeing a weird result from the RNG?
SlyvanianFrog
Posts: 6
Joined: Sat Jun 21, 2014 12:09 pm

RE: Distant Worlds Extended

Post by SlyvanianFrog »

ORIGINAL: Haree78

ORIGINAL: SlyvanianFrog
Okay, so what bad things would happen if I apply the mod to the current version of the game on Steam (if any)?

I'm not trying to be picky, but the game is a fair investment of time, and I don't really want to get 5 hours in and discover that something just broke because the mod is not synched. Will the mod work through the entire game in the current version? Will something be materially screwed up because of it? I can live with small nits - I just don't want to discover 5 hours in that I suddenly can't use the diplomacy options or something.

P.S. If it helps, the most recent version on Steam is 1.9.5.4.

No bad things happen, just some of the changes wouldn't have been in effect. This is solved if you download the latest patch file and apply it to your customization directory though.

For info for everyone else, I see no reason why this will cause any issues to old saves. Changes may not affect previous saves though, or may take a while to filter in.

You are a prince among men. Thank you very much for all of your hard work on this.
Post Reply

Return to “Design and Modding”