Page 4 of 19

RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Fri Oct 31, 2014 11:55 pm
by PWOFalcon
Hey, so I installed this mod, Version 5 worked great but now this version is giving me trouble. I keep keeping this error message. What do I do to fix this?

"See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ApplicationException: Error at line 4384 reading file C:\Matrix Games\Distant Worlds Universe\Customization\DW - Starfall\research.txt
at DistantWorlds.Types.ResearchNodeDefinitionList.LoadFromFile(String filePath, RaceList races)
at DistantWorlds.Types.Galaxy.InitializeResearchNodeDefinitions(String applicationStartupPath, String customizationSetName)
at DistantWorlds.Types.Galaxy.InitializeData(String applicationStartupPath, String customizationSetName, ResourceSystem& resourceSystem, PlanetaryFacilityDefinitionList& facilityDefinitions, ComponentDefinition[]& componentDefinitions, FighterSpecificationList& fighterSpecifications, ResearchNodeDefinitionList& researchNodeDefinitions, GovernmentAttributesList& governments, RaceFamilyList& raceFamilies, PlagueList& plagues)
at DistantWorlds.Start.I0kvgWNZ8u(String , Boolean , Boolean )
at DistantWorlds.Start.E1egcJtVc5(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
_
Assembly Version: 0.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34239 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.9.5.8
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds%20Universe/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds%20Universe/Interop.WMPLib.DLL
----------------------------------------
Microsoft.Xna.Framework.Graphics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework.Graphics/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.Graphics.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 4.0.0.0
Win32 Version: 4.0.20823.0 built by: xnabldr
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/Microsoft.Xna.Framework/v4.0_4.0.0.0__842cf8be1de50553/Microsoft.Xna.Framework.dll
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.20806.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Management
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Management/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
PresentationCore
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34004 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34004 built by: FX45W81RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box."

RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Sat Nov 01, 2014 12:38 am
by fierceking
You have to install the 1.9.5.9 Beta because version 0.6 of my mod has over 1000 research techs.


RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Sat Nov 01, 2014 12:50 am
by fierceking
Some update...

- 13 character race sets are done
- 7 have been added to the mod
- since I like to play humans, I figure I should add more

Image

(edit)
hmm... the blonde and the redhead doesn't look right. The redhead I have to redo for sure

RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Sat Nov 01, 2014 6:57 am
by moonraker65
One small thing in 0.6 - The Clomidos are listed as an Insect Race but in the game they are shown as amphibian. Not a major issue

RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Tue Nov 04, 2014 8:18 pm
by fierceking
ORIGINAL: moonraker

One small thing in 0.6 - The Clomidos are listed as an Insect Race but in the game they are shown as amphibian. Not a major issue

Thanx I'll get that fixed

RE: DW - Starfall - ver 0.6 (48 Races with 1000 Research Techs)

Posted: Tue Nov 04, 2014 8:51 pm
by fierceking
Been testing the mod abit and with the new research priority the AI uses, the games are a lot harder than I thought. I didn't think the AI would improve that much.

I can usually hold my own on the hardest setting but now I'm strugling. Lowering tax to get population boost and using a lot of fighter bays on my spaceports used to work to get ahead but now it's a lot different.

Anyways with this current game, the damn AI is really pissing me off. One of the AI have invaded 4 planets I'm left with 2 planets. And now the 2 planets that I have left are now blockaded by another race. The first AI sent multiple fleets to destroy all my gas stations and mining stations. My spaceports and defensive bases are also gone. What's left of my fleets can't refuel. I have no money left and in deep debt so I can't build new mines. The game is lost.

So to get even I just went ballistic and created some monster ships to get some revenge. Just 6. 6 Should be enough lol. I know I've lost this game but I feel like going on a rampage and destoy that damn empire.

https://www.youtube.com/watch?v=8ceZouBfhV0

Also...

Human characters in game

https://www.youtube.com/watch?v=OrckwtbL-nA
https://www.youtube.com/watch?v=EhmlINFHLPY

And the Haakonish set

Image

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Thu Nov 27, 2014 9:30 pm
by fierceking
Updated to version 0.7

goto first page for info and download link

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Wed Dec 10, 2014 5:47 pm
by CyclopsSlayer
ORIGINAL: fierceking

Updated to version 0.7

goto first page for info and download link
Just got a chance to try out the Starfall mod, BUT I am having an issue.

When I go to extract using WinRAR 5.10 it I get
! C:\Downloads\DW - Starfall 0.7.rar: Checksum error in DW - Starfall\Help\Race_ortain.mht. The file is corrupt

OK, got it unpacked, took a third DL but I have it now, will be trying it soon. Also upgraded to WinRAR 5.20 64bit

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Tue Jan 06, 2015 8:13 pm
by BTAxis
Hey, I had a gander at your mod, and I also generated a DPS table for your weapons (because who doesn't, right). Looks like there are a few issues with some of them, especially the area weapons. They go into negative damage, which can't be good. Looks like you set the falloff too high.

I've added the spreadsheet to this post in case you want to have a look.

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Thu Jan 08, 2015 12:01 am
by fierceking
Thanx for the spreadsheet. This really helps a lot.

I've made some changes and have fixed all the to non-negative values.

- Tweaked some of the other discrepancies like some weapons being more powerful in lower levels.
- Changed some of the ranges for some weapons to balance with their weapon dmg being slightly lower/higher vs similar techs.

I will take a look closer at the damages of each weapon vs range when I get some time. Here is the modified changes I've made...

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Sat Jan 10, 2015 8:52 am
by BTAxis
Okay, fantastico. Glad the spreadsheet helps, I've posted an empty template plus the script for generating the weapon raw data elsewhere in case it'll help anyone else.

By the way, a thing I noticed with your tech tree is that you often offer two different lines of the same weapon, but at the moment this is mostly pointless because one line is usually better than the other. For example:
Image
They're exactly the same weapon, only one of them has longer range. I guess this is still work in progress?

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Sat Jan 10, 2015 3:21 pm
by fierceking
Image

These are the stats of those 2 weapons you graphed.

As the tech levels up the damage difference should be more noticable. The problem I had was that I wanted the firing rate to be multiples of 5 so it has to either a 0 or 5. To me it looked more pleasing on the tech tree if you see 1.95 rather than 1.99 or some odd number. This caused some techs to be less attractive compared to other techs of the same level but at the lower levels I thought the difference was minimal. I provided the probable value that I would have preferred. But I doubt the average user will go thru all that number crunching just to min/max their game.

I just looked at my spreadsheet and the amount of data is staggering. I don't even remember entering all those data and comparing them. I don't know how I was able to keep track of each tech values relative to the tech tree where they belong. If you want to make changes to my mod go ahead. But for now I have no time to check each one. There will probably others like the one you pointed out.

The latest changes I've made to my mod was to add another 22 new races for a total of 70. So my priority was to enable better AI for these 22 races. Which for now is a lot more important than balancing the weapon numbers.

But if you'd like to rebalance it yourself, you can go ahead. Looking at my data that is going to be a lot of work.

[Edit]
Looking at this again and I just noticed that the range should be reversed. Since damage should be less the longer the range.

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Mon Feb 02, 2015 2:16 am
by Unforeseen
Are you still working on this mod?

Edit: Only issue's I have with the current aesthetics changes are some of the character portraits. Most of the human males look like some mad scientists tried to genetically alter their faces and skrewed up.
Also, did you make any portraits for Haree's version of races such as the Quameno, Kiadian, Ackdarian, etc?

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Tue Feb 03, 2015 3:49 pm
by Aedaric
Oh I hope so Unforeseen. I love great games and especially ones that are moddable. I might have to figure out how to mod this one myself as I just picked up the game last night myself and haven't put it down since. I came here looking for some basic mods to simply highlight important resources and the like and was surprised to see the community. I hope it isn't dying down though it seems like it may be a little bit.


RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Wed Feb 04, 2015 1:47 am
by CyclopsSlayer
Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Wed Feb 04, 2015 2:38 am
by Unforeseen
Well the game is aging sorta, it's been a good amount of time since the last expansion. You can only play the same game for so long before you decide to move on. For me it's still rather fresh because I haven't really played this expansion yet and have been waiting for a good research mod to be released.

I do think that this game is going to live on in the memories of the fans for a long time. I feel like it's really changed the course of 4x gaming. I can only imagine what a Distant Worlds 2 would be like. Hopefully even bigger :)

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Fri Feb 06, 2015 9:06 pm
by fierceking
ORIGINAL: Unforeseen

Are you still working on this mod?

Edit: Only issue's I have with the current aesthetics changes are some of the character portraits. Most of the human males look like some mad scientists tried to genetically alter their faces and skrewed up.
Also, did you make any portraits for Haree's version of races such as the Quameno, Kiadian, Ackdarian, etc?
I was working on it a bit. Added more 22 new races, some more techs and I think 4 race character sets + more humans. I got to about 75% then kinda stopped. It was just too much work and I kinda got hooked on another game so I've put off updating it

My plan was to replace all races from Extended mod and make it my own. Since It's just images and some new techs. Taking a break from it for now.

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Fri Feb 06, 2015 9:10 pm
by fierceking
ORIGINAL: CyclopsSlayer

Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??

The teraforming, I'll have to check, I can't remember what it was.

As to the multiple paths for the techs, they don't stack so if you research one then switch to the other, the new one you research will overwrite the other. It's a variable and the value is assigned to it as you finish that tech.

RE: DW - Starfall - ver 0.7 (48 Races with 1000 Research Techs)

Posted: Sat Feb 07, 2015 12:37 am
by CyclopsSlayer
ORIGINAL: fierceking

ORIGINAL: CyclopsSlayer

Couple of quick question/comments.

High Tech - Advanced Colonization (pre - Terraforming) Should this really only give +50% to Marshy growth?

When you divide a tech into multiple paths, ex. Ground Tech, into 3 paths and all three paths effect the same things. (ie: +10 Off, +5 Def // +8 Off, +7 Def // +5 Off, +10 Def) Is there some reason you can't grab all three paths at the base level and gain a +23,+22??

The teraforming, I'll have to check, I can't remember what it was.

As to the multiple paths for the techs, they don't stack so if you research one then switch to the other, the new one you research will overwrite the other. It's a variable and the value is assigned to it as you finish that tech.

Ahh ok.
Wasn't sure how you worked it. With other techs, for example Hyperdrives. The computer AI would choose to use the tech of a higher tier, or where more than one of the same tier existed, the one closer to the top of the page took priority. But these were modifiers and not hardware systems. So I wasn't sure how that functioned.

RE: [WIP] DW - Starfall - version 0.4

Posted: Tue Feb 17, 2015 6:31 pm
by Knickers
This is incredible![:)]