Bacon Mod

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

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RogerBacon
Posts: 724
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Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: jurassic_v

hi! thanks for the great mod!

I have a problem/question
I was playing my game and managed to subjugate an AI faction but after that my income increased skyhigh, I started getting milions of credits and my cashflow is 2.5 milions which makes the game pretty much over. this is a very early game and I have so much money I can do anything. I guess this happened because of the forementioned bonuses AI factions get? I don't have this command "allowInfrastructureImprovements" in the BaconSettings.txt. is there a way to change this in my current game without the need to start a new one? I am using Bacon mod and Retreat1970's mod

You should have the entries in your baconsettings.txt. Perhaps you were using Bacon mod from before those features were added and you didn't update your BaconSettings.txt file?

You should have this entry in your file:

// This allows spending on infrastructure projects to boost a planet's development level. Durability is how fast the investment decays. 1.0 = no decay, 01 = very fast decay. range 0.1 = 1. Recommended value is 0.9 Smaller populations receive a bigger effect and decay rate is lower.
allowInfrastructureImprovements=true
infrastructureSpendingPerDevelopmentLevel=25000
infrastuctureDurability=0.9

Also, you mentioned subjugation. In the BaconSettings.txt file there is an option to change the percentage tribute you receive for subjugation. The game defaults to 10%. My default in the BaconSettings is 50%.


// This is the percentage of income a subjugated empire must pay to its master 0.1 (i.e. 10%) is default.
SubjugationTributePercentage=0.5

Try adding the above entries and set tribute back to 10% and disable infrastructure improvements.
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Sabranan
Posts: 486
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RE: "Hyping" my forthcoming mod (pun intended)

Post by Sabranan »

Incidentally Roger allowInfrastructureImprovements definitely needs capping. The Ancient Guardians have buckets of cash and only one planet, so they just go into insane values after a while and end up having so many ships the game can't handle it.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: Sabranan

Incidentally Roger allowInfrastructureImprovements definitely needs capping. The Ancient Guardians have buckets of cash and only one planet, so they just go into insane values after a while and end up having so many ships the game can't handle it.

Wow, I haven't played story mode in so long I forgot about the ancient guardians.
I will introduce a cap in the next update.
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jurassic_v
Posts: 6
Joined: Mon Jul 23, 2018 8:20 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by jurassic_v »

ORIGINAL: RogerBacon

You should have the entries in your baconsettings.txt. Perhaps you were using Bacon mod from before those features were added and you didn't update your BaconSettings.txt file?

You should have this entry in your file:

// This allows spending on infrastructure projects to boost a planet's development level. Durability is how fast the investment decays. 1.0 = no decay, 01 = very fast decay. range 0.1 = 1. Recommended value is 0.9 Smaller populations receive a bigger effect and decay rate is lower.
allowInfrastructureImprovements=true
infrastructureSpendingPerDevelopmentLevel=25000
infrastuctureDurability=0.9

Also, you mentioned subjugation. In the BaconSettings.txt file there is an option to change the percentage tribute you receive for subjugation. The game defaults to 10%. My default in the BaconSettings is 50%.


// This is the percentage of income a subjugated empire must pay to its master 0.1 (i.e. 10%) is default.
SubjugationTributePercentage=0.5

Try adding the above entries and set tribute back to 10% and disable infrastructure improvements.

Thank you so much for the answer. do you think the problem could be if i put 0.25 for subjugation tribute in baconsettings and that value is not used correctly in the game?
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: jurassic_v

Thank you so much for the answer. do you think the problem could be if i put 0.25 for subjugation tribute in baconsettings and that value is not used correctly in the game?

No. 0.25 is fine. I'm using 0.5. The reason you saw your money spike up is probably because the AI player who is now giving you 25% tribute spent a lot of money on infrastructure investment.
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RogerBacon
Posts: 724
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Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Version 1.73 released.

• Ship repair for highly skilled crews. (Scotty never needed a repair bot).
• Reduced crew skill reduction for damage taken (was 5 times damage taken, now 3 times so crews should keep their experienced status easier).
• Repair-only bases. Bases who’s names begin with # will only repair and upgrade ships, not build new ones. This can help avoid long delays when the AI selects a base with resource shortages to be the building base.
• Damaged ships in the shiplist view and in the details window will show different colors for different damage states. Armor only damage will show in yellow. Destroyed hyperdrive will show in aqua. Other damage will show in red as usual.
• ReloadTemplates reworked. Previously the Ai was not actually creting new designs for the new templates. Now it will.
• Mission – Prospect for Resources
• Mission – Explore ruins
• User-defined cap on infrastructure investing added.
• Ships with a repair mission that manage to self-repair will cancel their repair mission.
• Pirate empires can order construction ships to be built at independent planets where they have a sufficient level of control. (Select planet and use alt-ctrl-right click menu).


A little note on missions. A science ship with an officer on board can perform two types of missions: explore ruins and prospect for resources. The procedure is the same in both cases. Move to within 300 range of the target planet and use the alt-ctrl-right click menu and then select the desired mission. Obviously to "explore ruins" you need to be next to a planet with ruins.

The results of a successful mission are as follows:
1 Explore ruins - the ship will acquire some scientific data for its labs. This is good on small maps where you've already discovered everything and your science ships have no data left to process.
2 Prospect for resources - The science ship might find some resources that the exploration ship missed.

In both cases there is a chance that the ship officer can die. The Ai can not use these mission but I think its still balanced sicne it requires a fair amount of micro-management on the player's part. Hopefully some people will find it adds to the role-playing aspect of the game.
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elvendeathknight
Posts: 83
Joined: Sat Aug 25, 2012 3:58 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by elvendeathknight »

Hi,

I have started a pre-warp game. Usually, I keep tax as low as possible to boost growth. After building my first spaceport, private sector building ships gives me some money.

In my latest game, it took a long time (well it seemed long) before the private sector started ordering ships (after I researched Warp field precursors). Private sector ordered these ships after I modified their design to add an hyperdrive, but otherwise the designs should have been buildable before.

It never happened to me in a vanilla game. At the moment, I use BaconWorld mod, which includes my own version of Baconsettings.

Any idea on this or it's just my mind playing tricks on me ?

Thanks !
catweasel
Posts: 63
Joined: Tue Nov 26, 2013 1:27 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by catweasel »

First of all, excellent mod! One of the reasons that made me again spending many hours with DW:U.

I didn't alter any parameters, yet I noticed that my Construction Ships frequently run out of fuel while they just continue with their queued missions. Right now I have one that travels with reduced speed across multiple sectors to build a mining base, passing various various option to refuel. I usually don't micromanage the construction ships, I just add build orders to their queue and assume refueling (and stockpiling resources) to happen without my intervention. Has this behaviour changed?

RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Hi ArchMike and CatWeasel,

I haven't made any changes in those areas. The private sector should build ships as before. Perhaps your ship design was bigger than allowed for your tech or perhaps the private sector didn't have a positive income. They won't build anything if they have a negative income, even if they have millions of credits.

I don't know if constructors will go to get fuel if they have pending construction orders. Maybe let the current build orders finish up and see if they refuel. Or cancel orders for one of them and see if it refuels.
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catweasel
Posts: 63
Joined: Tue Nov 26, 2013 1:27 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by catweasel »

Thanks for the feedback. In vanilla version (with AI improvement mod, to be precise) they refueled independently, even when they had build orders. Anyway, no big issue, I'll keep an eye on fuel.

Two questions:
- any chance that order queues can be edited with your mod?
- If I do not want to differentiate between fighter/bomber bays (use case: one bay for a small base), how do I get the mixed loadout back? In my current config (without BaconWorld) only fighters i.e. interceptors are built.


couchfun
Posts: 2
Joined: Tue Jul 31, 2018 8:43 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by couchfun »

Hi RogerBacon,

I love your work and I am interested in modding DW as well. I have two questions I did not find any information about so far.
- How did you manage to write and compile your mod? (API, decompilation, exclusive access,...) All other mods but yours only use the modding interface described in the modding guide and do not provide an exe.
- Is the source code of you mod available anywhere? (github,...)

Regards
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: catweasel

Thanks for the feedback. In vanilla version (with AI improvement mod, to be precise) they refueled independently, even when they had build orders. Anyway, no big issue, I'll keep an eye on fuel.

Two questions:
- any chance that order queues can be edited with your mod?
- If I do not want to differentiate between fighter/bomber bays (use case: one bay for a small base), how do I get the mixed loadout back? In my current config (without BaconWorld) only fighters i.e. interceptors are built.



1 Not right now. I usually don't queue missions for a ship so I've never had the need. I may look into it in the future though.
2 Unfortunately fighters are exclusive to fighter bays and bombers are exclusive to bomber bays in my mod. A bomber bay is any fighter bay that contains the word "bomber". Otherwise it is a fighter bay. I may look into adding a third type that has the old default 50/50 split.

ORIGINAL: couchfun

Hi RogerBacon,

I love your work and I am interested in modding DW as well. I have two questions I did not find any information about so far.
- How did you manage to write and compile your mod? (API, decompilation, exclusive access,...) All other mods but yours only use the modding interface described in the modding guide and do not provide an exe.
- Is the source code of you mod available anywhere? (github,...)

Regards

Hi couchfun,

I'm afraid I can speak on this matter, especially if we want to see modding like this for DW2 when it comes out.
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baden200
Posts: 2
Joined: Sun Sep 02, 2012 9:37 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by baden200 »

Hello,

Did this mod add "show travel vectors for state ships" while fully zoomed in on system view? The issue I am having is while zoomed in with travel vectors enabled my fps goes from 60fps to less than 5, disabling goes back to 60. On the default exe it doesn't show vectors unless zoomed out of system and has no fps drop. Any advice or am I missing something? Thank you.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: baden200

Hello,

Did this mod add "show travel vectors for state ships" while fully zoomed in on system view? The issue I am having is while zoomed in with travel vectors enabled my fps goes from 60fps to less than 5, disabling goes back to 60. On the default exe it doesn't show vectors unless zoomed out of system and has no fps drop. Any advice or am I missing something? Thank you.

I believe that is a byproduct of turning range circles on. Try turning them off and see if that helps. I had them default to off until a couple versions ago specifically because I was concerned about frame rate but since I never saw any slow down I defaulted them to on back in 1.71 or thereabouts.
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baden200
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RE: "Hyping" my forthcoming mod (pun intended)

Post by baden200 »

Thank you, turning off range circles fixed this issue for me.
couchfun
Posts: 2
Joined: Tue Jul 31, 2018 8:43 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by couchfun »

Hi couchfun,

I'm afraid I can speak on this matter, especially if we want to see modding like this for DW2 when it comes out.

Oh, thats a pity. I can only guess that you have earned yourself some kind of agreement with the developers then. And of course I'd love to see that kind of modding in DW2. Thank you for answering.
elvendeathknight
Posts: 83
Joined: Sat Aug 25, 2012 3:58 pm

RE: "Hyping" my forthcoming mod (pun intended)

Post by elvendeathknight »

Hi Roger,

Thanks for the answer. I don’t have an old save, but it must have been the negative income. After the initial delay, I had no problem whatsoever with private sector. I will keep an eye on this in my next game.
paraboxx_slith
Posts: 6
Joined: Mon Aug 06, 2018 9:55 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by paraboxx_slith »

Hey Bacon, thanks for the mod! I noticed that none of my ships actually reduce their speed when they run out of fuel. This issue goes away when I set my system locale to US English, probably so that the '.' character is interpreted as decimal separator instead of number group separator. Specifying the culture of the text file when parsing numbers from those files should fix that.
RogerBacon
Posts: 724
Joined: Wed May 17, 2000 8:00 am
Location: Miami, Florida, U.S.A.

RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

ORIGINAL: paraboxx_slith

Hey Bacon, thanks for the mod! I noticed that none of my ships actually reduce their speed when they run out of fuel. This issue goes away when I set my system locale to US English, probably so that the '.' character is interpreted as decimal separator instead of number group separator. Specifying the culture of the text file when parsing numbers from those files should fix that.

Wow, great catch and great logical deduction to identify the cause of the problem. If you had just mentioned the problem I could have looked at it for a very long time and never thought about the culture issue. I'll look into fixing that for the next release.
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LongshotX
Posts: 1
Joined: Mon Aug 06, 2018 10:56 am

RE: "Hyping" my forthcoming mod (pun intended)

Post by LongshotX »

I don't see the link or file to download this file in the first post. Am I being daft?
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