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RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 2:11 pm
by Retreat1970
Here's a new race file, but honestly I don't know why your game fails and mine doesn't. Drop it into customization/unleashed extended/race folder and overwrite.

EDIT: I have recreated this error. It happens in version I not II. I will attempt fix.

RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 3:48 pm
by Retreat1970
Here's the fix. There were some differences of the Lipids from version I to II.

So this fix is for version I only. Overwrite in Customization/Unleashed Extended/Races.


RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 4:53 pm
by Hattori Hanzo
thank you Retreat1970, if they are simple text files I should be able to try.. [:D]

RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 6:20 pm
by Hermundure
Thx a lot Retreat, I will try it when my Distant World is downloaded, I deleted it again because I thought it HAS to be an error on my side ;-p

RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 9:05 pm
by Hermundure
I just checked it and whatever you did, it worked like a charm, no more crash ;-p

BTW I encountered a small error which has nothing to do with your upgrade but maybe a fix is easily possible:

The resource Uranium is missing in the Galactopedia (or how thats called) ;-p
Klicking on a resource button on a planet leads to the screen.

RE: Unleashed Extended I & II

Posted: Thu Mar 24, 2016 11:14 pm
by Retreat1970
Uranium is needed for bombard weapons, most reactors, and some missiles.

I'll leave it up to the mod author to create a help file.

RE: Unleashed Extended I & II

Posted: Fri Mar 25, 2016 7:13 am
by Hermundure
Hehe no, I think I expressed myself wrong.
I just meant there is a broken link in game from the resource icon of the planet info-view on the lower left of the screen which leads to the in game if you klick it.
If you klick all resources you are beeing taken to the in-game-wiki for info.
Just not Uranium, this one is a dead link because its entry is missing in the in-game-wiki.

But its really a minor issue, I was just mentioning it because I found this bug.

RE: Unleashed Extended I & II

Posted: Sun Mar 27, 2016 7:52 pm
by Retreat1970
I'm working on a version III. Details will come when it's close to completion. It will be a stand alone version (full).

RE: Unleashed Extended I & II

Posted: Thu Apr 07, 2016 4:52 pm
by mordachai
Hello DW:U::EUII fans! I'm back! lol - just as a player (for now).

Retreat1970 - looks like you did some very cool stuff! Awesome! Can't wait to try it out.

RE: Unleashed Extended I & II

Posted: Thu Apr 07, 2016 6:00 pm
by Retreat1970
Mordachai it's good to see you. I hope I haven't overstepped my bounds.

All I'm doing is adding a icemania AI mod, but on steroids. So UEIII won't be for everyone, but if you want a challenge then it's for you. I'm almost done, but work is getting in the way of finishing. There are a few things you might want to know for UEI and II since I've been watching the AI for the past 3 weeks.

The AI doesn't upgrade fighter bays. It shows as an upgrade for players, but the AI never upgrades. I've found the repair rate isn't the indicator for an upgrade. I changed the fighter capacity to 4, 6, 8 and the racial to 6, 8, 10. It worked. Size may work also.

I was having a problem getting the AI to upgrade from ion engines to proton. Again no problem for player. I changed the size from 6, 7 to 7, 6 which worked. A straight size 6 for all engines may work as well.

The AI won't upgrade from gerax to phoenix. I assumed it was because of the energy usage which it was.

A few other things: I extended the dhayut drive line and the keskudon reactor line. Altered the haakonish fuel cell to be more competitive. Added 5 races (could've done more but I'm at 50 race shipsets). I know there's more but I don't remember. Oh, I changed all of the policy files, because some of the settings actually matter lol. Tech focus (AI builds more research stations in that focus). Capture settings were wrong etc...

I've enjoyed your mod, but I didn't know if you were ever coming back. I'll quit messing with it if you want.

RE: Unleashed Extended I & II

Posted: Thu Apr 07, 2016 7:29 pm
by mordachai
Not at all! I always hoped that someone would enjoy this enough to make something more out of it. That's what got me into making it in the first place! Plus - that's what got those before me to make what I used :D

I do have an unfinished UEIII that I just resurrected from my old PC. Just went over the changes - fairly minor - but there are a few tech changes and component additions / changes. I suspect that it would break your AI changes (which is one of the primary reasons I stayed away from doing the whole scripted research thing for AIs - sooo fragile the way they built it).

so - I'll either have to dump my changes - or re-integrate them into what you've done - or create a different branch from what you're doing. Or not worry about it at all and just see what you create (I guess that's the dump option) :)

Changes I have:

1. All research stations have 1 slot of all three types of research (I think to help the AI).
2. I gave a tech focus 1 and 2 to Teekans and Zenox.
3. Similarly - updated the policy for Zenox, Teekan, and Hiigaran (mostly to fix the colonization priorities it appears)
4. Various minor fixes / adjustments to components - S2F7 repairbots, hyperdrive, shields, and 3 new final drives? Kaldos II, Phoenix II, and Calista-Dal II HyperDrives
5. Massively increase cost of most facilities (fits UEII's economy better).
6. Naming changes to hyperdrives, some fixes to research, and linking in those new end-game hyper-drive techs.

I guess I'd like to see a complete installable version of your work (when you get there) and I'll either integrate or not at that point.

RE: Unleashed Extended I & II

Posted: Fri Apr 08, 2016 1:59 pm
by Retreat1970
Well, maybe you should go ahead with your version 3, and drop what I've got as a 2.5 or something. My main focus was to make it as hard as I could. Not everyone will enjoy a difficult game. I'm just fixing research scripting. I have half to go then I'm done.

Side note: What do you think about gravity weapons? I say they're the weakest weapon by far. Moderate damage, short range, low refire rate, large size footprint. The ability to bypass armor and shields is fine if you can actually hit your target (which varies but it isn't good 50% or less). I'd like your thoughts if something should be done or not.

RE: Unleashed Extended I & II

Posted: Fri Apr 08, 2016 3:31 pm
by mordachai
TBH - because they seemed to be so weak - I've mostly avoided them. So I have very little experience with them. Perhaps there are others with an opinion?!

AFA naming goes - name yours as you wish! I'll do something afterwards - if at all. Just because I have some unfinished work hardly need to divert you. It's the problem with all software - you make something new - that's cool - new features - release it - folks (incl. you) use it - find a few bugs - you notice some short-comings - you fix the bugs & minor stuff - but then it's hard to release that. Feels unfinished and has nothing that's particularly cool to justify releasing it.

But then if you make something new and cool... well, we're back to the start of the cycle. :P

RE: Unleashed Extended I & II

Posted: Fri Apr 08, 2016 4:35 pm
by Uncle Lumpy
I had had no experience with gravity weapons until about six games ago. I was at the stage of three colonies and very tiny Destroyers. When suddenly I was swarmed by a pirate fraction with tons of tiny/weak ships. They were crippling my ships with ease. I couldn't figure out what they were using. Then I captured one and found out they had a mass of gravity weapons! Yep, they by-passed all of my shields and armor all right. They were disabling or taking out engines, weapons, command, life support, etc.. And leaving my ships dead in the water and vulnerable to boarding. I was pretty impressed. So I began to incorporate gravity weapons into my ships, too. I have yet to duplicate the success of the pirates!! I know they work, I simply can't get them to work correctly for me. [:)]

RE: Unleashed Extended I & II

Posted: Fri Apr 08, 2016 6:07 pm
by Bingeling
I seem to remember being rather surprises by what I believe was Haakonish large spaceport. If that is correct, it was probably this layout (without the super weapon, probably):

WeaponSuperBeam ;1
WeaponTorpedo ;20
WeaponTractorBeam ;4
WeaponGravitonBeam ;15
WeaponAreaGravity ;1

It hurt a lot :)

That being said, I typically have run with AI design, so no custom long range spaceport killer fleets, just powerful brute force ones. The 20 torpedo are not special, it must be the gravity stuff that hurt a lot, combined with good survivability. But disabling stuff all over (including reactors and weapons?) should help in that area too.

RE: Unleashed Extended I & II

Posted: Fri Apr 08, 2016 11:17 pm
by mordachai
I tried to update the ship designs to be nastier for all AIs, and to be solid enough for my own use (I usually allow the autodesigner to do it's thing until mid-game when I step in for the capital ships). But bases generally are solid with the templates as I updated them, for my games, usually!

I threw in the super weapons and other goodies to make them pretty powerful if you happened to research those things. The tractor beams can be nice on a base - grab enemy ships and hold them for a pounding! :D

But as to gravity weapons - I can see why they have obvious draw-backs to try to balance out the bypass-defenses bit.

You can always design a stand-off fleet, but really, what's the fun in that?! :)

RE: Unleashed Extended I & II

Posted: Sat Apr 09, 2016 8:21 pm
by mordachai
Just a quick update - I got bit by the modding bug today - always felt that the fighter based races were just better off than the others and frustrated with the lopsidedness of their existence in the game being partial - so I made all races in my current WIP use fighters (plus whatever else they normally do). So everyone should be nastier now :)

EDIT #1:

and !@#$!@#$!@$#

NullReferenceException - in GenertatePirateEmpire(....)

But !!@#$!@#$! no info on which race - nor on which variable is NULL - just a list of a dozen arguments and NO FEEDBACK. :(

Went through with fine-tooth comb and compared to previous version. I can't find a blasted difference of relevance. I deleted a bunch of race\pirate\ files - but then after this error restored them all. So, not that. And they shouldn't have mattered - since the ones deleted were all races that can't be pirates in the first place. :(

Bah humbug!

EDIT #2:

Fixed it... but it doesn't make sense. Had to delete the changes to the pirate design templates. Why? ??? ???? They're literally copies of the non-pirate templates. But that seems to crash the game for reasons I can only guess at.

Anyway - working - playing (erm, I mean testing) now :)

RE: Unleashed Extended I & II

Posted: Mon Apr 11, 2016 9:46 am
by Kimmy
Yaaay it's being continued, eagerly waiting for version III

RE: Unleashed Extended I & II

Posted: Thu Apr 14, 2016 10:29 pm
by Retreat1970
Mordachai

I have 2.5 finished. How do you want to proceed?

1. Link it here?
2. Link it on my first post here (#2)?
3. Email it to you so you can look at it first?
4. Forget it and just watch NHL playoffs (my favorite option)?

RE: Unleashed Extended I & II

Posted: Fri Apr 15, 2016 10:56 am
by mordachai
I would link it in a new thread - named similarly? - call it what you want - my suggestion might be "Unleashed Extended II Moar!" or whatever catches your fancy. Seriously - call it III if you want. (heh - "UE II Never Retreat!")

And definitely don't shirk on your duties to NHL!

If you'd prefer, PM me the link and I'll add it to the OP here with an explanation (preferably you should include whatever blurb you want in the PM).

I'll link your thread in the OP either way as a "Beyond EU II" or whatever you decide to call it. :D

Also - AWESOME!

Lastly - I have been modding and will release something. Whether either of us wants to integrate both efforts is ... well, I can only say I'm not at this exact moment jumping to do so. But... you never know when the modding bug will bite, and maybe I'll integrate them.

What I am most unlikely to do is to deal with the AI research order. I did change the research tree (slightly) so your orders would have to be re-coordinated with my changes - which sounds more tedious that I'm willing to do (again: the reason I avoided writing those lists in the first place). I think I only modified the energy tree - so far... ;)