Expansion mod

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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

With current game mechanics, there is a sort of workaround to get fighter/bomber bays stationed “on planets.”

It’s actually quite simple to simulate: just design a space station or defensive base, but at a scale of 0.05 or 0.10. And there you have it!

It’s such a small station that it “looks” like it could be a ground fighter/bomber station on the planet. In addition to other weapons on board, it could simulate beam and torpedo weapons firing from the planet.

By the way… I notice that when a ship or a base is attacked and launches its fighters/bombers, after the attack is over, returning all fighters and bombers to base or carrier, they do so but they take off again to patrol their base or carrier. They don’t stay onboard, they seem to always patrol.

Any way to change that behaviour?

But they do return and stay onboard if their base or carrier is not under attack.
Alvek
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Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Sat Aug 23, 2025 9:06 am With current game mechanics, there is a sort of workaround to get fighter/bomber bays stationed “on planets.”

It’s actually quite simple to simulate: just design a space station or defensive base, but at a scale of 0.05 or 0.10. And there you have it!

It’s such a small station that it “looks” like it could be a ground fighter/bomber station on the planet. In addition to other weapons on board, it could simulate beam and torpedo weapons firing from the planet.

By the way… I notice that when a ship or a base is attacked and launches its fighters/bombers, after the attack is over, returning all fighters and bombers to base or carrier, they do so but they take off again to patrol their base or carrier. They don’t stay onboard, they seem to always patrol.

Any way to change that behaviour?

But they do return and stay onboard if their base or carrier is not under attack.
Using bases or other units to create 'new' types of ubit is bad idea because they will bring everything with them too. Like this they will use base AI, AI could blow up base with spy, you need to update bases, you can change designe of that base to use other weapons, etc.

It's easier to create new type than to add exception to base behaviour.
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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

Well, thank you for your insight. I see your point but it’s not really a “new” unit at all. Using a scaled 0.05 to 0.10 image size of, say, any defense base makes the base appear so small that it “looks” like it could be a ground base for fighters/bombers, in addition to “look” like planetary beam and torpedo weapons, when they really are not. It’s to simulate an “approximate equivalent” to having planetary fighter/bomber bases and planetary beam/torpedo weapons.

With the current DWU game engine, the only other way I can think of “simulating” a planetary fight/bomber base would be to create a Planetary Facility, for example using the game-default Giant Ion Cannon as a template. But that wouldn’t simulate a “planetary base” of fighters and bombers (& other “planetary weapons”) as using a very small image of a defense base stocked with them.
Alvek
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Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Sat Aug 23, 2025 1:36 pm Well, thank you for your insight. I see your point but it’s not really a “new” unit at all. Using a scaled 0.05 to 0.10 image size of, say, any defense base makes the base appear so small that it “looks” like it could be a ground base for fighters/bombers, in addition to “look” like planetary beam and torpedo weapons, when they really are not. It’s to simulate an “approximate equivalent” to having planetary fighter/bomber bases and planetary beam/torpedo weapons.

With the current DWU game engine, the only other way I can think of “simulating” a planetary fight/bomber base would be to create a Planetary Facility, for example using the game-default Giant Ion Cannon as a template. But that wouldn’t simulate a “planetary base” of fighters and bombers (& other “planetary weapons”) as using a very small image of a defense base stocked with them.
Using base for fighters will lead to lot of problems with it mechanics for both AI and player. You can easily destroy it, spy can blow it up, you need to manage it design and upgrades, if it very small its hard to select it, it will take base place on planet and push out other bases to orbit, it will probably take place of space port on planet.

New type could be harder to create, but lot easier to maintain and adjust than making special base and making lot of code to make it convenient to use.

Right now without special new base type that gives something useful as part of role fighters base make no sense, right now you can make such base yourself with design and adjust scale too
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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

Yes, I see what you mean. But I don’t understand the last paragraph: how can you make such a “planetary” fighter base, given the current game engine? There is no way now to make a true planetary fighter base.

The closest “simulation” is using a very small scale defense base image, like I described. This changes nothing in the game but it’s a way to “simulate” fighters stationed on a planet, when in reality they’re not. It seems the only nearest approximation.

EDIT: I should point out that this idea works when using the game mechanics for a scaled 0.05-0.10 base design, and then placing such a “planetary fighter base” on the planet with the game editor. Then it will be in orbit but visually it can “look” as if the base were actually on the planet. Similar to how planetary ruins look. :-)
Alvek
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Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Sat Aug 23, 2025 3:55 pm Yes, I see what you mean. But I don’t understand the last paragraph: how can you make such a “planetary” fighter base, given the current game engine? There is no way now to make a true planetary fighter base.
DWU game engine mostly non existent, it all written in C# code, no separate game engine like Unity, UE5, etc. So I can add whatever I want, I already added new outpost base type with new set of restrictions.

Planetary fighter facility should be easier to add than adjusting special cases for fighter base.
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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Sun Aug 24, 2025 6:52 am
CaesarAug wrote: Sat Aug 23, 2025 3:55 pm Yes, I see what you mean. But I don’t understand the last paragraph: how can you make such a “planetary” fighter base, given the current game engine? There is no way now to make a true planetary fighter base.
DWU game engine mostly non existent, it all written in C# code, no separate game engine like Unity, UE5, etc. So I can add whatever I want, I already added new outpost base type with new set of restrictions.

Planetary fighter facility should be easier to add than adjusting special cases for fighter base.
Yes, I noticed the new Outpost base. Nice! Are the restrictions hard-coded, or can they be altered, for example, so sensors can be put on them?
Last edited by CaesarAug on Sun Aug 24, 2025 3:14 pm, edited 1 time in total.
Alvek
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Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Sun Aug 24, 2025 2:02 pm
Yes, I noticed the new Outpost base. Nice! Are the restrictions are hard-coded, or can they be altered, for example, so sensors can be put on them?
Hard coded, outpost base purpose is to give planet bonuses from Entertainment and Healing modules.
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Retreat1970
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Re: Expansion mod

Post by Retreat1970 »

There seems to be a missing sound file when a captured enemy agent joins your empire. A windows pop up appears, specifies the location of the file in effects, but doesn't say what the file is.
Latest beta release.

Edit: Also happens when a spy escapes.
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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

Thought to ask in this forum as well…

There are two categories of targeting and countermeasures, Fleet vs. non-Fleet or “Combat.”

What’s the difference between versions and how are each applied in the game?
Alvek
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Re: Expansion mod

Post by Alvek »

CaesarAug wrote: Thu Aug 28, 2025 8:47 am Thought to ask in this forum as well…

There are two categories of targeting and countermeasures, Fleet vs. non-Fleet or “Combat.”

What’s the difference between versions and how are each applied in the game?
Both affect ships, fleet just have AOE bonus. IIRC then only single module of both types can affect resulting bonuses. So use both or add some ships that have both to increase fleet bonuses.
Alvek
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Re: Expansion mod

Post by Alvek »

Retreat1970 wrote: Wed Aug 27, 2025 7:39 pm There seems to be a missing sound file when a captured enemy agent joins your empire. A windows pop up appears, specifies the location of the file in effects, but doesn't say what the file is.
Latest beta release.

Edit: Also happens when a spy escapes.
Can you post error? Can't find code that fails.

Edit: looks like new sound effects code can't handle missing sound files and old code somehow ignored them without errors. Probably ignored missing files and done nothing.
Alvek
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Re: Expansion mod

Post by Alvek »

[05.09.2025]
Version 2.1.0.5-beta:
Possible fix for crash on some events with beta version effect player.

https://github.com/DW-UX/DistantWorldsE ... ag/2.1.0.5
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CaesarAug
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Re: Expansion mod

Post by CaesarAug »

Alvek wrote: Fri Sep 05, 2025 5:03 pm [05.09.2025]
Version 2.1.0.5-beta:
Possible fix for crash on some events with beta version effect player.

https://github.com/DW-UX/DistantWorldsE ... ag/2.1.0.5
Thank you, Alvek. An incredible effort, your dedication to this excellent mod. :-)
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Retreat1970
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Re: Expansion mod

Post by Retreat1970 »

2.1.0.5b + refreshed
Rare but persistent crash on game startup. Crash dump attached.
Stay safe.
Attachments
DW_CrashDump.txt
(3.44 KiB) Downloaded 4 times
Alvek
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Re: Expansion mod

Post by Alvek »

Retreat1970 wrote: Mon Sep 08, 2025 12:55 pm 2.1.0.5b + refreshed
Rare but persistent crash on game startup. Crash dump attached.
Stay safe.
Thanks.

[08.09.2025]
Version 2.1.0.6-beta
https://github.com/DW-UX/DistantWorldsE ... 1.0.6-beta
Fix for LoadTroops multi-threading bug.
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Retreat1970
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Re: Expansion mod

Post by Retreat1970 »

2.1.06b + refreshed
Game will not boot after multiple tries. Crash dump attached.
Thank you.
Attachments
DW_CrashDump.txt
(3.16 KiB) Downloaded 5 times
Alvek
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Re: Expansion mod

Post by Alvek »

[09.09.2025]
Version 2.1.0.7-beta
https://github.com/DW-UX/DistantWorldsE ... 1.0.7-beta
Fix for LoadTroops multi-threading bug. HotFix for 2.1.0.6
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Retreat1970
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Re: Expansion mod

Post by Retreat1970 »

No sound errors. No startup crashes. Nice work.
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Retreat1970
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Re: Expansion mod

Post by Retreat1970 »

2.1.0.7b + refreshed

CTD dump attached
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