Bacon Mod

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Kothyxaan
Posts: 54
Joined: Mon Feb 21, 2011 7:36 am

RE: Bacon Mod

Post by Kothyxaan »

ORIGINAL: RogerBacon
A good test would be to load up a saved game (set to pause on load like we probably all have set). Let it sit there for several minutes without hitting a key. Then start playing and see if you notice many more issues of stuck ships.

I tried it, I didnt see any stuck in a loop. It is pretty rare, I have only saw it thrice out of much play time.
Azik
Posts: 8
Joined: Sat Jun 10, 2017 10:34 am

RE: Bacon Mod

Post by Azik »

ORIGINAL: RogerBacon
7 I'm pretty sure weapon damage dropoff is not used for fighters. I could be wrong but thats the way I remember it.

I just did some tests about that.
I modified my fighters.txt and increased damage falloff of a missile bomber above the actual damage rating.
In game the missile bomber did no damage at all to enemy ships.
So it seems, the damage falloff setting indeed does work.

Considering, that the Player can't really influence the distance where Bombers shoot and how they usually just shoot at max range, i think the damage falloff is too big of a downside to torpedo bombers.
So i think i will mod my fighters.txt and set damage falloff of torpedo bombers to 0. To keep Balance with Missile Bombers i will reduce damage of missile bombers somewhat below torpedos. I hope it balances out, because bigger range should reduce defense fire by PD, so the torpedo bombers do more damage but have a higher risk to get shot down.
Rochndil
Posts: 9
Joined: Fri Jun 30, 2017 3:41 pm

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

Post by Rochndil »

Greetings!

I like some of the features you've added, so I'll have a go at installing your mod into my heavily modded UE-2 theme. Since I'm really not wanting to mess with most of the fighter/bomber changes, I'm JUST dropping in the EXE and settings file (with a lot turned off). Hopefully this will work properly, but if I run into any problems, I'll provide a bug report. Thanks for enhancing what's already an awesome game.

Rochndil, looking forward to some nice engine improvements...
Hurrikane
Posts: 2
Joined: Thu Oct 29, 2015 7:31 am

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

Post by Hurrikane »

How does this mod impact cargo space of free floating space stations? I am one of those rare weirdos who usually play pirates, and I am somewhat worried that the new resource transportation system in this mod (where cargo ships fill themselves to the brim before delivery) will end up clogging my station full of resources, not leaving any room for what is actually needed for continued production. If this does happen it could also explain the difficulties NPC pirates face.
RogerBacon
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Hurrikane

How does this mod impact cargo space of free floating space stations? I am one of those rare weirdos who usually play pirates, and I am somewhat worried that the new resource transportation system in this mod (where cargo ships fill themselves to the brim before delivery) will end up clogging my station full of resources, not leaving any room for what is actually needed for continued production. If this does happen it could also explain the difficulties NPC pirates face.

The cargo space a station has is for EACH TYPE of resource so you never have to worry about one type filling up and squeezing the other types out.
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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 1.31 Released
link on first page

Added higher increments of money options to diplomacy trade screen so you won't have to click "100,000" 500 times to pay for that cool mining base you really want to buy.

Added a new command to the shipFinder !spy or !spy #
This will send your spy with the highest espionage rating that is not on a mission on a steal tech mission against the currently selected empire on the diplomacy screen. Using !spy will default to one month. use !spy 3 or !spy 12 for other options. The tech selected will be random. This may not be useful to many people but I find myself using it toward the mid game when I'm behind on tech.
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Dragnov
Posts: 24
Joined: Sun Aug 13, 2017 3:38 pm

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

Post by Dragnov »

Hey RogerBacon, ended up giving your mod a go along Unleashed Tech.

One thing that got me wondering right away: since gravity wells make freighters spend a lot, lot more time slowboating around system, how does it affect expanding and supplying empire?
Right now its 2128 and I have got six colonies set up. But all of them except Homeworld are short on goods, even with space port above. Seems the supply chain does not work properly and I need many many more freighters to service just about everything.

Am I missing something that would balance it out?

Question regarding construction of freighters:
Is it possible to do it at specific space ports, or you can only do it through the macro-construction tab?
Is it possible to cede constructed freighters to civilian sector or I am stuck micro managing them?
RogerBacon
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Dragnov

Hey RogerBacon, ended up giving your mod a go along Unleashed Tech.

One thing that got me wondering right away: since gravity wells make freighters spend a lot, lot more time slowboating around system, how does it affect expanding and supplying empire?
Right now its 2128 and I have got six colonies set up. But all of them except Homeworld are short on goods, even with space port above. Seems the supply chain does not work properly and I need many many more freighters to service just about everything.

Am I missing something that would balance it out?

Question regarding construction of freighters:
Is it possible to do it at specific space ports, or you can only do it through the macro-construction tab?
Is it possible to cede constructed freighters to civilian sector or I am stuck micro managing them?

Hi. I haven't noticed resource shortages (well, other than the usual ones I always got playing DWU). One thing that I try to do though is to make my freighters smaller than the max size. Doing so will reduce the range from which they can jump out of the star's gravity well. Also, sublight speed becomes much more important than it was before.

It is not possible to build freighters at a specific port, unfortunately. You have to use the main build screen.
It is also not possible to give freighters from the state sector to the private sector but it sounds like a great idea. I will look into it and see if it is possible.
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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 »

Version 1.35 Released
Link on first post.

Added XML exports for live in-game viewing of your empire's progress using the Bacon Stats Viewer. I keep the stats viewer open in a second monitor and view it whenever I want to see how I'm doing. Once you load the xml file you can just click the 'refresh' button for a quick update. No need to reload anything.

Added science ships (Exploration ships that will perform independent research). Exploration ships with science labs on automated control will perform independent research and send the results back to your empire each month. They will work on a random researchable tech for the type of lab they have on their ship. To disable this set the amount of research generated to zero in the BaconSettings.txt file.
To get the AI to use this you will have to edit the explorationShip.txt design template in the design templates folder and tell the AI to put labs on it. By default the AI does not add labs to research ships.

Remember, building your research ships bigger by putting labs on them means it will take them longer to get out of the star's gravity well (if you are using gravity wells) and therefore longer to perform their primary mission of exploring. This is an intended balance measure.

I tested research per lab at 300 but I use expensive research settings. You will have to decide what works best for you.
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Dragnov
Posts: 24
Joined: Sun Aug 13, 2017 3:38 pm

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

Post by Dragnov »

Hey RogerBacon, thanks for updating.

Will give 1.35 a swing and say how it works out for me.

Experience so far:
I really love the manual missions (passenger ships!) though after a while I wish I could automate those - state-civilian ships don't seem to be able to form fleets, so I have to select ship by ship and re-issue commands. Any way to keep my state freighters or passenger ships on focused trips?

Still testing the gravity well - at first I loved it but then ran into the aforementioned supply chain issues. Freighters spend too much time slowboating around. Perhaps there is a way to increase their number? Which would also require decreasing their upkeep to balance things out?
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: Dragnov

Hey RogerBacon, thanks for updating.

Will give 1.35 a swing and say how it works out for me.

Experience so far:
I really love the manual missions (passenger ships!) though after a while I wish I could automate those - state-civilian ships don't seem to be able to form fleets, so I have to select ship by ship and re-issue commands. Any way to keep my state freighters or passenger ships on focused trips?

Still testing the gravity well - at first I loved it but then ran into the aforementioned supply chain issues. Freighters spend too much time slowboating around. Perhaps there is a way to increase their number? Which would also require decreasing their upkeep to balance things out?

Hi,

I tried making it so freighters would repeat a route that you order them to go on. They did repeat it but for some reason they would not pick up cargo after the first trip. I ended up giving up on it. It really should have worked but it didn't.
As for the freighters and gravity wells, try building the freighters smaller than max size. If you play with the "smallShipsJumpSooner" option set to true then ships built on less than max buildable size are less affected by gravity wells. Also, research the tech to increase max size as soon as possible. Finally, if you still have freighter issues, build them as state ships and set them to auto control. Also, better sublight engines helps too. I haven't had any issues but maybe those tips will help you.
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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 »

Onre more note about the Bacon Stats Viewer. Before starting a new game you have to manually delete the two XML files or else the game will just append to the existing files. Sorry. I couldn't find a way to do that upon starting a new game.
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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 »

A couple of comments about the survey ships that perform research.

1 It only works for Empires in Bacon Mod 1.35, not pirates. Adding it for pirates caused some nasty crashes that I couldn't trace. I may have found a fix though so future versions may have it enabled for pirates as well.

2 Those labs such fuel like crazy. I didn't realize how badly it would hurt the range for my exploration ships. Of course you could make two designs of explorers, one with labs and one without, but that's not in the spirit of the game I think. So since this is a bigger limit than I realized, perhaps the research per lab could be increased. Or maybe I will cap the bonus to one lab per ship, sort of like the targeting or countermeasures components. I'll have to test some more and see.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

OK, so I've changed science ships around a bit. I didn't like the earlier implementation. In version 1.35 each time reseach from science ships came in it would randomly assign it to any researchable tech in that field. That resulted in, over time, all researchable techs getting the same research (on average).
What I really wanted was more of a feeling that each ship was doing their own thing and would keep pursuing what they were researching each month rather than picking something randomly each time. So, I was able to change it so they do exactly that.
In the next release science ships will pick one researchable tech for each typ of lab they have and stick with it until it is researched. Science ships only need one lab for each type of research (weapons, energy, high-tech). More than that only matter if one is destroyed in combat. That should alleviate the massive fuel drain of running lots of labs.

As a bonus, I've extended the cargo mission viewer (control-enter) to display what the science ship is researching.
Image
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Slategrey252
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Joined: Tue Sep 12, 2017 10:11 am

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

Post by Slategrey252 »

Awesome mod. Loving it
Slategrey252
Posts: 5
Joined: Tue Sep 12, 2017 10:11 am

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

Post by Slategrey252 »

Annnd confused.

you said that components.txt has a line in it defining bomber bays. Cant seem to find it. No matter what I try, I cant seem to build bomber bays

PS. NVM Ive found standard and advanced bomber bays in the components.txt file right at the bottom. Obviously I'm blind.

Still don't seem to be able to build bomber bays though, so what's the science item I need to learn before they appear?


OK found out why.

I use the mod DW Extended Universe If I install baconworld, and copy the baconworld folder files into the dw extended universe mod folder all of a sudden only the YOR race can study star fighters, where as before every race could.

pity, I liked the extra races in dw extended universe
RogerBacon
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Location: Miami, Florida, U.S.A.

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

Post by RogerBacon »

ORIGINAL: Slategrey252

I use the mod DW Extended Universe If I install baconworld, and copy the baconworld folder files into the dw extended universe mod folder all of a sudden only the YOR race can study star fighters, where as before every race could.

pity, I liked the extra races in dw extended universe

Fear not. I am currently running my mod with another mod called "Beyond Extended Universe Alpha". You can use the Bacon mod with almost any other mod. You just have to do a little work.

Copy all of the files from BaconWorld into the Mod you are playing but DO NOT overwrite anything. For each file that already exists you will want to keep the mod's file and add in the (very few) text changes from the Bacon mod files.
All I really added was the following:

Components.txt: the last two entries for the bomber bays.
Research: The two projects that unlock fighter bays and advanced fighter bays now also unlock bomber bays and advanced bomber bays.
Fighters.txt: Tripled damage of bombers (not fighters).

Be sure to download the Bacon Stats Viewer as well. Its a great companion to the Bacon Mod.
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Slategrey252
Posts: 5
Joined: Tue Sep 12, 2017 10:11 am

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

Post by Slategrey252 »

Awesome, thanks for the help. I'll give it a go

Several hours later....

I know you said it was simple.....

using the DW Extended Universe Alpha and your mod. Awesome everything works... Apart from bomber bays; I tried to cut and paste your baconworld altered files from the baconworld directory but didn't have a clue what I was doing.
It went horribly wrong and required a reinstall of the mods.

I identified the last two lines of your components.txt, however the components.txt of the extended mod was errrrr longer. The line numbers of your components txt were iirc 129 and 130. Those were already taken.

I couldn't identify the other changes you'd made to the other files in the baconworld directory.

Bottom line , everything working now apart from your new bomber bays.

The beyond extended Universe alpha and your mod do seem to work nicely.

Going out on a limb here :) but in your next patch, or earlier if you are feeling particularly warm and fuzzy, could you possibly include your modded beyond extended universe files that have the bomber bays working with bacon and beyond extended universe? It would save me much hair pulling, breast beating and general angst.

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

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

Post by RogerBacon »

ORIGINAL: Slategrey252
Going out on a limb here :) but in your next patch, or earlier if you are feeling particularly warm and fuzzy, could you possibly include your modded beyond extended universe files that have the bomber bays working with bacon and beyond extended universe? It would save me much hair pulling, breast beating and general angst.


I sent the files to your inbox.
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RogerBacon
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RE: "Hyping" my forthcoming mod (pun intended)

Post by RogerBacon »

Coming soon in the next version on the Bacon Mod...

Custom Start Screen!
Image

If you have an image file named "customBackgroundImage.jpg" in your customization\[mod name]\images\ folder the Bacon Mod will use that as the background screen when loading instead of the default one.
If you change themes the new theme's custom background image won't show up until the next time you start the game but I think most people don't change themes that often so its a minor thing.
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