Hello there,
Can you play this mod without all the extra ui visual changes, like the 'Stuff & Bits'? I want to try this mod, but I kind off like the Das Chrome UI mod.
Thanks.
I would say you cannot. While it's not impossible to mod graphics back to original, It would take a lot of time. Plus Mordachi and I will not be changing it.
I just downloaded the Extended Unleashed II mod and noticed it changed the Frigate and Cruiser class names to Light Cruiser and Heavy Cruiser respectively.
I much prefer the original class names. So how do I change them back?
Also, while we are on the subject, how do I change the Escort class name to Corvette?
Copy and paste the file to your desktop (or any other place), open it there and change the words. Save it and copy it back to its original folder. Override the existing one (better make a backup before) and it should work.
Yup yup! That's what I ended up doing. I rewrote it, saved it to documents and then overwrote the file back to the UEII folder. Of course I saved a copy of the original somewhere else first.
On a related note, I almost never noticed how many instances of "light" and "heavy" cruiser I needed to change in the folder. Thank god for CTRL + F!!!
Hello all, I have been dipping in and out of DWU for a long time. I bought it years ago and struggled to understand it. I decided to boot it up the other day and watched a few episodes of the new playlist that's been posted and I am now starting to understand and enjoy the game. I really like UE II, all the races it adds is just amazing. I have downloaded and installed Retreats UE II Improved from the OP after reading most of this thread and deciding I like his changes.
On the other hand, there is still a lot about modding this game I don't understand. From what I read there is an included Perl script for research cost. I have no idea how to use this and would love to know. And as far as the "Slope" goes, could someone explain it a bit for me in simple terms like "3x Slope means Research does "this" and effects the game like "this". And how will the tech slider when setting up a new game affect this slope? I.E. I use the 3x slope and set the slider "Very Expensive" vs "Very Cheap"?
There also seems to be another Perl script called "AdjustRow.pl" I'm assuming this has something to do with the research rows after viewing it with notepad++, will this need to be used after the FixResearchCost.pl?
Also, I haven't seen a post from Mordachai, does anyone know if he is still working on UE III? It would super awesome if he's finished this.
I gather that the forums seem to be gathering a bit more interest here in the last 2 or 3 months. I would just like to say that I hope modding for this game doesn't die anytime soon, and I see so far it's not, as RogerBacon has a new mod he's working on which looks interesting and sounds like he's solved a lot of in-game issues and engine issues.
gazdadude
I used Retreat1970s version along with phisari's character mod using the Bacon mod exec and the 3 text files with no problem at all. When I used the BaconWorld folder with its files I couldn't get it work. I wasn't sure how to make the changes in the research file so as to be able to use the hanger bay changes. Presently I am playing with the Beyond Extended Universe Alpha mod and the text file changes that Roger made with no problems. I will say though I prefer playing the unleashed mod i find it more immersive and challenging but that is my opinion. Maybe someday Roger will have the time to look into this mod and get his wonder full mod to fully work with this UEII:)
I'm having a really weird circumstance and I cant seem to find the answer, I think it might be the mod. My ships are not defending there defined system. Theres pirates rampaging through it and the fleet is just sitting there. for some reason it keeps refueling itself and doesn't go after the target. Have I installed the mod wrong?
Yeah I did, was a bit of a pain, kept crashing on me for no good reason but it works now.
How's it not working for you? It works even if you don't integrate the BaconWorld folder. If you want the fighterbays all you need to do is add them at the end of the components list and add those components to the research list for the figherbays. Then you need to modify the Terraforming facility by copying the one from BaconWorld, and you're done...
Just an FYI, I haven't played DW for a long time, and I haven't seen Mordachai for a long time either so you guys are on your own merging with BaconMod.
Just an FYI, I haven't played DW for a long time, and I haven't seen Mordachai for a long time either so you guys are on your own merging with BaconMod.
No problem, I got it working with every mod so far. [:'(] I'll help the other stragglers out if they need it.
At around every ship, and every base should be a borders, such as triangles, hexagons, diamons, squares etc... But in my case they are invisible, or totally transparenet.
So when any ship arrive, at my base i cant recognize, which faction is it, and what kind of ship.
Guys what happened ?
I am having a slight issue trying to use Bacon's executable and is related to fighters, the autobuild seems to only build fighters on ships and stations with hangars, and since I don't have the dedicated hangars from bacon's mod, t is probably that.
if you know the work around... (as much as I liked Bacon's mod, I like the FTL speeds of this mod better)