Distant Worlds Extended Universe 1.0.3 released 40 races

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Haree78
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RE: Distant Worlds Extended

Post by Haree78 »

Other way around, Yl'ta was designed by PrismaticFlux who hasn't logged in to the forums since February so I guess he doesn't play any more lol.
I then designed the Banoserit after I saw what stuff was available through modding and thought of being able to make a fairly unique race with government type that requires you to keep a very high reputation and their scanner technology, I liked the idea of a race who's perk was they can see more of the Galaxy than others.
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Haree78
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RE: Distant Worlds Extended 2.0.1 released 38 races

Post by Haree78 »

ORIGINAL: Zunos
For the pirates I meant the race image. The vanilla game ones I find kind of ugly and they seem to be the same old 4 types w/o very little variation. Thanks for responding

Pirates are hard coded to use them 4 images. You can change the images through modding, but all smugglers will look like the smuggler image etc.
Buio
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RE: Distant Worlds Extended

Post by Buio »

ORIGINAL: necaradan666
Is there any reason that extended includes the default weapon graphics? Are all the included help files edited for the mod or are they just base game duplicates? I'd suggest slimming the package down if these files are not required eg I'd prefer not to have clutter overriding the graphical mods I installed to my base folder when only torpedo_8 is actually needed as part of the mod.

Oh, missed torpedo_8. I removed the weapon folder as I was using another mod. Well, now I copied just that file back. :)
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Unforeseen
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Unforeseen »

I'm combining this to my other changes in my theme folder and i noticed sound file called "yorphaser". I wasn't aware you could set race specific sound effects, but will it cause any issues if i don't include this file?

Also i noticed that a torpedo 8 was mentioned, i do not see this in the included weapon file.
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ASHBERY76
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by ASHBERY76 »

Those Lipid are horrific and should be nuked as standard policy.

Really they should be on exterminate policy with a big growth bonus modeling them taking over a host but they seem to be designed as friendly race?

I do not see them as friendly,lol.



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Tcby
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Tcby »

I really like the Banoserit! They're great fun to play, and their reliance on reputation is *great* for role playing. So thanks :)
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ehsumrell1
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by ehsumrell1 »

ORIGINAL: ASHBERY76

Those Lipid are horrific and should be nuked as standard policy...
I agree! Nuke them from orbit....only way to be sure!
[:D]
Shields are useless in "The Briar Patch"...
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Haree78
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Haree78 »

ORIGINAL: ASHBERY76

Those Lipid are horrific and should be nuked as standard policy.

Really they should be on exterminate policy with a big growth bonus modeling them taking over a host but they seem to be designed as friendly race?

I do not see them as friendly,lol.

Well they don't hurt the host, really, although a certain amount of 'free will' is lost, but the host won't really be aware of it. Imagine if there was a pill that actually made you healthier, happier, more satisfied with life, make you feel like you are in a job that you love etc. Would you take it? What if it was just infecting yourself with a parasite? [;)]

Well not a parasite really by definition, I guess symbiotic life form? I don't know the actual term.
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Haree78
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Haree78 »

@Unforeseen
Yes it will.

In modding you can set specific sound files to weapons now. Check components.txt.

@Tcby
I find them fun too ;)
Sithuk
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Sithuk »

Haree: I have read a few references to new ship designs in this thread. Have you created new ship design templates for the races in your mod? Are the shadows era custom ship designs still enabled, or has the engine moved to the ship design templates only? Does DW allow a modder to create and save custom ship designs for the AI to use? Or is it solely limited to setting the number of components to use on each design?
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Haree78
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RE: Distant Worlds Extended Universe 1.0.1 released 40 races

Post by Haree78 »

All races, including Extended races have ship templates written that are specific to them, that is what I reference when I say designs.
Ra131
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RE: Distant Worlds Extended

Post by Ra131 »

Prime mod for game!
Kulin
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RE: Distant Worlds Extended

Post by Kulin »

Hi,

i really like your mod but there are still a few problems, i've encountered:

1. I wanted to start a game as Lemeresh. They have the special technology "super laser". This laser is already researched when i start the game and the tech is at the very far right part of the research screen. And it seems to have no requirement or something.

2. New tech from Ancient Galaxy seems not to be in the mod.

Standard Ancient Galaxy Theme: i.imgur.com/WmiM6rh.jpg
Your Mod Theme: i.imgur.com/u0eUTVR.jpg

Is there a chance to get your mod to work with all the new things from ancient galaxy?

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ChildServices
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RE: Distant Worlds Extended

Post by ChildServices »

ORIGINAL: Kulin

Hi,

i really like your mod but there are still a few problems, i've encountered:

1. I wanted to start a game as Lemeresh. They have the special technology "super laser". This laser is already researched when i start the game and the tech is at the very far right part of the research screen. And it seems to have no requirement or something.

2. New tech from Ancient Galaxy seems not to be in the mod.

Standard Ancient Galaxy Theme: i.imgur.com/WmiM6rh.jpg
Your Mod Theme: i.imgur.com/u0eUTVR.jpg

Is there a chance to get your mod to work with all the new things from ancient galaxy?
My in-house version of the mod has the Lemeresh modded to use the Wekkarus wave gun instead, because it just seems so crazy for them to start with the death ray.

As for the ancient galaxy techs, it shouldn't be too difficult to add them, but it'd be extremely tedious. Merging research.txts from two different mods is just a pain in the ass, as I learnt from adding the colonisation unlock mod to this.
Basically, getting all of the techs from ancient galaxy will take you awhile, but fixing up the problems with the death ray lasers of death shouldn't take you too long at all. Find the locations of super beam weapons and planetary destruction/advanced superweapons in the research.txts of both the Ancient Galaxy and Extended themes, then you should copy the stuff over from Ancient Galaxy's research.txt that relates to these two things into Extended's one (overwriting the lines for those two techs in extended).

What you have to do after is endure the tedium of making sure that the techs you copied over from ancient galaxy don't conflict with the positions of any other techs on the tech-tree, and ensuring that their requirements are all correct.

I checked to see if you'd have to fix up the components unlocked by each tech, but you shouldn't. planetary destruction/adv superweapons both unlock "25" and super beam weapons unlocks "23" in both themes, so there should be no harm on that front with regards to just copy-pasting these over from The Ancient Galaxy.

I'd post my own version with the above but I haven't actually gotten around to making it yet. xD

I'd like to add this though:
11/10 would recommend giving the modding manual a read. It's really really helpful. Learning the basics of this stuff can be really beneficial for setting up your own games.
Alexander the Great, his name struck fear into hearts of men.
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Haree78
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RE: Distant Worlds Extended

Post by Haree78 »

ORIGINAL: Kulin

Hi,

i really like your mod but there are still a few problems, i've encountered:

1. I wanted to start a game as Lemeresh. They have the special technology "super laser". This laser is already researched when i start the game and the tech is at the very far right part of the research screen. And it seems to have no requirement or something.

2. New tech from Ancient Galaxy seems not to be in the mod.

Standard Ancient Galaxy Theme: i.imgur.com/WmiM6rh.jpg
Your Mod Theme: i.imgur.com/u0eUTVR.jpg

Neither are problems, working as intended.

The Lemeresh aren't meant to be a player race, I think it says that in the Galactopedia?
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pycco
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RE: Distant Worlds Extended

Post by pycco »

LOL i was just watching stargate universe again, i noticed that a race they encounter is similar to one of the races in your mod. was this race inspired by the idea in SGU?
It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt.
-Mark Twain
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Unforeseen
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RE: Distant Worlds Extended

Post by Unforeseen »

The Lemeresh start with the super laser!? LOL
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Haree78
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RE: Distant Worlds Extended

Post by Haree78 »

ORIGINAL: pycco

LOL i was just watching stargate universe again, i noticed that a race they encounter is similar to one of the races in your mod. was this race inspired by the idea in SGU?

I haven't watched Stargate at all, I have only seen the Kurt Russell movie.
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pycco
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RE: Distant Worlds Extended

Post by pycco »

nice, love the mod just found it very cool that different ideas from different SCIFI shows are in the mod i have started a game with the race now.
It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt.
-Mark Twain
FireLion1983
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RE: Distant Worlds Extended

Post by FireLion1983 »

ORIGINAL: Haree78

ORIGINAL: pycco

LOL i was just watching stargate universe again, i noticed that a race they encounter is similar to one of the races in your mod. was this race inspired by the idea in SGU?

I haven't watched Stargate at all, I have only seen the Kurt Russell movie.
You should, fantastic show! :D
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