Some thoughts on some more features. One thing that really sucks about the modding with new textures is you have to either install them in the actual game data folder over the existing ones, or copy the whole textures from there (1 gig) to your mod folder and then copy in your new textures. I was thinking about making the installer have a button near the button that is labeled "Components...". Clicking this button displays a dialog to the end-user and lists the aspects of the mod t
ThrakaAndy
I had 3 crashes :( I was playing online vs a friend and i seemed everytime i destroyed all the defenders of a plant it would crash. It was a randomly generated map with 50 planets... :(
Yes I think there are lots of little things that would have to be addressed. Conquest: Frontier Wars had a great system around this. I would say that for this to work well the following aspects would have to be implemented: 1) Systems that you own grant ships in the systems refuel ability which is passive. It slowly increases your fuel 2) Systems you do not own do not grant this ability and fuel for the ships without the ability will be slowly decreased 3) Travelling through a p
Can any devs report if any bugs were discovered and if they were or weren't fixed for the upcoming patch regarding game connectivity? Thanks!!
Version 1.0 has been released. Disclaimer This tool and source code can be used for whatever you wish as long as it's not malicious in nature. I'm not responsible for anything this tool is used for. Any comments and questions may be directed to thraka_andy AT hotmail.com Features XML based file controls install Branding based on two PNG files which cover the whole backdrop of the tool Multithreaded install al
The main download is 111mb which roughly is 116,391KB
[quote]Thraka, seriously great looking installer cant wait to give it a try! Can it update mods too? From say v1.0 to v1.1?[/quote] I'm almost done with the first release and MOD authors will be able to use it. It still needs touching up on the user experience (what the end user see's during the install and how errors are reported to them) I just put in the most simplest way. So really my TODO list is: 1) Custom error dialog 2) Logging so you know what is going on 3) M
Ok I've added some code behind the installer. You create (i'm making it for you SkyLine) a small XML file with the details needed to install the mod and it will do it. It will also detect if the mod is already installed. The tool will allow you to execute files as part of the install and will provide some simple XML tag definitions to do simple things like copy a folder. Here is the latest screenshot. All the details are loaded from the XML file <a href="http://img88.imageshack.us/my.ph
Personally I think all the ideas sound great
Is there any scripting engine visible through the editing of the files at this moment? Really this would be something you need to do what you want. Each time a planet is acquired or lost, you have a script that runs and sets the available ship count for the player.
Don't mean to hijack your thread :) Here is a screen of the UI so far, no code is written yet.
Actually I decided to do some fun programming and am doing a nice GUI installer which can be customized by other mods including yours. Hopefully I can make the time to get it done! :)
I don't know if it's possible, but I think it would be great to add a fuel mechanism to the game. This would restrict how far you're able to travel outside of your known universe. You would be unable to just fly scouts througout the galaxy and find the opponents ASAP. Then new research items could be introduced that reduce fuel consumption for frigs, cruisers, and capital ships. Perhaps a refueling station that can be placed in any planet system (not requiring you to own it) that all
I created an Install.vbs script that will handle the folders for you if you're on xp or vista. It will: 1) Copies the ([current directory]\Distant Stars 1.0 Public Beta) folder to the (%userprofile%\[vista or xp path]\[game folder]\Mods) 2) Copies in the textures from the game folder to the mod folder 3) Extracts textures.exe to ([current directory]\Textures) silently 4) Copies ([current directory\Textures) to the mod textures directory, overwriting any existing files <b
I think it's more frequent when the game is caching models textures etc. I have a 24-inch monitor and the game is running at 1900x1600 or so res. The graphics and effects are all pretty high as I have a great video card. But like most games, the first time you run into something you get a tiny little hickup so after not playing the game all day and loading it up the first game is a bit jumpy the first few minutes as my client is loading everything. My partner sees the hickups as pauses in his ga
Hehehe please comment I won't take it personally :) I also work from a Microsoft building which I can get like 3MB a second coming down. I downloaded from there also and got a great 800k a second. But other times even from MS i have gotten really bad 3k - 50k a second. When I was complaining i was testing my connection against a newsgroup server and getting a good 800KB a second while stardock was serving me 20-50. But that is outside of the issue. I guess I've just had it be
Grettings Spish. My experience is that the everything stops. then a dialog shows that says the other guy is lagging. On his screen it has our names and both status is set to OK. This results in one of us quitting the game. We have left it up for a full minute before and it just sits there. I can run some more tests with him today to see if we just need to wait longer but I would hope it could get back in sync after a few seconds :)
Can you control the fog of war in the area? I don't think the game has fog of war in the sense though.. just a can i or can't i see a system? I would really love to see this go to fog of war with esensors.. you can see icons and get different levels of details depending on your cap ship level etc.. Maybe a nebula would hide sensors completely so you can only see things close to you or something hehe.
Conquest: Frontier Wars had something simular, one cloud would remove shields, another kept all ships from firing if they were in it, and another would slow them down or speed them up..
And some more info :) We ended up starting a new game and it died within the first few minutes. After this we did it again and I saved it 50 seconds into the game. it then died again a few seconds to a minute later. Then the next game wasn't a new game but one from the loaded save game file, we played this with no problem for another hour and saved the game and were done for the night. Perhaps loading from the saved game makes the difference!? Any devs watching this post? :)
More info.. He got a lan cable and I installed via stardock. Didn't seem to help. We used the online service to play a 50 planet map and it died within a few minutes. we decided to try doing a direct connection, that lasted for 1 hour!!!! Then it died :( seems so back-and-forth but stays a lot at the "died within a few minutes" point it's unplayable. if it was once a hour who cares! Is there a switch i can pass to the exe to enable logging perhaps? Then we can find out why and which cl
My friend and I are about 300 miles apart and we cannot seem to get through a game. We get drops from 2 minutes to 7 minutes in the game. We once only lasted 20 minutes no problems. We've played about 25 games so far and majority is dropped within 3 minutes. I don't know if it's him or me. (we are both on 1.02) I'm the host and I have my port opened (or he wouldn't be able to connect to me so I know that is working.. it is set for TCP and UDP, just so happens Dawn of War uses t