Distant Worlds 2

Distant Worlds 2

XL
1,255 Comments
Zombieknc Sep 15 @ 8:14pm 
mordachai infinite space stations is stuck at max station size of 15000 and does not update at any point past that
Mordachai  [author] Sep 15 @ 5:18pm 
Depends on the race. I think I was looking at Mortalen - and they don't - or maybe I was looking at Boscara? At any rate, yeah, some freighters have no external sensor slot. I really don't see this as a real issue.
karaya Sep 14 @ 3:20pm 
Medium Haul & Long Haul Freighters still have a slot that can be used for a sensor, it's just the Short Haul type that is limited.
Mordachai  [author] Sep 14 @ 7:08am 
Freighters don't have an external slot for sensors - so they can't mount larger ones.
Not so much a planned by-design, but a consequence of various choices, which are not a problem.
karaya Sep 14 @ 12:50am 
I started a new game using your version 1.34.0 and found that Short Haul Freighters can't use Short Range Sensors. The sensor size is 16 but the green slot in the freighter template is only size 12.
Is this by design?
Mordachai  [author] Sep 13 @ 1:52pm 
@Zombieknc - how do you mean?
the infinite space ports tech does the following:
<BaseCost>0.2</BaseCost>
<Size>0.2</Size>
<MaximumSize>0.2</MaximumSize>
<DisplaySize>0.2</DisplaySize>
<IonDefense>0.2</IonDefense>
<ArmorReactiveRating>0.2</ArmorReactiveRating>
<Bonuses>
<Bonus>
<Type>ScannerRange</Type>
<Amount>0.2</Amount>
<AppliesTo>Item</AppliesTo>
</Bonus>
</Bonuses>
so that's 20% increase in usable space, looks 20% larger, and boosts some bonuses by 20%
Zombieknc Sep 13 @ 11:39am 
is anyone having issues with infinite star bases tech not increasing the max star fort size?
Astragoth Sep 10 @ 7:50am 
@Mordachai Thank you for your work on this. The game with your changes and @salemonz's changes is a completely different experience than the vanilla one. Thank you.
Mordachai  [author] Aug 29 @ 8:48am 
1.34.0 release - see Change Notes tab for summary
Mordachai  [author] Aug 9 @ 10:38am 
if your homeworld gets to 100% terraforming, then the stupid automation wants to scrap the deadciv ruins. There are so many fails with that game logic, but there it is. I'm removing the 10% quality bonus from the boscaran hive mind facility for the next release, so that will diminish the problem. Until then, just ignore the advisor.
Beric01 Aug 8 @ 7:20pm 
For some reason playing Boskaran Hive mind, the AI advisor wants to scrap the deadciv ruins. Haven't had this happen before.
Mordachai  [author] Aug 8 @ 3:00pm 
### v1.33.13
- Fleet Targeting and Countermeasures are now size 12
- Reduced ColonyDevelopment bonuses from Administration Facilities slightly
- Orion and Koloros Medical Facilities now offer a small planet quality boost
- Swapped reactive strength between heavy armor and ion armor (heavy has less, ion has more)
- All playable races get mastery of their native biome tech enabled
- All races now start with the first level of Geoengineering for their native biome
- Increased planetary facility resistance to troop damage by 10%
- Adjusted Ackdara to be Tropical Ocean to better match Ackdarians
- Added a sensor slot to Medium and Large Scout Hulls
- Increased disease longevity (will be deadlier if you don't keep your medical research up)
- Global Defense Command now also allows for recruiting your native ground troop type
- Ancient Guardian technologies now give a +10% bonus to researching other Ancient Guardian technologies (was 5%)
Mordachai  [author] Aug 8 @ 2:54pm 
The update simply released the public beta, made it official. So yes, this is up to date with their release. :)
rochndil Aug 8 @ 7:55am 
@Phil I can't say it works perfectly in every way with every change, but the game I'm currently playing with the latest XL installed continues to play fine after the update. I expect Mordachai will have details and/or an updated vesion once they've had time to assess all the anniversary changes.
Phil Aug 7 @ 5:09pm 
Does this work with the anniversary patch?
Mordachai  [author] Aug 5 @ 12:10pm 
@rochndil - thanks for the update - yeah, I haven't changed anything about race relations since very early versions of XL. So if this continues to show up - then my guess is a change in the game engine. I've not personally witnessed this - but then again, I rarely care much about reputation (some, but I used to play as a diplomatic character and tried to get my indys voluntarily or with bribes - now I just conquer them all and live with the negative reputation).
Mordachai  [author] Aug 5 @ 12:08pm 
With recent changes I've made, yes it's normal not to be able to afford one immediately. It doesn't take long to save up enough for one, but it becomes very hard if you start buying scouts or queue up a lot of tech right away. The early Space Port costs around 30K. You start the game with around 25K.

Being told you cannot when you believe you have enough is a common issue in DW2 due to how it registers things and reports things async. So you see you have enough, you go to buy it, and suddenly you don't again (behind the scenes, it updated your cash, and now you no longer have enough). Just wait a little longer or avoid spending while you're saving up for it.

I might take pity on everyone and see if I can add an extra bit of cash at startup - not sure if this is easy or not - but might take care of this issue...
joeyguy Aug 5 @ 2:27am 
Is it normal that at the start of a new game you can't afford to build a spaceport, even if you get enough cash, it says you cant afford it?
rochndil Aug 4 @ 5:29pm 
Just checked, XL v. 133.12. Playing Humans (as usual), diplomacy on automatic. The important thing is, I was usuing the same settings I usually do but (AFAIK) the only thing I changed was the new(er) version of XL. Oh, and I turned off race-specific victory conditions, but I can't see how that would affect anything. It may be a glitch, it may be a conflict (though I shouldn't have anything that would conflict), but it was odd enough I thought you might want to know.
Mordachai  [author] Aug 4 @ 12:16pm 
Oh, and your reputation matters too - especially depending on the foreign nation's race & government. Some races and governments care more, or less, about your reputation.
Mordachai  [author] Aug 4 @ 12:15pm 
XL increases the dislike between races (but removes the dislikes associated between governments).

So racial hatred is simply stronger than in Vanilla. If you're comparing to V, then that might explain what you were seeing?

What race were you playing?
Were you letting the automation handle diplomacy, or manual?
And if on manual, were you setting the desired relationships - Conquest, Neutral, Befriend, etc.?

Even on manual, setting those influences whether your spies undercut them / sabotage them, and also whether the automation sends a diplomat or not.

Also game setup - normal, chaos, etc. - affects it (and difficulty)
rochndil Aug 4 @ 11:13am 
I'm really enjoying the mod, and appreciate all the effort that's involved. In my latest game (started last week I think) something rather odd happened. As I was going along I had researched TL1 for every race as they became available (but nothing past that). I noticed that, unusually, everyone HATED me. I thought it was just because I had been off to a really good start, but later on I needed to burn some research points and bumped all the races up to TL2. Suddenly, and dramatically, while everyone didn't LOVE me, I was no longer a pariah, and race relations reset to what I would consider "normal" for that point in the game. I haven't seen this before (that I recall), and wanted to bring it to your attention. If this is a known/expected behavior please ignore.
Mordachai  [author] Jul 30 @ 7:50am 
Super techs are a kind of shortcut - they fall in the tier 7.5 range - to give them a purpose - they're not just a tier beyond the end - that's already covered with the normal techs and repeatables. They're their own thing, at a cost that fits the game flow as something special, unusual, and fun.
Ego™ Jul 30 @ 12:42am 
Not sure if its a bug, but why are the super techs so cheap research wise compared to the late game tech down the same line?
Mordachai  [author] Jul 26 @ 12:44pm 
### v1.33.12
- Fixed: Mortalen and Ikkuro reveal their racial T0 tech at startup even if race stories are disabled
DumaZik Jul 26 @ 11:49am 
oh... you can update it less often... I'm tired of editing files from English to Russian :steamsad:
Mordachai  [author] Jul 25 @ 5:45pm 
### v1.33.11
- Updated to latest art from @Salemonz
- Fixed: Startup events so that DeadCiv ruins event doesn't trigger immediately, but is an undiscovered ruins initially
- Fixed: Ikkuro missing advanced tanks
- Improved: Some of the game's grammar for enable/progress/breakthrough in technology
- Added: T0 and T1 weapons now have [M] versions
- Rejiggered PD power consumption (was 10x higher than intended)
- Reactive Armor is now even more reactive but less absorbant (weak strength, very strong reactive)
- Administrative Facilities and Science Facilities (once again) have a development bonus
- Gravitic weapons now gives a link to Sentinel PD
Mordachai  [author] Jul 19 @ 2:54pm 
### v1.33.10
- Fixed: Most prewarp start events were missing a prewarp only restriction clause in the XML
- Fixed: Various weapons were the wrong size (all [S|M|L] are now set correctly)
- Fixed: Galactic Governance tech and facility so that they apply their bonuses properly
- Adjusted: Deadciv Ruins so that they do not appear if you start as at T1 or better
- Adjusted: Ancient Ackdarian space station so that it doesn't appear if you start as T1 or better
- Ackdarian: Disassembling the ancient star port now offers several small boosts to critical star port technologies
- Ikkuro: Every individual world type has its own Harmony tech
- Ikkuro: Gain research towards corresponding Harmony tech whenever they colonize that world type for first time
- Ikkuro: New event: after colonizing a new world, they gain some research towards further colonization tech
(cont.)
Mordachai  [author] Jul 19 @ 2:54pm 
2/2
- Wekkarus: Replaced Defensive Caverns with Abyssal Caverns of the Ancestors
- All: Master Habitability Techs now only unlock if you colonize associated world-type
- Torpedo tech bifurcate at T4 instead of T5, meaning that an [L] torpedo is available by T4
- Blaster tech now has an [L] from T3 onwards
- Star Ports (small) now have only two models, but gain a booster tech similar to warships
- Hyperdrives now have a bit better range (except Sojourn, which has been nerfed a bit)
- Reduced the cost of high end tech (T6+)
Mordachai  [author] Jul 14 @ 12:19pm 
Endgame super hyperdrives come close - but not quite instant to anywhere. I don't believe the game engine to be smart enough to handle it. It moves by simulating a certain jump distance per tick, and if that's too large it makes a mess of things, the last time I tried.

I'd love a true jump-drive that's nearly instant and galactic in size. But it also would completely wreck the balance of many other technologies (sensors, e.g.)
Zombieknc Jul 10 @ 6:42pm 
is it possible to increases the max jump drive speed, max range and max accuracy through research to the point where ship can jump and reach its destination anywhere in a max galaxy size as close to instant as possible? ideally i am trying to decreases travel time for my cargo ships to jump from mine to colony or colony to colony.
Mordachai  [author] Jul 10 @ 4:07pm 
### v1.33.9
- Teekans: Now get Ion Missile [L] starting at T3
- Advanced and Ultra Ion Missiles now have improved range growth curves
- Added another level of research technology and laboratory (Shakturi research is now consistently unlocked at T6)
- Humans: Can now research Mjölnir missiles in addition to Harbinger Missiles (they don't conflict with Scorpion tech)
- Shakturi Storyline: Increased tech bonuses for leaders of all types (so that they make an actual difference)
- Hid Mortalen Multilock Targeting and Ikkuro Hull Splinter and Organic Hull techs from other races (little nicer UI)
- Improved research tech names
Mordachai  [author] Jul 9 @ 5:52am 
In fact, you can build events that trigger when a given tech is researched. So you can probably accomplish this to some degree, depending on the details of what you're trying to really do?
Mordachai  [author] Jul 9 @ 5:50am 
There are game events that add resources to planets - e.g. the Wekkarus have a mechnism whereby they sometimes find more resources on their ocean worlds. But I can't think of any way to increase raw resources through tech. What you can do, and is already there, is to increase the mining rate so that existing resources come out faster.
Zombieknc Jul 8 @ 9:16pm 
what are the chances your can add increased the max cap for resources on colonies through tech tree?
Mordachai  [author] Jul 4 @ 6:00pm 
All are needed. I'll update that Steam UI.
Tookatee Jul 4 @ 3:17am 
I see that the mod description states all four DLC are required, but the actual "required DLC" section on this mod only has two DLC listed as required. Which is true?
Mordachai  [author] Jul 3 @ 7:21pm 
You've loaded another mod after XL that is incompatible.
MW2 Rust Jul 3 @ 5:42pm 
I can't seem to make a working colony ship, I research the module, and world ships tech but the medium colony ship only has up to size 50 slots, but the starting module is 75 size. Is this intended or did I miss something?
Mordachai  [author] Jul 3 @ 3:01pm 
### v1.33.8
- Updated to and requires DW2 1.3.1.0 Beta
- Fixed: Renamed a number of files to ensure we get new base game features automatically
- Fixed: Shakturi Biological Warfare events should now only ever fire once per game
- Large Missiles now start at T2
- Geniocracy: Gave +100% chance for scientists to appear
- Harmonious Utopia: Mellowed some penalties and gave +10% scenery bonus
- Ikkuro: Gain Wet Geoengineering breakthrough
- Ikkuro: No longer can research standard beams (helps Ai not waste time on inferior tech lines)
- Fixed: Missing link from Ikkuro Fusion Beams to Massive Planetary Beams
- Added Growth Bonus to Medical Technology
- Added General Plague Curing to all specific Plague Cure technologies
- Boosted direct fire PD so that they have more of a niche vs. missile PD
Mordachai  [author] Jul 3 @ 1:50pm 
Such a thing could be modded, but I am not a fan. I do welcome mod-mods if you're so inclined.
Zombieknc Jul 1 @ 7:32pm 
can the max research level for ship construction speed be increased? ideally i was hoping to get all ship types fully built in one day including sector flagship ships mode ones
guyhanc Jun 22 @ 12:26pm 
Perfect, I found the government types and the "Deadciv Ruins" on all types the easiest way to tell when starting a new game, thanks!
Mordachai  [author] Jun 22 @ 11:41am 
Oh, if when you're starting a game you see the governments that are unique to XL, or you see that you'll start with a "Deadciv Ruins" prebuilt by every government type - then that is also a good clue :)
Mordachai  [author] Jun 22 @ 11:40am 
Easiest way to tell is to start a game with the tech tree visible. It's very substantially different than vanilla.

If it's right, you know it's working, and can then exit to main menu, turn off the visible tech tree, and start a game (or however you like to play).

XL is NOT compatible with many other mods - so ensure it's either not combined, or is last in the list (or you read above for what is compatible and stick with those).
guyhanc Jun 22 @ 9:14am 
How can I tell if this is working? I have it enabled on my mod screen but nothing really changes even when starting a new game, have done the install, close, load up again etc.
Mordachai  [author] Jun 9 @ 4:33pm 
### v1.33.7
- Fixed: Utooa now spawns in its own system
- Fixed: Rolled back some XML tag changes that turned out to be needed by the game engine (imagine having asteroids as a default location for all events that has to be masked off by nearly every single event action)
- Reduced Haakonish station size slightly
Limited strategy time Jun 8 @ 9:22pm 
Is a patch for the small ships mod possible? Or is that something that can be an option in XL? The small ships mod guy doesn't want to do a patch for XL.

Also, I am aware they have those techs as their racial techs. When I play I use blind and random paths research. I see the "requirement lines" going to techs that the races I sometimes play as, can't research (like the examples I gave you). I do have other mods, but they all say they are compatible with XL and I loaded XL last...so that's why I mentioned it in this chat. As for screen shots, basically it just shows the non racial techs in the trees, but they are darkened and have a red X over the race's face. The only work around, has been getting tech tech from salvage. But I can't directly research some techs that seem to require both the racial, and the normal equivalent techs.
Mordachai  [author] Jun 7 @ 5:01pm 
### v1.33.6
- Added Grand Overview markdown document to project
- Moved fuel tankers back to supply chains technology
- Improved Galactic Trade Bazaar (removed -10% happiness malus)
- Fixed Human BB missing 2nd hangar bay slot
- Fixed Quameno ancient homeworlds were not aligned with XL norms
- Nerfed colony corruption reduction sources
- Administration facilities: removed colony defense bonus and added some counter espionage, facility construction speed and maintenance bonuses
Mordachai  [author] Jun 7 @ 5:01pm 
- Reduced all planetary facility resistance to ground combat and bombardment
- Haakonish: racial bonus for trading and happiness, set shadow republic as also a preferred government type
- Haakonish: added racial story event
- Extended duration of deadciv ruins
- All habitable worlds now have a 10% chance at a scenery bonus, and ensured at least 10 scenery descriptors for every biome type
- Tweaked more of the governmental unique facilities
- Planetary Facilities now scale in size (time to build), such that higher levels or empire unique facilities take longer to construct