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Not so much a planned by-design, but a consequence of various choices, which are not a problem.
Is this by design?
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%
- 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%)
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...
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)
- Fixed: Mortalen and Ikkuro reveal their racial T0 tech at startup even if race stories are disabled
- 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
- 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.)
- 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+)
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.)
- 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
- 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
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).
- 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
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.
- 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
- 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