Distant Worlds 2

Distant Worlds 2

Conquest: Terran Frontier Wars - Return to Terra (Human DLC Campaign)
38 Comments
Chris Gbau  [author] 6 hours ago 
@Ceph is fixed now, no idea how this happend again. The pinned Topic has no link to the manual anyway but only explains how to proceed when you find Sol
Ceph 12 hours ago 
Trying to read the manual: The Owner has deleted the file. And in the pinned topic there also isnt a link :/
Chris Gbau  [author] Aug 24 @ 3:00am 
@navycruiser since apparently it works for everybody else, there is little I can say on the matter as I not know whats going on at your side...
navycruiser Aug 23 @ 7:47am 
It doesn't show in my modifications
Chris Gbau  [author] Aug 20 @ 4:51pm 
@Uberknight72 fixed? accidentally moved it prematurely as update is in works :steamthumbsup:
Uberknight72 Aug 20 @ 12:20pm 
The manual is saying its in your trash to I cant either see a preview of it or download it :(
Chris Gbau  [author] Aug 16 @ 5:20am 
@USAM-Falcon thnx man, glad you have a good time with it
Chris Gbau  [author] Aug 16 @ 2:09am 
@Siddha thank you for kind words !
USAM-Falcon Aug 15 @ 5:56pm 
Thank you for the response Chris Gbau. I will keep that in mind. Still, amazing mod.
Siddha Aug 15 @ 4:03pm 
Wow this looks great... well done sir :steamthumbsup:
Chris Gbau  [author] Aug 15 @ 3:12pm 
@Bruce Wayne - its playable yes, Anniversary Update had very minor changes to the XML files, however - I have couple additions play-testing right now, if all ok will upload new version tomorrow night
Bruce Wayne Aug 15 @ 2:48pm 
is this up to date with the anniversary update?
Chris Gbau  [author] Aug 13 @ 2:09pm 
@Navy~ thnx man
Navy~ Aug 12 @ 12:14pm 
great mod mate!
Chris Gbau  [author] Aug 10 @ 5:10am 
@USAM-Falcon Sol is always inside a gravitation storm, this is how the game is designed.
Initially you need Ion shield on your explorer and on all ships you want to send there.
Chris Gbau  [author] Aug 10 @ 4:00am 
Thank you Falcon. Unfortunately there is this engine limitation that the Sol System with his own gravitation storm could randomly be spawned inside a bigger anomaly which defeats a core mechanic and goal of the mod. Therefore it is advised to use the lowest preset for Anomalies so the chance this happen is very low but still can screw a game.
Maybe sometime in the future the devs add a error-handling to avoid this but I wouldn't hold my breath over it.
USAM-Falcon Aug 9 @ 4:48pm 
I like the idea of the Mod, cannot wait to try it again. First time, sadly, Sol was next to a storm, destroying all ships so I had to restart. It is cool that you had a real Sol, as I was always annoyed there never was one. I also had to make my own custom one
Chris Gbau  [author] Aug 9 @ 2:59pm 
This is basically a standalone scenario! Its not compatible with any other mod and its not meant to be.
Bondigota Aug 9 @ 1:08pm 
Is this compatible with the XL mod?
Chris Gbau  [author] Aug 8 @ 8:48am 
But this is....fantastic :steamhappy: See the player not steamrolling its neighbors is a great improvement over vanilla in my book. The steel issue...well..I think should not start in a harsh home system and get as much steel mining going as possible asap as costs. Its interesting though as I yet have to encounter AI races that come with bigger ships at me than I have. However..super heavy frigates and heavy(super heavy destroyers can take on bigger ships in melee. RNG is always a thing in strategy games. I wish Galaxy creation could be influenced somehow...
cyclopsslayer Aug 8 @ 6:58am 
Here is my issue(s) with Vanilla, you are at the mercy of the RNG. I had plenty of worlds to colonize. But, a drastic shortage of research points except for Sensor and Industrial where I had plenty. I spent game years unable to build a mine as I lacked steel.


Leader churn was lethal...
First leader swap - lost general and scientist (still early not critical)
2808 - 6th Leader, lost 4th and only Scientist. Scientist would be replaced soon, but skill-less leader and scientist, no Generals, one skilled Admiral.
Essentially no characters at all

With no advanced Science I am tech gated from almost all t3 techs

Flagships, lol, a million years from even consideration with being locked from the ship techs.

Mort neighbor declared war. They had Cruisers, I had basic Destroyers.

Nothing against your Mod, I see it as having great potential and some truly clever ideas. It is just the game behind it that I had issues with. :) Spoiled by too much XL I guess, lol
Chris Gbau  [author] Aug 7 @ 10:30am 
Will update to Anniversary Update on weekend. Mod still should work fine in the meantime as from the beta I have not seen any dramatic changes that would make a noticeable difference.
Most changes are in the .exe itself
Chris Gbau  [author] Aug 7 @ 7:32am 
but with other gov you not get the additional elements like control mining ships/corporate navy/ sense of unity event/flagship etc. It literally is designed to use Terran Republic :steamhappy: dropped you a friends request, need tell me about Perry Rhodan in the US lmao, I have a complete series till 2600 or so, in German language of course.
cyclopsslayer Aug 7 @ 6:38am 
Works fine for me.
Not your issue, I forgot how much I hate Republics. Rapid Leader changes, taking other Chars with them. No experienced chars sucks. LOL
Restarting as a better Govt. :)
Chris Gbau  [author] Aug 6 @ 4:20am 
but--how could I know ? You either lack any of the DLC or you on beta branch?!
gameknight3000 Aug 5 @ 3:49pm 
I crash when I start a new game do happen to know why
cyclopsslayer Aug 5 @ 2:25pm 
Okay, it was just that the same tech being allowed and disallowed. LOL
Chris Gbau  [author] Aug 5 @ 10:40am 
The component ID for the Medium Starfighter Bay is the same in both branches. You just unlock a different fighter with it. This is vanilla stuff. I have not touched on this further. Only renamed the component to Starfighter Bay M. Still few inconsistency's in the tech tree. This comes from the Devs adding the human fighter branch later.
cyclopsslayer Aug 5 @ 9:08am 
Pre-game, potential point of confusion
Terran Tech - Starfighter Bay M
Disallowed Tech - Starfighter Bay M

Consider renaming the Terran M bay?
cyclopsslayer Aug 5 @ 4:59am 
Thank you for the clarification.
Will start a game shortly
Chris Gbau  [author] Aug 5 @ 12:32am 
Everything is functional, nothing has been disabled but due to the massive changes to human construction chart and other areas, of which some confuse the AI, it would make human AI race fail for sure, you could exclude it though.
However you get the buffs from AI races too if you play Ikkuro or any other race and thus become easily total OP. Personally I don't find that too interesting.

I was thinking of a generic version maybe later on where one can play any race without getting their current buffs but need take a good break and only play some games every once in a while, this was an incredibly intense project.
cyclopsslayer Aug 4 @ 9:08pm 
I know this is intended to be Human only, but are the other races viable?
With limits to Independents, are the Storylines disabled. So, Ikkuro don't deal with the Web of Destiny. or Teekan don't deal with Bartuc/Horazon?
Will give it a start likely tomorrow! Looks good.
BettyBlue Aug 3 @ 5:14pm 
Okay thank you. I did read the manual I was just confused with that specific part.
Chris Gbau  [author] Aug 3 @ 4:53pm 
Read the manual!!! Include one of each Race but Do NOT include the Shakturi! They are flagged playable so they would become accessible thru the game editor.
BettyBlue Aug 3 @ 4:14pm 
Question, when starting the game and adding races, do we need to include the shakturi and other races that have not been released in a DLC? Just noticed that they are able to be added.
Pylon Aug 2 @ 5:26pm 
I've been waiting for a mod like this for a while now, I'll give it a go!
CordialVillain Aug 1 @ 5:05pm 
Looks nice! Especially happy to see this mod as I pretty much only play human.
Craksus Jul 29 @ 4:47pm 
I liked Terran, now i get terran story mod yeah!