Distant Worlds 2

Distant Worlds 2

XL
1,272 Comments
Mordachai  [author] 27 Oct @ 2:04pm 
# v1.34.2
- Government bonuses overhauled
- Palace bonuses overhauled
- Ackdarians to get a Tropical Ocean nearby (were getting Tropical Continental)
- Boskara have 25% base maintenance reduction (has a much bigger early game impact)
- Dhayut get improved infantry icon
- Haakonish Mega Fuel Cells are 2x the capacity of the standard lineage
- Shakturi tech is enabled off of Biomedical Mastery (one tech further out)
- Fixed XL Orb Artifacts (they are spawning correctly, once again)
- Torpedo, Epsilon [L]
- Super inertialess engines to have better countermeasures than infinite flux drives
LivedOnce 18 Oct @ 1:21am 
@Baelyn Yeah, they're removed.
Big Mac 17 Oct @ 1:36pm 
Well done, Sir, an outstanding Mod.
More XL and XL sub mods, please!

Mac
Baelyn 16 Oct @ 8:42pm 
Does the mod remove the planetary defense and special forces units entirely? I cant seem to find research paths for either unit. Same with Monitoring Stations/Resorts/Defense Platforms
Massive 16 Oct @ 1:48pm 
Thanks a lot! I just finished adding the other content that didn't affect gameplay, and now the total is 35 mods; 5 for gameplay/mechanics and 30 for other content. Didn't realize how huge it was about to become.
Mordachai  [author] 15 Oct @ 8:34pm 
Awesome - glad you made that work! Very cool!
Massive 15 Oct @ 2:30pm 
It almost seems that I took your last comment as a challenge, because I used quite a few hours experimenting and playtesting to add as much content to XL as possible.
Thanks for all the info posted in the comments, as it enabled me to troubleshoot gamebreaking bugs.
It seems to work now!

The ones I got working together, in loading order, are: Colonization XL, XL (main mod), Sector Flagships, XL No fighters, Resources Plus XL

I added these, plus other mods for visuals, sounds and music in a modpack called XL - An Unexpected Modpack

This gives XL mod with (obviously for some): Harder colonization with fewer habitable planets, new huge capital ships, no fighters and lots of new luxury resources.

Thank you for your work, as it makes an already very special game even better!
Mordachai  [author] 4 Oct @ 9:15pm 
@joeyguy - this mod is a near complete overhaul. it's not compatible with anything that touches the xml files. You can load mods that mess with audio and visuals - but if you load anything that mucks with the xml - you'll likely find only pain.
joeyguy 4 Oct @ 7:39pm 
Ok, I unsubscribed from all mods, re-verified, files and then re-subscribed to XL and now it works. I will install my other mods see if it stays good.
joeyguy 4 Oct @ 7:24pm 
Should I unsubscribe to all my mods?
joeyguy 4 Oct @ 7:15pm 
@Mordachai I have all the DLC
Mordachai  [author] 4 Oct @ 6:27pm 
See Discord forum or use the link to the readme for v1.34.1 (released as of now)
Tekeli 1 Oct @ 7:21am 
Thanks for the reply.
I tried several settings and disabling the Texture Streaming fixed that.
Minor issue, just a bit strange because vanilla game didn't had this problem.
Mordachai  [author] 1 Oct @ 6:28am 
That's bizarre, Tekeli! Never seen such a thing, albeit I've heard of issues with HDR and refresh rates. You can try messing around with those things - and you can try using the Vulcan vs. DX11 choices. Unfortunately I have no access or influence over the actual code - so I'm not sure what to tell you beyond playing with the display options within the game itself?
Tekeli 1 Oct @ 2:05am 
Hi, with only this mod activated, with all DCL, I encountered a problem that some interface game icons keep reloading.
For example planet icons in colonies interface and tech tree research icons.
The icons flicker around every 5 seconds. Disappearing, loading a very low resolution icon, then normal one, then disappear again.
Mordachai  [author] 27 Sep @ 7:30pm 
@joeyguy - it requires all DLC - is that the issue?
joeyguy 26 Sep @ 5:31am 
mod causes ctd on starting a game, only this mod activated
Zombieknc 15 Sep @ 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] 15 Sep @ 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 14 Sep @ 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] 14 Sep @ 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 14 Sep @ 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] 13 Sep @ 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 13 Sep @ 11:39am 
is anyone having issues with infinite star bases tech not increasing the max star fort size?
Astragoth 10 Sep @ 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] 29 Aug @ 8:48am 
1.34.0 release - see Change Notes tab for summary
Mordachai  [author] 9 Aug @ 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 8 Aug @ 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] 8 Aug @ 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] 8 Aug @ 2:54pm 
The update simply released the public beta, made it official. So yes, this is up to date with their release. :)
rochndil 8 Aug @ 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 7 Aug @ 5:09pm 
Does this work with the anniversary patch?
Mordachai  [author] 5 Aug @ 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] 5 Aug @ 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 5 Aug @ 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 4 Aug @ 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] 4 Aug @ 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] 4 Aug @ 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 4 Aug @ 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] 30 Jul @ 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™ 30 Jul @ 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] 26 Jul @ 12:44pm 
### v1.33.12
- Fixed: Mortalen and Ikkuro reveal their racial T0 tech at startup even if race stories are disabled
DumaZik 26 Jul @ 11:49am 
oh... you can update it less often... I'm tired of editing files from English to Russian :steamsad:
Mordachai  [author] 25 Jul @ 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] 19 Jul @ 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] 19 Jul @ 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] 14 Jul @ 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 10 Jul @ 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] 10 Jul @ 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] 9 Jul @ 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?