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- 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
More XL and XL sub mods, please!
Mac
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!
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.
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.
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