Distant Worlds 2

Distant Worlds 2

Conquest: Terran Frontier Wars - Return to Terra (Update Sept 2025)
52 Comments
Teranos 8 Sep @ 6:58am 
@Chris Gbau Got it! I will definetly try, thanks!
Chris Gbau  [author] 8 Sep @ 12:20am 
@ButterLettuce you are literally not supposed to get other races tech by other means, the idea is that they preserve their unique strengths and variety to make encounters a wee bit less generic and avoid building doom ships...Terran heavys (especially Super Heavy Frigates and Super Heavy Cruisers) are already somewhat OP albeit slow..you can of course enable tech trading when you start the game. Great to hear you have a good time with the mod, this is what games are supposed to be...a good time :steamthumbsup:
ButterLettuce 7 Sep @ 10:12pm 
With tech trading disabled is the only way to get other races unique techs via boarding pods?

Been having a good time with this mod, hundreds of hours in this and DWU combined and I dont think I have every played anything besides human.
Chris Gbau  [author] 5 Sep @ 3:44pm 
@Teranos yes, all vanilla values. Changing sizes of ships and projectile effects should not have any other effect on the mod than it has on the vanilla game. So, fire away and let me know how it goes. :steamthumbsup:
Teranos 5 Sep @ 10:24am 
Your mod looks very promising to try. There is one thing - I can't stand vanilla enormous ship scales compared to the planets and always change them by myself. Do I understand correctly that in your mod the scales of ships and projectile effects have retained their vanilla values? So I will have to try to edit them myself(ShipHulls and ComponentDefinitions)? Will this affect the stability?
SgtScum 5 Sep @ 9:26am 
Good to hear! Take your time and recharge I know how exhausting xml modding can be as a vet of the old homeworld games modding scene. Luckily we had some very talented people helping out and they wrote a ton of tools to make it accessible to anyone with an idea. We are not anywhere near that point yet in this game so notepad+ it is. ;^p
Chris Gbau  [author] 5 Sep @ 6:28am 
@SgtScum Totally feasible! Since a while back I was thinking on making a generic version to be playable with all races with all the generic and race specific tech expansions present in the mod and some additional ones.
However I'm way too exhausted right now from building this mod to embark on a new project just yet and on top some real life constraints that limit my time I be able to spend on it...but its still on the table - just not right now - :steamthumbsup:
SgtScum 4 Sep @ 11:14pm 
Digging the expanded tech tree with more end choices for stuff like shields and hyperdrives if you want to go for max end game speed or fuel efficiency etc. Could you export that research tree minus the mod specific stuff like the recon cruisers etc as a stand alone mod for vanilla dw2? That would be really popular I would imagine especially if you could expand the extra stuff like heavy frigates and xl stations for all ai though I imagine thats a lot more work. Just the stuff that the ai could easily use like the expanded warp drives etc would be very nice on its own.
Chris Gbau  [author] 2 Sep @ 6:48am 
@Massive - thank you for your kind words! Took about 300-400h all in all- including the learning curve of the engine and countless CTDs - lol. Now that I know what I know its still time consuming but fun to try new things. Lets hope the Devs bring some more fixes and new mechanics to play around with for the next Expansion and Race DLCs.
Massive 2 Sep @ 5:53am 
This is awesome! Exacty what I didn't know that I needed! Great work! Some of the changes from last update failed to show in vanilla while I was looking for the perfect campaign, but I noticed them when I first tested your mod. Somehow a sound glitch that made me restart the game about once an hour is also actually non-existent now.
Now THIS was the perfect campaign with tons of new stuff! Thank you very much for your work!
I cannot imagine how many hours you must have used...
Chris Gbau  [author] 2 Sep @ 12:40am 
@all new Terran ships & stations activate by event when you research their previous required techs. Example Heavy Frigates activate when you have researched >Improved Frigates< and so forth...
navycruiser 1 Sep @ 9:36pm 
I only have tarran war mod n I seem to be missing a bunch of techs Namely the orbital stations
Chris Gbau  [author] 1 Sep @ 4:54am 
@navycruiser on Steam you only hit subscribe button and it should dl the modfolder for you and put it in the right place. From there its the same process as in the manual. Activate the mod, game reloads, exit, launch game again. The manual describes the manual installation when downloading the mod from Matrix forums, this for peole like me who use mainly the GOG version or for that purspose the Matrix version
navycruiser 30 Aug @ 8:30pm 
The manual says I need to download a folder where is des folder
Chris Gbau  [author] 30 Aug @ 11:49am 
@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 30 Aug @ 5:09am 
Trying to read the manual: The Owner has deleted the file. And in the pinned topic there also isnt a link :/
Chris Gbau  [author] 24 Aug @ 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 23 Aug @ 7:47am 
It doesn't show in my modifications
Chris Gbau  [author] 20 Aug @ 4:51pm 
@Uberknight72 fixed? accidentally moved it prematurely as update is in works :steamthumbsup:
Uberknight72 20 Aug @ 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] 16 Aug @ 5:20am 
@USAM-Falcon thnx man, glad you have a good time with it
Chris Gbau  [author] 16 Aug @ 2:09am 
@Siddha thank you for kind words !
USAM-Falcon 15 Aug @ 5:56pm 
Thank you for the response Chris Gbau. I will keep that in mind. Still, amazing mod.
Siddha 15 Aug @ 4:03pm 
Wow this looks great... well done sir :steamthumbsup:
Chris Gbau  [author] 15 Aug @ 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 15 Aug @ 2:48pm 
is this up to date with the anniversary update?
Chris Gbau  [author] 13 Aug @ 2:09pm 
@Navy~ thnx man
Navy~ 12 Aug @ 12:14pm 
great mod mate!
Chris Gbau  [author] 10 Aug @ 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] 10 Aug @ 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 9 Aug @ 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] 9 Aug @ 2:59pm 
This is basically a standalone scenario! Its not compatible with any other mod and its not meant to be.
Bondigota 9 Aug @ 1:08pm 
Is this compatible with the XL mod?
Chris Gbau  [author] 8 Aug @ 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 8 Aug @ 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] 7 Aug @ 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] 7 Aug @ 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 7 Aug @ 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] 6 Aug @ 4:20am 
but--how could I know ? You either lack any of the DLC or you on beta branch?!
gameknight3000 5 Aug @ 3:49pm 
I crash when I start a new game do happen to know why
cyclopsslayer 5 Aug @ 2:25pm 
Okay, it was just that the same tech being allowed and disallowed. LOL
Chris Gbau  [author] 5 Aug @ 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 5 Aug @ 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 5 Aug @ 4:59am 
Thank you for the clarification.
Will start a game shortly
Chris Gbau  [author] 5 Aug @ 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 4 Aug @ 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 3 Aug @ 5:14pm 
Okay thank you. I did read the manual I was just confused with that specific part.
Chris Gbau  [author] 3 Aug @ 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 3 Aug @ 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 2 Aug @ 5:26pm 
I've been waiting for a mod like this for a while now, I'll give it a go!