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- 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
So Mortalen have access to 4 of those 5 - all but Adv. Sensors, which is fine, because they have Adv. Multilock Sensors as a substitute.
@Dampfnudel - One of the more recent changes to XL does reduce the tech advancement boost of weapons and shields. Geeves also makes some excellent points - but the main reason for this design in XL is to make tech a nice boost - but not insurmountable for an empire with deeper pockets but less tech. Too many games turned into runaway wins - so tech has more to do with capabilities than with simply being vastly superior (albeit you still end up vastly superior in warfare once you get more of the fun toys to boost your ships - like quantum capacitors and all large weapons and so on).
The point though the gain per tech level in XL follows pretty close to the same linear scale as vanilla as far as I can see. Percentage-wise there is very little difference between the two. Main difference is the dps of weapons in XL is roughly half vs vanilla.
But you also have to consider that weapons and components in XL tend to be smaller in size, with weapon and defense slots being more generous, and ship hulls being larger, so you can fit more and larger of both on your ships.
In the end it probably balances out to be roughly equal to vanilla?
This happened also caused problems when I tried to play as the Mortalens. I couldn't get the LR sensors to unlock the larger versions of ships. I ended up having to capture ships and disassemble them to eventually get the tech I needed. Is this the intent of the mod?
- Due to popular demand, all local colony development bonuses from facilities has been removed
- Added some new component graphics (WaveBomb, HydroCore Capacitors, Quantum Amplifiers)
- Standardized on "Psionic" instead of "Psychic"
- Fixed missing Human Advanced Armor troops
- Improved standard militia graphic (thanks @salemonz)
- Standardized naming of a few components (e.g. Shield Generator, Ion & Shield Generator, Psionic)
- Made several Shakturi DLC technologies have much better (more relevant) bonuses
Yeah - I wish there was better - or at least opt-in better controls over the spread & use of racially locked tech & items. But no indication that Elliot's willing to entertain the thought so far.
But then, the big daddy boomers are the forge rail guns. They slow that ROF down substantially more, and hence get an even bigger kick per shot. They're just not the starting level of rail gun.
Seriously! It's loses no dmg over distance, has a bonus to hit (which helps but really the way DW2 engine works it's impossible to remove the range malus much).
the only difference is I LIKE that it has a malus to armor - it's a physical piece of matter against a barrier made of matter. Just like in real life, armor is literally best at stopping physical objects from penetrating (albeit in reality, it's damn good at stopping lasers as well).
I've tweaked rail guns in the next release - less armor malus, a bit more dmg, but seriously, they're one of my favourite weapon systems - they don't really need anything, I just roflstomped Quameno hard with them (who were ahead 2x research and larger empire etc., etc., T2 tech era)
the problem is that they're badly stopped by armor/shield/hull's reactive type values (they're named differently, but they all work the same "you must be this high to pass any dmg through).
those thresholds are tightly balanced currently - making a weapon that would easily fall below it would make a weapon folks would complain was useless (and they're right), or OP (if it overcomes DR/Reactive/whatever and has super ROF, it's flat out OP).
And if I rebalanced all shields just to allow this pew-pew machine gun type weapon - then I have to rebalence shields across the board to have lower threshold and maybe increased health to compensate / balance out other weapons.
No, there's already an anti-shield weapon: ion.
I'll try to play around with the overmatch.
There's lots of cool ideas, they just tend to be stymied by the bad engine design, imo.
On a different note, I would like to see more difference in power between weapon and defense techs tiers. Increasing damage by 1-2 points or a 10% increase per entire tier in power is underwhelming from a gameplay perspective.