Distant Worlds 2

Distant Worlds 2

XL
1,228 Comments
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?
Mordachai  [author] 9 Jul @ 5:50am 
There are game events that add resources to planets - e.g. the Wekkarus have a mechnism whereby they sometimes find more resources on their ocean worlds. But I can't think of any way to increase raw resources through tech. What you can do, and is already there, is to increase the mining rate so that existing resources come out faster.
Zombieknc 8 Jul @ 9:16pm 
what are the chances your can add increased the max cap for resources on colonies through tech tree?
Mordachai  [author] 4 Jul @ 6:00pm 
All are needed. I'll update that Steam UI.
Tookatee 4 Jul @ 3:17am 
I see that the mod description states all four DLC are required, but the actual "required DLC" section on this mod only has two DLC listed as required. Which is true?
Mordachai  [author] 3 Jul @ 7:21pm 
You've loaded another mod after XL that is incompatible.
MW2 Rust 3 Jul @ 5:42pm 
I can't seem to make a working colony ship, I research the module, and world ships tech but the medium colony ship only has up to size 50 slots, but the starting module is 75 size. Is this intended or did I miss something?
Mordachai  [author] 3 Jul @ 3:01pm 
### v1.33.8
- 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
Mordachai  [author] 3 Jul @ 1:50pm 
Such a thing could be modded, but I am not a fan. I do welcome mod-mods if you're so inclined.
Zombieknc 1 Jul @ 7:32pm 
can the max research level for ship construction speed be increased? ideally i was hoping to get all ship types fully built in one day including sector flagship ships mode ones
guyhanc 22 Jun @ 12:26pm 
Perfect, I found the government types and the "Deadciv Ruins" on all types the easiest way to tell when starting a new game, thanks!
Mordachai  [author] 22 Jun @ 11:41am 
Oh, if when you're starting a game you see the governments that are unique to XL, or you see that you'll start with a "Deadciv Ruins" prebuilt by every government type - then that is also a good clue :)
Mordachai  [author] 22 Jun @ 11:40am 
Easiest way to tell is to start a game with the tech tree visible. It's very substantially different than vanilla.

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).
guyhanc 22 Jun @ 9:14am 
How can I tell if this is working? I have it enabled on my mod screen but nothing really changes even when starting a new game, have done the install, close, load up again etc.
Mordachai  [author] 9 Jun @ 4:33pm 
### v1.33.7
- 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
Limited strategy time 8 Jun @ 9:22pm 
Is a patch for the small ships mod possible? Or is that something that can be an option in XL? The small ships mod guy doesn't want to do a patch for XL.

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.
Mordachai  [author] 7 Jun @ 5:01pm 
### v1.33.6
- 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
Mordachai  [author] 7 Jun @ 5:01pm 
- Reduced all planetary facility resistance to ground combat and bombardment
- 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
Mordachai  [author] 6 Jun @ 6:12pm 
@Limited - also not seeing your issue with Haakonish. Adv. Sensors require 3 of: Enh. Sensors, Adv. Targeting, Advanced CM, Advanced EM Warping. Haak don't have access to Adv. CM because they do have Adv. EM Warping, which is their racial special in the same logical place, and works to unlock the Adv. sensors which in turn unlocks Ships II.
Mordachai  [author] 6 Jun @ 6:09pm 
@Limited - just fired up a new game as Mortalen with revealed tech tree - and I can confirm that Mortalen have full access. Ships II all require Advanced LRS, which in turn requires any 4 of: Adv. Multilock, Enh. LRS, Adv Fleet Targeting, Adv Fleet CM, and Adv Sensors.

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.
Mordachai  [author] 6 Jun @ 6:04pm 
@Limited - feel free to do a tech tree screen capture & share in Steam and link it here. If something has changed I would love to know and fix it.
Mordachai  [author] 6 Jun @ 6:03pm 
@Limited Strategy Time - Are you using other mods? XL enables upper hulls from racial sensor lineages (and in general, all racial techs enable anything that a normal tech should - there are no dead ends in XL).

@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).
Geeves 6 Jun @ 5:35am 
Did a more thorough test in game, and the Offensive rating for a battleship at tech 7 in vanilla was the same as XL, but the shields were able to be stacked to absurd levels in vanilla. I think XL does a better job of this personally.

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.
Geeves 5 Jun @ 2:42pm 
So you look strictly at the raw stats of a vanilla weapon vs the same in XL and say it does half as much damage. But now consider that you can also carry roughly twice as many, or upgrade to all Large vs Med in vanilla.
Geeves 5 Jun @ 2:40pm 
The scaling of weapons relative to defenses is pretty much the same as vanilla, just smaller numbers. Max tech is 5x tech 0 in vanilla, same for defense. Its 2.5x in XL.

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?
Dampfnudel 30 May @ 8:03am 
Is it WAD weaposn barely get any improvement per tech tier? Between the first and the last tier seems to be a difference of maybe 20% in perforance making research trivial.
Limited strategy time 28 May @ 6:04pm 
Some racial techs lock me out from researching other techs i'm supposed to be able to research, because I can't research the "stock" tech. For example, advanced sensors can't be researched (as Haakonish) because enhanced countermeasures are locked out. They get EM warping instead. Shouldn't the replacement tech, satisfy the requirement for advanced sensors?

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?
Mordachai  [author] 25 May @ 1:51pm 
### v1.33.5
- Due to popular demand, all local colony development bonuses from facilities has been removed
Mordachai  [author] 24 May @ 11:47am 
### v1.33.4
- 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
Mordachai  [author] 22 May @ 8:18pm 
Sadly, there aren't any bonuses based on weapon classifications.

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.
shawn 22 May @ 12:21pm 
Is it possible to give a racial bonus/penalty for weapons/armor/tech of a specific category? For instance, Humans would always be slightly better at rail guns no matter what to reflect a long strategic history and experience. This could be used as another balancing vector and would make stolen tech a little less useful potentially, mitigating the loss of a proprietary tech line since espionage is a bit OP. I could see a racial trait that allowed the full use of stolen proprietary tech coming out of this as well for some future species or maybe it could fit it with the Teekans.
Mordachai  [author] 21 May @ 6:13pm 
v1.33.3 - see readme linked above for details
Mordachai  [author] 18 May @ 1:49pm 
Hmmm... what I could do is to make the heavy [L] rail gun span that gap - between their current values and those of the forge rail runs - so they're a bit of a "big birtha" earlier, tho not as striking as the true forge rail guns. Yeah, that has some legs.
Mordachai  [author] 18 May @ 1:22pm 
They also gain range as their base speed increases, and start worse then beams, but easily outclass them by rail guns.
Mordachai  [author] 18 May @ 1:21pm 
Rail guns are already slower ROF than even beams, and a better base dmg, so they do quite a solid "boom" on their own.

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.
NaitNait 18 May @ 8:24am 
Yeah I am aware, but I look at the damage numbers and it just doesn't fit the role of alpha damage. I want it to stand more on it's own compared to other weapons. I don't really see a point for shield bypass unless you want as a nerf against shield damage or going with high bypass. The range is pretty much the same as blasters, damage comparable to beams but worse in accuracy and range. Put in the armour malus, and it's just worse. I was thinking maybe put the range in the intermediate between other direct fire and missile weapons (2k ish?), and have a reload of roughly 20-25 secs.
Mordachai  [author] 17 May @ 7:37am 
Bypass only really is a good thing when it becomes a majority of the weapon's total dmg output - like in the case of gravitic disruptors and very high end phased weapons.
Mordachai  [author] 17 May @ 7:36am 
I suppose I could give them a bypass to shields.... albeit the problem with bypass in dw2 in general is the same problem with small power shots - they tend to be completely ignored by reactive rating. So you reduce the effectiveness aginst the shield (by subtracting a portion of the hit to bypass), and that remainder is often not much more if any more than the armor reactive making that cut essentially a straight up reduction of the weapon period - in absolute terms - bypass in dw2 is almost always a straight up massive nerf of a weapon system.
Mordachai  [author] 17 May @ 7:33am 
You've just recreated almost the exact definition of "rail gun" in XL. ;)
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)
NaitNait 16 May @ 2:53pm 
Then maybe we can go a different direction? A mid-long range hard hitting weapon with slow ROF that doesn't lose damage with range. Decent accuracy at range, hits harder but less accurate than beam weapons, less damage than torpedoes. S wpns do same damage as M wpns, but half ROF. Armour bypass to reduce damage vs armour if necessary, positive bypass for a penetrating shot type flavour. Puts the weapon more in-line with its large counterpart, makes railguns a true alpha strike weapon compared to a more general purpose role for energy type wpns.
Mordachai  [author] 15 May @ 6:46pm 
XL intentionally got rid of all high rof low dmg/shot weapons, and I'm not willing to go there again.

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.
NaitNait 15 May @ 7:47am 
I think low damage, high rof would be a safe bet, you have a lot of hp and reactive rating on armour already That gives you space for +- armour bypass. But the range part was mostly to explain why damage dropoff isn't really significant.
TTBeNnI 14 May @ 8:45pm 
@Mordechai, thanks a whole lot for looking into it and investing your time.
I'll try to play around with the overmatch.
Mordachai  [author] 14 May @ 7:45pm 
Welp, that's just another place this game engine falls flat on its face. It has no ability to improve the targeting accuracy at range. Ugly hacks are possible, but it starts to heavily degrade performance (very long range to allow better accuracy at medium range means tons of computation to see if there's anything in the much larger bubble for all weapons in a combat situation - the game would tank).

There's lots of cool ideas, they just tend to be stymied by the bad engine design, imo.
NaitNait 14 May @ 1:09pm 
If you want to make it a anti-shield weapon, then you are looking at many low damage shots as shields have significantly less reactive rating than armour and do not have DR. Have it be the highest raw DPS, fast firing, but with negative armour bypass and low damage per shot, but overall not too energy heavy. This has the byproduct of making the weapon pretty good against hull, but the innate reactive rating should still be higher than shields. That would make railguns the fastest firing weapon by far, another interesting niche. In it's current state, its a blaster/beam weapon the just does worse against armour, with no other significant upsides. Accuracy is far more of a factor than damage dropoff for the most part.

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.