Distant Worlds 2

Distant Worlds 2

XL
1,321 条留言
Mordachai  [作者] 12 月 1 日 上午 11:55 
Yes - this public beta will become the official version soon. They've already announced it's coming - it may well be this version or the next that becomes official.

Private betas - I will never put code in this channel that requires the private betas. Those will remain in my XL Beta mod, and only available to those who participate in the private betas (you must be steam friends with me to see that mod as well).

But I do prefer to keep up with the public betas here. I have made it so future versions will all be published automatically on GitLab (see main description for how to get to XL on GitLab) where you'll be able to download it if you so prefer to stick with a given release (and avoid the public betas).
Antiker @ Götterkomplex 11 月 30 日 下午 12:01 
Okay so Beta is the way to go for now :D
Leonard Washington 11 月 30 日 上午 11:37 
I switched to the Beta version and it works now.
Leonard Washington 11 月 30 日 上午 11:02 
I have the same problem as you guys after reinstalling.
vlaster141 11 月 30 日 上午 10:05 
I have the same thing as Antiker, deleted both distant worlds 2 and its workshop folder and after reinstalling I still have the issue.
Antiker @ Götterkomplex 11 月 30 日 上午 9:51 
Okay i just reinstalled after i deleted the distant worlds folder in the steam apps "common" folder ... and i still only get to choose 1 race or random
Taurec 11 月 30 日 上午 8:41 
Yes, under the common folder.
Antiker @ Götterkomplex 11 月 30 日 上午 8:39 
you mean in the steam apps folder?
Taurec 11 月 30 日 上午 8:37 
Simply uninstalling it is sometimes not enough. Uninstall it and then delete the folder completely.
This is because Steam only uninstalls the files that it installed itself. Any settings files created by mods and similar items are not deleted.
Antiker @ Götterkomplex 11 月 30 日 上午 8:30 
I dont use any other mod than XL so that cant be the problem .... the reinstall incl. the mod did not help at all...
Taurec 11 月 30 日 上午 8:23 
Perhaps other mods do interfering?
Taurec 11 月 30 日 上午 8:22 
That's interesting... I just started DW 2 to see if it works. And I don't actually have the problem.
I do have a few other mods running, though.
KommissarQin 11 月 30 日 上午 8:09 
Same problem. When i activate XL i can only pick random or one race. Deleting and reinstall completely did not solve the problem.
Antiker @ Götterkomplex 11 月 30 日 上午 5:46 
I dont seem to find the problem. Im reinstalling now ... i have all dlc and so on so it should work - worked perfectly on the last save ...
Taurec 11 月 30 日 上午 5:38 
I don't have this problem. I just started a new game the day before yesterday.
Antiker @ Götterkomplex 11 月 30 日 上午 5:36 
Hey guys, anybody else has the bug that you can only choose 1 Species when you start a new game ? - if i disable the mod (only one i use - am happy for more input on a sidenote) i can choose all species. If the mod is active i only get 1 species.

thanks in advance for your help :)
Taurec 11 月 29 日 上午 9:58 
Thank you for the explanation. 😊
Mordachai  [作者] 11 月 29 日 上午 6:07 
Yeah, depending on your game settings - it's not uncommon for some races to simply not spawn in a galaxy.
Taurec 11 月 29 日 上午 2:59 
Ah, I wasn't aware of that. However, I'm already late in the game and have discovered all the systems in the galaxy.
All empires are known and are in contact with me. So I don't know where these two peoples could have come from. Very strange.
But anyway, luckily I can still research diplomatic technologies, even if these two are missing. :)
Mordachai  [作者] 11 月 28 日 下午 8:07 
Both have a full xeno tech tree - but if you happen to get an event that gives you initial level or even enables the initial level - but you have no actual contact with a species - then you can only research that first level and cannot go beyond (until you do have actual contact with the species).
Normal, how the game engine works, seems reasonable (if confusing to a novice) to me.
Taurec 11 月 28 日 下午 4:41 
Is it intentional that the Kiadian and Sluken don't have any further diplomacy tech available? Or is it there but incorrectly positioned so that you can't see it?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614228925
petraque 11 月 27 日 下午 2:18 
Great job !
Mordachai  [作者] 11 月 26 日 上午 10:47 
From now on, the older versions will be available from GitLab - for all published versions - but the scripting for that didn't work this time - but should be fixed in the future.
Mordachai  [作者] 11 月 26 日 上午 10:46 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Mordachai  [作者] 11 月 26 日 上午 10:09 
### v1.34.4
- Requires Public Beta 1.3.3.4
- Includes data file changes in the latest beta
- Increased maintenance costs for terraformers
- Removed Subspace Disruption Projectors facilities from the game (place hyperspace disruptors on your star bases if you want that sort of thing)
- Teekans now start with improved cargo modules, rather than medium freighters.
- Teekans now have the -20% hull strength malus applied
- Teekans do not get a 20% resource reduction when building ships (unlike Vanilla)
- Haakonish do not get a 20% cost increase (unlike in Vanilla)
- Haakonish start with several economics related early techs, similar to Teekans
- Ion weapons are now 85% raw damage (was 80%) to give them a little more oomph when just trying to blow things up
- Ion weapons also now cost significantly more energy to fire
Mordachai  [作者] 11 月 26 日 上午 9:50 
I've reduced the options - specifically to help guide the AI. They have less subsystems to interface to.

But, I have no real options to help them not be stupid - other than limiting / eliminating their bad options.
sershil 11 月 26 日 上午 9:27 
I compare all other things being equal, that is, I don’t change the settings, everything is by default. I assume that artificial intelligence does not effectively use the large number of opportunities that have appeared in fashion.
Mordachai  [作者] 11 月 26 日 上午 9:10 
@Uerien - bummer!!! If that's only for me, then that's an unfortunate limitation of Steam. I'll think about how I want to proceed. Not sure if I want to move this line to the beta channel... but perhaps I'll do that. But no matter what I do - "fixing" you means breaking others - forcing them to switch mods to the beta, etc. So I don't love any of it. :/
Mordachai  [作者] 11 月 26 日 上午 9:07 
@Sershil - this mod is aimed at: Very Rare or Rare Indy & Colonies, Very or just Hard, with a solid number of opponents (Say 1 opponent per 50-100 stars). And the difficulty will ramp further if you disable racial stories, and ludicrous wildcards like abandoned ships and such. The more of those story elements you enable, the easier you're making the game on yourself.

There are simply too many variables that all interact in complex ways for me to ensure any "difficulty" standards in XL. As a general rule, AIs are do much better in XL than in V, due to putting some guide-rails under them. However, YMMV depending on all of the above and the RNG gods and more.

Mostly, complaints of "too easy" simply means "I choose too easy of a starting game settings" ;)
sershil 11 月 26 日 上午 8:50 
Excellent mod, thanks to the authors for their efforts. There is only one drawback: computer players are even further behind than in the original game. Too easy.
Uerien 11 月 25 日 下午 5:13 
Mordachai, Thanks for the support. I did not see any "Revert to.." button in the change notes for each version. I went online to see if I am missing something. Based on what I read only the original mod author can upload or manage different versions of the mod. Steam keeps only the most recent for the rest.
AbsoluteZero 11 月 25 日 下午 4:20 
Thank you Mordachai! I’ll try those ideas when I’m back in town. Hopefully I can set it to offline so it won’t auto-update the mod at start.
Mordachai  [作者] 11 月 25 日 下午 1:38 
I have my beta channel - but I normally reserve that for the private betas. Sorry to break your existing game. but use the change notes UI and I think you get exactly what you want.
Mordachai  [作者] 11 月 25 日 下午 1:37 
LOL - EVEN EASIER! that "change notes" tab - each older version - has "Revert To" buttons - just use that!
Mordachai  [作者] 11 月 25 日 下午 1:36 
I've never tried this, AbsZero - but there's a "Change Notes" tab near the top of the steam mod UI (this UI) - choose that - then go to the previous version, and choose "download" (there's a button).

See if that then makes you on that version, or maybe it just dumps a zip file for you in downloads -

If that's the case - then you can unzip it to your <game>/mods/XL-old

make sure that the raw contents of the mod are in that folder - not more deeply nested.

Then, on the mods interface in DW2 - you should see that older 1.34.2 version - deselect the current one - and select/activate that one instead. Exit the game, restart, and see if life is good?
AbsoluteZero 11 月 23 日 下午 8:12 
Is there any way we can choose to temporarily revert back to a prior XL mod version? I can’t load any saved games, since the mod requires the beta, but the saved games won’t load with the beta.

I’ve loved the XL mod for years. You did an awesome job adding to the challenge and complexity. It would be awesome if there is any way to do allow older mod versions (especially during beta stages).

The way I’m able to play the game (hour or so a night for weeks until finishing a game) makes it a loss to just start a new game each version.
Uerien 11 月 23 日 上午 8:04 
Yes, version 1.34.3 of XL requires Public Beta 1.3.3.3. I ran positive tests and negatives tests.
Kreon91 [GER] 11 月 22 日 上午 1:15 
for me it didn't load without it.
Mordachai  [作者] 11 月 21 日 下午 12:24 
note: the latest XL really requires the public beta. It may or may not load without it. Haven't tested.
Mordachai  [作者] 11 月 21 日 下午 12:22 
### v1.34.3
- Public Beta 1.3.3.3
- Cloning Chamber artifact now gives you Troop Cloning technology + enables Advanced Genetics research
- Further fixes to the Ackdarian crashed research station event line (e.g. now spawns the correct ruin)
- All data file fixes included in the public beta, including upgrades for Teekan and Haakonish players
Mordachai  [作者] 11 月 21 日 上午 10:38 
I've given a lot more power to defensive facilities - ground based defenses - which are centered on the planet - not one side or the other.

I'm a fan of Sun Tzu - who would tell you fixed defenses are a fool's errand.

And I'm not a fan of the AIs and automation spamming a dozen of these on your homeworld (which nothing ever attacks), and leaving worlds where they'd do some good bald.

Many of the changes in XL (especially removing features) are guided by making the AIs more competitive / less sub-optimal things for them to be stupid about.
Apifopo 11 月 20 日 下午 2:00 
@mordachai Love the mod and the work you do man, I have a question just from the curious side of things. What caused the choice or what was the thought process behind removing defensive bases? Would it also be possible to be able to add them back in?
Mordachai  [作者] 11 月 13 日 下午 9:51 
That's because you didn't follow directions and you mixed in other incompatible mods, and worse, did so later in the load sequence than XL, also pointed out multiple times as "it will break your game, don't do that"
Preator Shinzo 11 月 11 日 下午 12:38 
Is the mod broken?

So I have the colony ship and the research colonization module 1 and 2. But still I'm not able to build a colony ship because the colonization module isn't showing up in the list when I manually try to build the ship.
Mordachai  [作者] 11 月 2 日 上午 8:25 
What I mean by caps are lower is that 1) planet size is generally smaller, 2) PQ is lower (I give maluses to habitability for most planets, and lower bonuses than V; albeit I give more tech for increasing habitability and terraforming, so in the end, that may be a wash. Plus XL has the rare usable super world - and pop caps there are quite high :)
Mordachai  [作者] 11 月 2 日 上午 8:23 
The pop caps are lower in XL - but the growth rates are the same as V. It's an interesting thought - to slow down growth rates across the board...
juniorprogzmain 11 月 1 日 上午 9:28 
thanks Mordachai for replying, it's okay, I'm just more careful now what to research LOL. great mod by the way, however one observation, i feel the population rates of the planets are quite high, the planets fill up to max pop level quite quick.
Mordachai  [作者] 10 月 31 日 下午 3:16 
Their delay is not really moddable.
However, there's a lot of time between the rift activity and them showing up for real.
But there's no exact advice I can give you - other than - try some things.
Try a game without them if you want to start that far advanced?
Try setting them to "late" entry for sure
And get comfortable with the rifts being active early - but know that they still shouldn't arrive for a good long while.

But overall, it's just not moddable, sorry.
juniorprogzmain 10 月 30 日 上午 9:28 
Issue with Early Shakturi Trigger — Need Help Adding Delay

When I start a game with a high tech level, I immediately get the “Rift Detected” screen — meaning the Shakturi event triggers right at game start, even though the galaxy has barely begun developing.

I’d like to mod this so the event waits a certain number of years before triggering.

I’ve searched through the mod files but I’m not sure what exactly to look for. I suspect the trigger is tied to specific techs rather than just reaching a tech tier.

For example, I found that the Shakturi tech chain is enabled via Biomedical Mastery (and possibly Transdimensional Research Systems), but I’m unclear on how that connects to the actual event trigger.

Is there a way to add a delay — like a trigger_when_years_passed condition — to the Shakturi awakening? If anyone knows where the event trigger is defined or how to control its timing, I’d really appreciate the guidance.

Thanks in advance!
Mordachai  [作者] 10 月 27 日 下午 2:04 
# 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