Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






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).
This is because Steam only uninstalls the files that it installed itself. Any settings files created by mods and similar items are not deleted.
I do have a few other mods running, though.
thanks in advance for your help :)
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. :)
Normal, how the game engine works, seems reasonable (if confusing to a novice) to me.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614228925
- 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
But, I have no real options to help them not be stupid - other than limiting / eliminating their bad options.
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" ;)
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?
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.
- 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
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.
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.
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.
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!
- 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