Distant Worlds 2

Distant Worlds 2

XL
1.339 comentarios
You need to get the beta branch - if it still is like the last days
Mordachai  [autor] hace 20 horas 
### v1.34.6
- Requires "Mercantile" public release (1.3.3.6)
- Added missing Psy Defense modifiers for psy-resistant troops (Atuuk, Shakturi, Wekkarus)
- Added unique racial militia stats and icons for all races
- Feudal governments now get a ground troop defensive bonus (racial militia replaces governmental militia)
- Blooded Clan governments get a bonus to all recruited infantry strength (for the same reason)
- Human Constitution Crystal now unlocks First Galactic Republic rather than Way of Illumination
- Human "Ancient Rebellion" storyline is no more
Mordachai  [autor] hace 20 horas 
- Reworked Haakonish a bit
- Haakonish now start with several random technologies, but with a new research malus
- (superiority complex holds onto more of their past glory, but makes them resistant to new ideas)
- Reduced super world sizes by 500 units (drops avg by 250 to 7000)
- Enlarged black holes to hopefully give them a much larger event horizon
- Ancient Ackdarian Starbase event for non-ackdarian now has a bit more of a story to it (and a bugfix)
- Reduced initial size of Star Base and Star Fortress
Mordachai  [autor] 6 DIC a las 13:32 
The beta should become the official mainstream game either later this week or next. That should reduce everyone's headaches! Thanks for posting so others know the solution!
Baronaster 6 DIC a las 9:44 
thanks eudaimonster, didn't notice beta branch requirement.
eudaimonster 6 DIC a las 6:54 
Issue Solved. My version was not the public beta 1.3.3.6
eudaimonster 6 DIC a las 6:48 
Hi dev. I have the same issue as RadiantGamer and Baronaster. I have all DLCs. XL is my first and only MOD installed. I follow the instructions as explained in the description. Subscribe - Start the game - activate the mod - back to OS and restart the game for a new game. I get error messages about a lot of ship models that could not be loaded and a message asking me if I want to continue or not with the new game. After 'continue' selection the game crashes.
Baronaster 6 DIC a las 3:23 
Having the same issue as radiant, fresh install, deleted all remaining files in game directory.
I have all DLC.
Issue only exists when the XL mod is selected in mods, and the game was restarted after changing mod selection.
Dhayut the only selectable race in the new game start.
Will keep taking a look to see if I can fix issue myself.
sargatanus 4 DIC a las 10:44 
No, I figured it out. I had made a couple of tweaks to the gov bonuses and one of them got renamed. I pasted the whole bonus list into the updated file and it rendered it invalid (my bad).
Mordachai  [autor] 4 DIC a las 8:25 
@Radiant - you must have all of the DLCs for XL to load properly.
@sargantus - I've added extra orbs and ruins in which you can find way of darkness or way of illumination. never messed with those through the editor - it may not show those until they're found? not sure?
sargatanus 3 DIC a las 12:04 
Weird... I still don't see the "Way of Illumination" as a government option in the game editor... Let me see what happens if I unsubscribe/resubscribe...
RadiantGamer 3 DIC a las 12:04 
Trying out the mod for the first time and Dhayut is listed as the only playable race. This is the only mod I am using, I've gone through the recommended steps for troubleshooting. When I unsubscribe from the mod, all races are visible and the game works as expected. I get a problem with loading ship hulls when I try starting a game as the Dhayut, and the game crashes.
sargatanus 3 DIC a las 11:50 
I started a new game after the update and none of the XL stuff loaded, despite working fine before the update.
Mordachai  [autor] 3 DIC a las 10:58 
@sargatanus - none of the latest betas have been incompatible, not sure where you were drawing that conclusion from?
Mordachai  [autor] 3 DIC a las 10:56 
### v1.34.5
- Requires Public Beta 1.3.3.6
- Adjusted resource base costs (to match latest beta)
- Added an extra general slot per level of Troop Transports
- Gave some maluses to Way of Darkness but also improved espionage
- Hid the XL Orb Artifacts a bit more
sargatanus 3 DIC a las 9:50 
Any just like that, 1.3.3.6 is out
sargatanus 3 DIC a las 2:06 
Correction: 1.3.3.5
sargatanus 3 DIC a las 2:06 
Speaking of public betas, 1.3.3.4 just dropped and it seems the current XL is incompatible.
Mordachai  [autor] 1 DIC a las 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 30 NOV a las 12:01 
Okay so Beta is the way to go for now :D
Leonard Washington 30 NOV a las 11:37 
I switched to the Beta version and it works now.
Leonard Washington 30 NOV a las 11:02 
I have the same problem as you guys after reinstalling.
vlaster141 30 NOV a las 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 30 NOV a las 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 30 NOV a las 8:41 
Yes, under the common folder.
Antiker @ Götterkomplex 30 NOV a las 8:39 
you mean in the steam apps folder?
Taurec 30 NOV a las 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 30 NOV a las 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 30 NOV a las 8:23 
Perhaps other mods do interfering?
Taurec 30 NOV a las 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 30 NOV a las 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 30 NOV a las 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 30 NOV a las 5:38 
I don't have this problem. I just started a new game the day before yesterday.
Antiker @ Götterkomplex 30 NOV a las 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 29 NOV a las 9:58 
Thank you for the explanation. 😊
Mordachai  [autor] 29 NOV a las 6:07 
Yeah, depending on your game settings - it's not uncommon for some races to simply not spawn in a galaxy.
Taurec 29 NOV a las 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  [autor] 28 NOV a las 20:07 
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 28 NOV a las 16:41 
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 27 NOV a las 14:18 
Great job !
Mordachai  [autor] 26 NOV a las 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  [autor] 26 NOV a las 10:46 
Este comentario está esperando un análisis de nuestro sistema de verificación automática de contenido. Estará oculto temporalmente hasta que comprobemos que no incluye contenido dañino (por ejemplo, enlaces a sitios web que intenten robar información).
Mordachai  [autor] 26 NOV a las 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  [autor] 26 NOV a las 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 26 NOV a las 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  [autor] 26 NOV a las 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  [autor] 26 NOV a las 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 26 NOV a las 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 25 NOV a las 17:13 
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 25 NOV a las 16:20 
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.