Distant Worlds 2

Distant Worlds 2

Sector Flagships
67 条留言
rahonbass  [作者] 3 小时以前 
I see a few differences in the newly added ships that might be causing the components to switch around. The meshes and component ids are slightly different from vanilla and while that should not cause the designer to freak out it is apparently the case now. For now, flagships will need to rebuilt manually during upgrades. When the last of the faction refreshes are out I will rebuild this whole mod from scratch.
SgtScum 8 小时以前 
Teekan and no other mods.
rahonbass  [作者] 12 月 13 日 上午 10:16 
@SgtScum what race were you playing and did you have any other mods running with it?
SgtScum 12 月 13 日 上午 1:01 
The mercantile update seems to have broken the mod. After researching it if you make a design and save it then go back to upgrade it all the components are scattered around in slots they don't fit in and it won't build.
rahonbass  [作者] 8 月 9 日 下午 8:24 
No mod updates are needed for anniversary update to base game. This mod should only need updating when new playable races are added.
Zombieknc 6 月 15 日 下午 12:04 
update too max hull size worked great for what i needed. thanks
rahonbass  [作者] 6 月 13 日 上午 11:26 
Small updated Everyone: All flagships have their max size increased by 2000. @Zombieknc thanks for the suggestion. Firepower should now be maximized-er.
rahonbass  [作者] 6 月 13 日 上午 11:22 
I will just add an extra 2000 max hull size to all flagships. That should be plenty.
rahonbass  [作者] 6 月 13 日 上午 11:15 
@Zombieknc how much hull size would you need to do what you wanted? I can adjust that pretty easily.
Zombieknc 6 月 13 日 上午 9:34 
Is anyone else haveing a issue not haveing enough hull size to put size 120 weapons on all weapons slots? I am playing humans and I wanted to use plasma beams size 120 for the weapon size 120 slots. If I put them in all 120 weapon slots it go's over the max hull size.
rahonbass  [作者] 5 月 6 日 上午 10:48 
I have no idea. Game code has changed in minor ways since I first posted this (as any good game should over time). I'll adjust my description above with this new information. Glad you got it working!
FizzyElf 5 月 6 日 上午 9:23 
That seems to have worked, I can see the sector fleet option now, I will try researching it later. Thanks for your help!

Any reason why the cancel option worked and the other one didn't?
rahonbass  [作者] 5 月 6 日 上午 9:12 
Try this. Say cancel when it talks about hulls. Then start up a new game after. Make sure you have all projects visible in the game options. That is what I did and I it appears at the end of the construction tech between the two researches to increase capital ship size.
FizzyElf 5 月 6 日 上午 8:17 
@rahonbass I don't really trust the mod loader as I had Refreshed Planets and XOrbit before and when I used just the mod loader it only loaded everything for Refresh and not XOrbit so now I just restart the game, it only takes like 15 seconds on my system so its not too bad though I could see it taking longer on a HDD.

I have been starting a new campaign each time, humans with planet start and then I have been changing the tech level to see if it will pop up. Just started another new campaign, both tech levels set to 7 and still nothing. I do still get the popup warning which lists the hulls from the DLC but there is nothing I can do about that.
rahonbass  [作者] 5 月 6 日 上午 7:46 
@FizzyElf I just retested this and you still do not need any dlc for the mod to load properly. Make sure after you enable or disable mods you do a full exit of the game as not all assets are properly loaded through the mod menu (I know is annoying).
rahonbass  [作者] 5 月 6 日 上午 7:39 
@FizzyElf you should not need any dlc for this to work. I tested this in the past and everything load properly. I will check again to see if something has changed in how devs load mods.
FizzyElf 5 月 5 日 下午 11:28 
This mod looks really cool but, why do we need all DLC factions if the vanilla ones are more than fun enough to play? I get an error at the start and when I click to continue to the new game anyway I don't have access to any new tech in the tech tree even with a starting tech level of 7 in the campaign setup.

(This is the only mod running. Should I try running XL and see if that makes it work? Granted XL requires all DLC so I doubt that would change anything.)
rahonbass  [作者] 4 月 23 日 下午 5:33 
@Fishi the tech is there for player and AI. I imagine if you play long enough the AI will field them. Players tend to rush down certain lines and the AI research is more broad. Also players grab a lot more tech sources. But there is no reason why they would not research it eventually. Kinda scary thought actually.
Fishi 4 月 23 日 上午 10:05 
Not sure if anyone else has asked, but do the AI use these at any point?
SgtScum 4 月 13 日 下午 3:18 
Thanks for the update! This really helps with end game wars where everyone is of a similar tech. Especially if you have the shakturi event enabled.
Kazeck 4 月 12 日 下午 1:45 
Thank you Rahonbass!
rahonbass  [作者] 4 月 11 日 下午 4:29 
Mod is now up to date and all playable races have their flagships now!
rahonbass  [作者] 4 月 7 日 下午 7:14 
Sorry all have been slammed with work the past week. Am going to try and get the new races into the mod soon as possible.
Kazeck 4 月 7 日 上午 7:31 
Thanks for your hard work Rahon!
WariousGaming 3 月 22 日 上午 6:51 
fair enough :D
rahonbass  [作者] 3 月 21 日 下午 5:45 
@WariousGaming I know lol but also the way mods are stored with this mod. I am pretty confident I can just make the update changes and upload and all will be good. But mod is good for now. Even with the last epic update (lots of cool stuff I have been wanting in the game) ship files are unchanged and probably will be that way for the foreseeable future. What I do to create the flagships is tedious but difficult to break outright. New races will just mean the same process.
WariousGaming 3 月 21 日 下午 1:49 
Please for gods sake next time do backup copy of mod files on Google Drive.
rahonbass  [作者] 3 月 14 日 下午 12:21 
Hey all with new races coming soon I do want to keep this mod alive and updated. Unfortunately I have lost the original mod files for this. I am thinking about reworking the whole thing after the new race pack is out. Is possible I can patch together a quick and dirty update for the new races after release and I will do so if I can. If not, I want to rewrite the whole mod which might take some time as there are some new features I can play with in the game to make the mod even better. Thanks for subscribing!
2asdasd 2024 年 12 月 12 日 下午 12:16 
@rahonbass thank you, great mod!
rahonbass  [作者] 2024 年 11 月 13 日 下午 5:23 
I am not sure I understand. You have plenty of slots to add extra fuel cells in the design. The auto designer must be skimping on tanks.
mahrdol 2024 年 11 月 13 日 下午 5:09 
planet killers have 800 fuel. Because fuel so low they aren't really that useful. Always need to refuel.
mahrdol 2024 年 11 月 13 日 下午 3:48 
fuel is a bit low on these ships. it almost 1/2 of the fuel capacity next size class down. 200 sector vs 350 for a battleship
Reviera 2024 年 10 月 24 日 下午 8:09 
sweet thanks!
rahonbass  [作者] 2024 年 10 月 24 日 下午 2:30 
Hey everyone, just tested with vanilla plus the new expansion and mod does not need an update. Happy hunting and be sure to give the bugs a warm welcome. Thanks for subscribing!
rahonbass  [作者] 2024 年 10 月 24 日 下午 1:07 
@Reviera as far as I can tell the mod should be fine based on patch notes (no new playable races have been added and ship structure in files is unchanged). Having trouble testing as my main pc is down. I'll workaround this though and fix anything if needed.
Reviera 2024 年 10 月 24 日 上午 11:01 
Please Update. New DLC just launched.
rahonbass  [作者] 2024 年 4 月 17 日 下午 4:37 
Thanks. I like mods like this as well :) . One of the roughest parts right now is that the ship classes are hardcoded so more can't be added. If that ever changes it will open up a ton of modding options.
SnugglyPuffs 2024 年 4 月 15 日 下午 9:21 
Thank you for making this mod, very cool idea. One of the ways I feel Distant Worlds could improve is to expand on ship classes.
2asdasd 2024 年 4 月 11 日 下午 5:48 
@rahonbass Thank you, I'll try this in my new galaxy conquest campaign.
rahonbass  [作者] 2024 年 4 月 10 日 下午 4:20 
Also my main computer died the last week (looking at new pc options). I have my crappy old laptop so should be able to update when and if needed but play testing will be difficult.
rahonbass  [作者] 2024 年 4 月 10 日 下午 4:17 
@2asdasd This mod should never need to be updated until the devs add new playable races to the game. They would have to change how ships are fundamentally coded to even have a chance of breaking this mod.
2asdasd 2024 年 4 月 10 日 下午 12:34 
Updatus?
rahonbass  [作者] 2024 年 3 月 21 日 上午 1:50 
Sorry if that ruined your endgame :( takes so long to get to them. I went back through the ships again and all appears correct now. Please let me know if you spot anything else.
rahonbass  [作者] 2024 年 3 月 21 日 上午 1:41 
D'oh! Fixed! Thanks for the heads up!
Cend 2024 年 3 月 21 日 上午 1:08 
You might want to take a look at the Mortalen ship maximum size ;)
rdman01 2024 年 2 月 16 日 下午 4:30 
thanks
rahonbass  [作者] 2024 年 2 月 16 日 下午 2:45 
In XL it is directly below indestructible armor + and above and in between nano repair bots and nano repair swarm. It sticks out because that whole row will have the yellow/gold construction type color.
rahonbass  [作者] 2024 年 2 月 16 日 下午 2:36 
@rdman01 in vanilla it will be after the last capital ship upgrade. In XL it it likes to hide near the top of the tech tree. I need to add a few screenshots pointing out where in XL.
rdman01 2024 年 2 月 16 日 上午 4:21 
where in research tree can i find it?
rahonbass  [作者] 2023 年 11 月 18 日 下午 3:43 
@juniorprogzmian at this time mods and game files are baked into the save when a new game is created. You can't add or take away anything once the game is started. Game devs want to eventually change this but they are working on higher priority things right now.