Distant Worlds 2

Distant Worlds 2

Conquest: Terran Frontier Wars - Return to Terra (Update Sept 2025)
135 条留言
Chris Gbau  [作者] 12 月 10 日 上午 6:24 
@NegodeN need upate to latest patch but without ALL DLC the game will not launch
NegodeN 12 月 10 日 上午 5:09 
Can i play it for first 3-5 missions without DLC just on based game !? :xenoufo:
Chris Gbau  [作者] 12 月 8 日 上午 5:39 
@Unknown Well, love individuals dropping by taking hundreds of h of work for granted then drop the only negative rating without saying a word about their motivation or what the problem. What a terrible attitude!
starburst 11 月 30 日 下午 2:57 
@Chris Thanks for info. I know about exit restarts. I'll make time for a fresh game and play events from a Pre-Warp start so the events can fire off in due course, later this week.
Will drop you a note once I've had a decent length of the new playthrough.
Chris Gbau  [作者] 11 月 29 日 上午 2:21 
@Starburst: Also: When enabling the mod in the Ingame Mod Manager it says it now reloads files but its not enough, need exit the game and relaunch
Chris Gbau  [作者] 11 月 28 日 下午 11:59 
@Starburst: Manual page 15: Most Terran Research in this branch becomes available by event so it is invisible at game start and gets enabled as you progress
starburst 11 月 28 日 下午 5:37 
@Taurec and @Chris BTW other mod I meant was XL not X .
New install, singe mod active no other subscribed and reboot, Shakturi OFF, PDF followed. There are now NO Terran technologies on tech tree at all after several new game attempts. Are these event dependent ? .
I might just give DW2 a break until coming mercantile update.
Perhaps I'm just repeating some stupid mistake over and over and need a break from it.
Looking forward to your mod and I won't give up as it sounds really interesting
Taurec 11 月 28 日 下午 5:23 
The two technologies mentioned are for the stealth cruiser and therefore do not appear anywhere else. That is what I meant earlier. You can only install them in the cruiser. The hull for the cruiser will come later.
starburst 11 月 28 日 下午 4:54 
@Chris ,
Thanks re railguns.
I haven't got screenshots done yet but for 2 examples, Interval Pulse Hyperdrive (Extended warp field integrity) and Dual-Compression Fuel Cell (Experimental Giga Cell) . I had earlier game with more techs but file wiped . These do not appear in the ship designer even though I have developed the tech. Only the vanilla techs appeared in old game and now this new game. I'm suspecting there is some left over of the "X" mod interfereing even though it's deactivated, so I'm going to uninstall and physically wipe DW2 and do a fresh install. I'll post results of fresh install DW2.
starburst 11 月 28 日 下午 4:37 
@Taurec :
No, ALL techs from the mod. I followed the instructions in the PDF. I must be doing something different or wrong as otherwise others would have reported it; unless some very recent DW2 update has done something ? . I'm thinking I might try a fresh DW2 install in case some old mod hasn't really been deactivated properly, (I was running "X" until recently, it's not active), even if verify comes up ok.
Taurec 11 月 28 日 上午 11:22 
@starburst:
If you mean the technologies for the Stealth Cruiser:
You can only install them in this ship, nowhere else. I fell for that too. ;)
Chris Gbau  [作者] 11 月 28 日 上午 8:21 
@starburst Human Rail Guns Enabled is already embedded. As for your question about components I not sure what you mean. Post a screen or drop a link to a savegame so I can have a look ?
starburst 11 月 28 日 上午 7:28 
The new technology researched isn't appearing in the ship designer component menus. Any suggestion of what might be happening ? . I'm using this mod and the associated railgun mod only.
SgtScum 11 月 24 日 下午 2:40 
Cool beans then!
Chris Gbau  [作者] 11 月 24 日 上午 5:36 
@SgtScum I´m on the fence for Race Update and Pirate Expansion to see how and in which way I can expand this Mod but in the meantime I keep working on expanding the tech tree regardless, once Im done wilth all I could complite it as a standalone so yeah...its defo something I have my eye on but not in the immediate future as there is still too many gaps in the tree to be filled towards the higher tiers and it all need to be somewhat consistent so expaning just one line is time consuming. Have Ion Weapons completed lines in the meantime. They get introduced in this mod on next update :steamhappy:
SgtScum 11 月 23 日 下午 2:01 
Any word on porting the tech tree minus the terran specific stuff like recon cruisers into stand alone mod? I'd love to be able to use the extended reactors and warp drives etc in a vanilla game!
Chris Gbau  [作者] 11 月 8 日 下午 2:28 
@Massive: One day I will try your list :steamhappy: However, it may lead people to skip the manual and other important info for being a mod-list.
Chris Gbau  [作者] 10 月 28 日 上午 4:35 
@NaitNait: Terran Republic is already somewhat OP...however once Shadows is out and I got to fiddle around with the Shakturi to up their difficulty I may revisit the Gov part to replace the Way of the Ancients with another one you can find on Terra :steamhappy:
NaitNait 10 月 27 日 下午 5:15 
I wish there was a government upgrade in this mod, a counterpart and alternative to the Way of the Ancients.
Chris Gbau  [作者] 10 月 26 日 上午 6:17 
@Dex Thanx for your kind words. I have honestly no idea why the Galactopedia does what it does. I have never touched it so I´m at a complete loss to why this happens. I noticed the same but since all this can be read on the race selection screen on game start including all the race tech and bonuses they have I choose to ignore it as it has no influence on the game anyway and honestly I never looked at the race tab on the Galactopedia while playing :steamhappy:
Dex 10 月 26 日 上午 3:22 
Hi Chris,

Thank you for your great mod.

The Galactopedia only shows the Races information for the four alien races allowed as independents. Is this intended?
Chris Gbau  [作者] 10 月 25 日 下午 1:14 
@Krada: It literally says so in the Manual !
Krada 10 月 25 日 下午 12:48 
@Chris Gbau is it intended that I cannot add multiple mining engines to mining stations?
Chris Gbau  [作者] 10 月 21 日 上午 6:13 
@Nightskies certain is that only with the PreWarp start all events and all home ruins are created for all the races
Chris Gbau  [作者] 10 月 20 日 下午 2:54 
@Nightskies They already have decent buffs and the player is behind in first FTL drive (they get 80% finished at start and player get 35%). By any means giving them an agreeable home system should be enough. Next update exploring will take the player way longer and that will mitigate a lot of the early advantage a human player has. I never give the AI +tech level and by mid game I almost always find 2-4 bigger empires than mine :steamhappy: All this based on the on the game creation options from the manual. Right now AI buffs come from Race file so it not matter you give them +tech I think. Next update you cant do that anymore as there is new events that need game start from 0 level.
Nightskies 10 月 20 日 下午 12:42 
In General Discussions, you said I shouldn't have raised the tech level of the AI empires, implying it denies them the boosts that are event-generated for them through this mod, right?
Massive 10 月 16 日 下午 2:39 
After playing your fantastic mod for quite a while, I started experimenting with the XL mod and different submods that are hard to get working together without meeting some hard game-breaking bugs. When I finally got 5 gameplay mods working, I added everything else that I could for other content; music, sounds, symbols, flags and other visuals. The total ended up at 35 combined mods.
I then figured I could do the same with your Terran Conquest, and now the the work is done. The total is 32 mods, including really huge capital ships. I tested it just now and the tech tree seems to be as it should be.
Here is the link: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3588204750
Chris Gbau  [作者] 10 月 11 日 下午 1:57 
@Dovahkiin I watch the discord but I rather not beta testing - I´m eager for the pirate expansion to release though. It will bring new mechanics and possibilities which I look to implement into the mod - :steamhappy:
Dovahkiin 10 月 11 日 下午 1:28 
not sure if that is a thing u would be interested in or not but seems to me you would be a helpful addition. if interested just log into the 'official distant worlds 2' discord channel. they will likely send out a notice for new beta testers just prior to next round of testing, pirate expansion i believe. road map suggests that will be before end of year. just saying.
Chris Gbau  [作者] 10 月 11 日 上午 10:43 
@Dovahkiin I was not a beta tester
Chris Gbau  [作者] 10 月 11 日 上午 10:38 
@BladeofSharpness 2/2 Been there before... Maybe over time revisiting some values but there is only so much than can be done with the parameters available and too much choices can also lead to choice overload. Its literally only the second version of the mod and it already is lightyears ahead from the first one. I like to let things settle in and over time new thoughts and ideas coming on their own...for me the journey is the goal.
Chris Gbau  [作者] 10 月 11 日 上午 10:37 
@BladeofSharpness 1/2 my goal is not a total re-balance, there is XL for that, my goal is memorable campaign games in big galaxies with max amount of civilizations for diversity and variety of outcomes while having some goal to achieve for the human race > (Coming home!) I missed that in vanilla. As for values, most vanilla values were preserved when possible, some imbalances from vanilla DW2 maybe present here also, its ok, one has to set limits when embarking on such a big project alone otherwise it never get finished as striving for an unattainable standard can result in procrastination while also hindering creativity and causing stress.
Chris Gbau  [作者] 10 月 11 日 上午 10:21 
@Dovahkiin should be ok...will try myself lol...galaxy chart really looking good :steamhappy:
Dovahkiin 10 月 11 日 上午 10:20 
i like the mining station exploit fixes. i wish there was a middle ground for tech stealing where it would be possible to prevent race specific tech stealing (im talking by default) . have asked for some kind of nerf to the for a couple years. some great ideas i wish were in base game but just the fact that it can be done with modding is good new. Modding is what made stellaris so replayable. really looking forward to this. i'll post if i see any bugs. are you a beta tester out of curiosity ?
Dovahkiin 10 月 11 日 上午 9:24 
shouldn't be any incompatibility issues with galaxy chart right ?
BladeofSharpness 10 月 11 日 上午 9:21 
Ok, but I thought your goal was to change the game according to a different and perhaps more refined balance. So you admit that you always pick the fastest warp drive for military use, which is a shame, it means that the current balance is somewhat imperfect.
Dovahkiin 10 月 11 日 上午 9:18 
ill be checking this out. did not see this coming, very ambitious.
Chris Gbau  [作者] 10 月 11 日 上午 7:12 
HyperDrive speed & range have been adjusted to slow the game down by a factor of 0,7 to 0,75 (some manual adjustments +/- a bit) for speed and JumpRange has been reduced by a factor of 0,66 so they maintain mostly the vanilla differences, except for the first Drives that are very diff to vanilla.
There is one Ultra Long Range drive and its for the Recon Cruiser only.
For projecting military power you should build Starbases.
For speed I certainly go for Equinox Drive.
Taurec 10 月 11 日 上午 4:32 
@BladeofSharpness:

Well, the different parameters of the hyperdrive engines have nothing to do with the mod; it's the same in vanilla.
At least for warships, I always use maximum speed. Fleets need to be able to move quickly, so energy or cost is irrelevant.
For civilian ships, however, I like to use efficient engines or the Quickjump hyperdrives. They're not supposed to fight, but to get the hell out of there, and preferably quickly.
In that case, flight speed is also less important.
BladeofSharpness 10 月 11 日 上午 2:40 
2/2

Anyway, I’m continuing my game; so far so good, as they say. I’m researching a new warp drive and went for the Gerax v2. I’ve analyzed the different parameters of the four drives and I think they’re not quite balanced. The most important factor by far for me is speed, it’s a key element of efficiency. Jump range too. The rest a bit less, though of course a drive with low consumption is nice. In short, I think your four options aren’t perfectly balanced, and if it were up to me, I’d rebalance them a bit by giving more advantages to the slower drives, maybe an even shorter recharge time or a longer jump range. In fact, that’s one parameter missing: there’s no drive specialized in long jumps, too bad.
Also, since I read your manual, I went with the fixed non-hidden research option, but I find it less interesting. Is it really necessary?

All that being said, your mod is really good! Please take these remarks in a good-natured spirit.
BladeofSharpness 10 月 11 日 上午 2:40 
1/2

I had actually read almost your entire document, believe it or not. I think you should have it parsed by ChatGPT or an equivalent tool and make it more focused, because out of the 31 pages, you give game rules but also various comments and digressions.
So yes, page 7, I think you need to go to Mars.
Chris Gbau  [作者] 10 月 6 日 上午 8:05 
@BladeofSharpness - read the pinned comment in the discussion section above "Event Arc Return to Terra - How to proceed ! " It is also explained in the manual page 7.

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3536887117/598534026474784519/
BladeofSharpness 10 月 6 日 上午 5:49 
Under which conditions the gravitic storm around Terra can be removed?
Taurec 10 月 6 日 上午 1:50 
@bigd
You can obtain the colony module with the ‘Basic Colonisation’ technology, which you must research separately.
You can find it under sensors.
bigd 10 月 5 日 下午 7:24 
I researched colony ships but I can't create a colony ship design. I selected the template and went to create new. There is no colony module.
Taurec 10 月 5 日 下午 2:12 
Thanks. :)
Chris Gbau  [作者] 10 月 5 日 下午 1:41 
@Taurec - not possible as game stating events and essential ruins are generated at your home world. For Refugee start would need changing and adapting the event chain. Maybe something to do on a later stage but it would not work with Refugee Start right now.
Taurec 10 月 5 日 下午 1:01 
Could your mod also be played well with the game start ‘Refugee Fleet’?
That would fit the theme of the mod perfectly, as you are essentially searching for your old home world. :)
Chris Gbau  [作者] 10 月 5 日 上午 5:42 
@bidg This is not a beginner friendly mod! Quite the contrary ! It is paramount that players have fully understood the game and its mechanics otherwise there is a high chance that it will lead to frustrations on player side. Resource collection for example is nothing that can be altered/modded so whatever may be going on in your game is not related to the mod. Automatic design ? yeah sure can do that, just not hull upgrade..if you not understand how it works it will cause massive problems. Read the manual !!! Twice if needed lol
bigd 10 月 4 日 下午 5:45 
Will we eventually be able to do automatic ship design down the line? I really hate designing my own ships and it's time consuming for me. Especially with all the tech we have. Too many options.