Swapped Ship- and Station-Designs (V1)
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Since I wasn't satisfied with the vanilla ship- and station-Designs for the different default races, but also wasn't able to alter them myself (at least not without using the complex Stride editor), I simply swapped the designs respectively races in order to make them more suitable for my taste. :) 

Here is what I changed:

RACES:             	swaped DESIGN    

Ackdarian	->	Human
Human	     	->	Ackdarian
Haakonisch    	->	Bosskara
Zenox	     	->	Haakonisch
Bosskara	->	Mortalen
Mortalen	->	Zenox

Teekan          ->      (unaltered)

PLEASE NOTE: The mod is compatible with ver. 1.0.3.7 (and 1.0.3.9) of the game and I tested the Designs with each race (and double-checked with Notepad++), but since I didn't mod/change anything else there might be some issues in the later game. - Use them at your own risk. (but if you want to help me and find some later issues, you can always tell me. ;-))

However it should also works with any savegame that was saved with the mod in use and won't need to be updated with every new patch from the Devs.

PLEASE ALSO NOTE: The fixed ship design for the Haakonish medium freighter isn't needed in this modloader-version anymore (because the DEVs have fixed it in the official file now), so I deleted the regarding entries in the YML.
However I found some little bugs In the design-templates for some the Zenox ships which are now included in the mod (see below for details).

Those bugs make it impossible to use the default engine-component-bays for some the Zenox ships(or don't limit them at all):

- <ShipHullId>572, <Role>Escort -> <EngineLimit>2 for 3 (!) engine-component-bays
- <ShipHullId>581, <Role>Escort -> <EngineLimit>2 for 3 (!) engine-component-bays
- <ShipHullId>582, <Role>Escort -> <EngineLimit>-1 for 3 (!) engine-component-bays
- <ShipHullId>576, <Role>ExplorationShipt -> <EngineLimit>-1 for 3 (!) engine-component-bays
- <ShipHullId>599, <Role>ExplorationShipt -> <EngineLimit>4 for 5 (!) engine-component-bays
- <ShipHullId>617, <Role>ExplorationShipt -> <EngineLimit>-1 for 5 (!) engine-component-bays

I'd guess that there are several more, but I haven't tested this further more. Those are only the ones I've come across, so far.

This not only makes it impossible to use their full engine-potential (in cases where the limit is below the number of given component-bays - see above), but also cripples them optically (see here: https://www.matrixgames.com/forums/viewtopic.php?p=4992268#p4992268)

Because of the fact that the Devs are still very busy with solving more serious problems, I have fixed this manually by myself in the meantime. ;-)
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To use the mod simply copy the complete folder into the "mods"-folder of the games root directory - normally "Distant Worlds 2".
IMPORTANT: If there is no "mods"-folder in your game directory then you have first to download and install the regarding mod-loader, that will use the files in the "mods"-folder ! You can download it here (including instructions on how to install it): https://github.com/DW2MC/DW2ModLoader  - Have fun.  :D 

Source: https://www.matrixgames.com/forums/viewtopic.php?f=11899&t=381249&sid=4e413dd9dd49927c1edb72e9d1d0a36d

VS-Villingen, 01.05.2022