Search found 8 matches

by Sargatanus
Fri Dec 16, 2022 2:07 pm
Forum: Design and Modding
Topic: DW2-XL v1.11.7 Available
Replies: 142
Views: 36703

Re: DW2-XL v1.8.3 Available

Just got this and I'm digging it so far. Any chance for some QoL tweaks? Namely the sublight drives in vanilla are underwhelming at best. If you hold off on FTL until later, the sublight drives can't even get you halfway across a single star system. I'd say a general 50% boost on all sublight ...
by Sargatanus
Sun Jun 05, 2016 7:04 pm
Forum: Design and Modding
Topic: Adding new planet types?
Replies: 1
Views: 50

Adding new planet types?

Just wondering if it's technically possible* to add more planet types.

*I imagine if it is, that it'd be quite a bit of work but that's a bridge I'll cross if I get to it.
by Sargatanus
Sat Mar 12, 2016 2:52 pm
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 12907

RE: Research Unleashed - Version 2

Also, the "Strategic HQ" wonder spawns ships on the opposite side of the galaxy. Kind of a nuisance considering that I'm basically saving my warp research for last.
by Sargatanus
Sat Mar 12, 2016 2:46 pm
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 12907

RE: Research Unleashed - Version 2

<t> Huh... You know, I hadn't even looked at that since it wasn't utilized in the vanilla game or any other mods I've used. Seems to have cleared most things up.<br/>
<br/>
Now the problem I'm having is that the Ancient Guardians not only seem to have disappeared, but at some point in the game, my ...
by Sargatanus
Mon Mar 07, 2016 8:35 pm
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 12907

RE: Research Unleashed - Version 2

<t> Hello, I LOVE the new tech tree. However, I've hit a bit of a snag... I tried adding another race and that bit worked just fine and dandy. However, a massive chunk of the tech tree is now blocked off in bizarre ways like seeing a crucial technology (like "shields" or "hyperdrives") saying it's ...
by Sargatanus
Wed Dec 30, 2015 7:41 pm
Forum: Design and Modding
Topic: DW:U MODDING: Allowed Races
Replies: 5
Views: 232

RE: DW:U MODDING: Allowed Races

The workaround I saw was to simply set it to -1 for all races, but then that would just open up everything for everyone. Can I simply add all the values for each restricted tech there without crashing?
by Sargatanus
Tue Dec 29, 2015 6:05 pm
Forum: Design and Modding
Topic: DW:U MODDING: Allowed Races
Replies: 5
Views: 232

RE: DW:U MODDING: Allowed Races

No, that's not it at all. So there are some techs that can only be researched by certain races. I want a race that is able to research them all. In the research.txt there's supposedly a line for "allowed races", but I can't seem to locate the right line/variable.
by Sargatanus
Mon Dec 28, 2015 6:47 pm
Forum: Design and Modding
Topic: DW:U MODDING: Allowed Races
Replies: 5
Views: 232

DW:U MODDING: Allowed Races

<t> I'm trying to design a scenario in the game editor with a race that has access to every tech in the game, including the race-specific ones (I won't bore you with the reasons, let's just saw I'm experimenting with a concept).<br/>
<br/>
I've got the modding guide, but it doesn't really seem to ...

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