Search found 187 matches

by Miletkir
Tue Mar 29, 2022 3:37 am
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 11582

Re: Customizable mega mod pack. Tweak your gameplay how you want.

Trying to find a fix for the current modding bugs (eg races with changed names being unplayable and changing the name of metallic asteroids crashing the game) would be a deliverance.
by Miletkir
Sun Mar 27, 2022 10:17 pm
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 11582

Re: Customizable mega mod pack. Tweak your gamplay how you want.

For changing vanilla components what you want to do is leave the game open, download the official DW2 editor. Find the name of the component in the research screen, go to the editor, edit components, open componentdefinitions, search for exact name of component. This will give you the ID#- make sur...
by Miletkir
Fri Mar 25, 2022 8:50 pm
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 11582

Re: Customizable mega mod pack. Tweak your gamplay how you want.

Fantastic, this is opening huge prospects. As someone who is unfamiliar with C# though, I think it would be fair to explain how the code works compared to modifying the XML files directly. For instance, the ship speed mod. If we do this via the XML, we have to locate all engine entries and change th...
by Miletkir
Thu Mar 24, 2022 11:31 pm
Forum: Design and Modding
Topic: SPACE AGE mod main thread
Replies: 21
Views: 7665

Re: SPACE AGE mod main thread

Like I said, whether the desired effects will happen and how is a matter of testing. I personally don't like to have things laid out too precisely, because it takes away the enjoyment of the unforeseen. I don't think it's pointless, no. There are elections in Stellaris. Not here. And like I said, de...
by Miletkir
Wed Mar 23, 2022 11:12 pm
Forum: Design and Modding
Topic: SPACE AGE mod main thread
Replies: 21
Views: 7665

Re: SPACE AGE mod main thread

Hey Stepan - I have looked into your governments mod and I have two questions: 1. Do you have a sumary or a little concept of what your new governments types imply (gameplay-wise) or what they will accomplish in the game ? (not especially the real numbers / bonuses (I already have them as screen-sh...
by Miletkir
Tue Mar 22, 2022 5:07 pm
Forum: Distant Worlds 2
Topic: Please no Asteroid Fields around Planets
Replies: 8
Views: 776

Re: Please no Asteroid Fields around Planets

Because I actually can't imagine a world being very hospitable while the natural equivalent of nukes in orbit. Huh huh. in my oppinion planetary belts should be reserved for planets with halos, as a physical representation of the halo. I suppose you mean debris rings like we have around our gas gia...
by Miletkir
Mon Mar 21, 2022 10:47 pm
Forum: Distant Worlds 2
Topic: Please no Asteroid Fields around Planets
Replies: 8
Views: 776

Re: Please no Asteroid Fields around Planets

Removing asteroids around planets is something you can mod yourself rather easily in Orbtypes.xml. SPACE AGE will have those removed and only have asteroid belts (or isolated abstractions of the whole belt anyway).
by Miletkir
Mon Mar 21, 2022 9:54 pm
Forum: Design and Modding
Topic: Can I split up Weapon Categories without breaking Automatic design?
Replies: 6
Views: 690

Re: Can I split up Weapon Categories without breaking Automatic design?

Changing category names could also simply crash your game if the autodesign script is looking for one that doesn't exist anymore. I haven't tried myself, but I'd be interested to know the result if you run a trial and error investigation.
by Miletkir
Mon Mar 21, 2022 3:15 am
Forum: Design and Modding
Topic: DW2 Modding Roadmap
Replies: 53
Views: 25023

Re: DW2 Modding Roadmap

Data are loaded when starting a new game. There's no way currently to change data (such as for components) after a game is started.
by Miletkir
Mon Mar 21, 2022 1:08 am
Forum: Design and Modding
Topic: SPACE AGE mod main thread
Replies: 21
Views: 7665

Re: SPACE AGE mod main thread

I started a Presentation section detailing some of the main changes the mod will contain. I also decided to do a two-part pre-release.
by Miletkir
Sun Mar 20, 2022 8:40 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 : FACTS !! [SPOILERS]
Replies: 7
Views: 1011

Re: Distant Worlds 2 : FACTS !!

Please add [SPOILERS] to your thread title.
by Miletkir
Sun Mar 20, 2022 6:27 pm
Forum: Distant Worlds 2
Topic: Repair of own ships in space ?
Replies: 5
Views: 1730

Re: Repair of own ships in space ?

Report that and add a link to this thread. For now, make due. Your ship is not lost: just wait for it to self-repair.
by Miletkir
Sun Mar 20, 2022 4:11 pm
Forum: Distant Worlds 2
Topic: i wish there was more military and diplomatic options
Replies: 1
Views: 253

Re: i wish there was more military and diplomatic options

Expanding diplomacy is planned as part of a future expansion, see stickied FAQ thread.
by Miletkir
Sun Mar 20, 2022 4:09 pm
Forum: Distant Worlds 2
Topic: DW2 FAQ/QnA megathread - Ask your question here!
Replies: 977
Views: 66127

Re: DW2 FAQ/QnA megathread - Ask your question here!

How do I get Fleets/Fleet to actually do what I ordered it to? I have a fleet (very early game set to manual) that I keep trying to have it "defend" the planet/system. Every time I check it, it's not doing anything (No Mission). I thought defending was a mission, why does it not do that? ...
by Miletkir
Sun Mar 20, 2022 1:10 am
Forum: Distant Worlds 2
Topic: Repair of own ships in space ?
Replies: 5
Views: 1730

Re: Repair of own ships in space ?

Thing is, there is a difference between a ship having the DISABLED status and the ship being effectively stranded. Ships with disabled status (engines destroyed) can be manually repaired and will be repaired by automated constructors. Ships will also repair themselves at different speeds depending o...
by Miletkir
Sat Mar 19, 2022 9:11 pm
Forum: Distant Worlds 2
Topic: On Fleet cohesion
Replies: 8
Views: 955

Re: On Fleet cohesion

I agree, but then all you really need for your logical decision are ship statuses, rather than a percentage. With a percentage rule, you might end up with a perfectly functional fleet gathered at 74.9% that will also wait indefinitely instead of jumping. The percentage would then come in to decide w...
by Miletkir
Sat Mar 19, 2022 6:53 pm
Forum: Distant Worlds 2
Topic: On Fleet cohesion
Replies: 8
Views: 955

Re: On Fleet cohesion

Thanks for bringing that up in such thoughtful manner, because for me it's really a pivotal part of the game, both for gameplay and immersion reasons. I like the idea, but I wouldn't completely follow you on that one. I think having such a percentage setting with all these variables would makes thin...
by Miletkir
Sat Mar 19, 2022 6:34 pm
Forum: Design and Modding
Topic: SPACE AGE mod main thread
Replies: 21
Views: 7665

Re: SPACE AGE mod main thread

Thanks, that's useful and noted. I do intend to also address some balancing in this mod as I'm working on component definitions, and to compare reports I see with my own testing, so, yes, please, feel free to share your suggestions. Regarding engines, one of the major changes planned for this mod is...
by Miletkir
Fri Mar 18, 2022 11:39 pm
Forum: Distant Worlds 2
Topic: Explainers on Game Concepts
Replies: 25
Views: 4774

Re: Explainers on Game Concepts

Well, Erik, I think this thread should be stickied.
by Miletkir
Fri Mar 18, 2022 9:07 pm
Forum: Distant Worlds 2: Tech Support
Topic: Installing DW2 on portable drive and trying to launch on another machine
Replies: 2
Views: 174

Re: Installing DW2 on portable drive and trying to launch on another machine

Thanks for pointing that out. During all the Beta I ran the game on several portable drives and never heard of that separate system folder. I'll give it a shot.

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