Search found 50 matches

by OloroMemez
Wed May 25, 2022 9:35 pm
Forum: Distant Worlds 2
Topic: Uncouple Planet Quality from Colony Prevalence please
Replies: 14
Views: 1619

Re: Uncouple Planet Quality from Colony Prevalence please

If you're open to using mods, I wrote one a while ago to address this very issue.

https://www.matrixgames.com/forums/view ... 9&t=382877
by OloroMemez
Thu Apr 21, 2022 2:09 am
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 5545

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?

New release

Further reduces slot size to 11 and also changes the weapon size of basic point defence options to be able to fit in this smaller size. This will prevent even small weapons like ion weapons and pulse lasers (size 12) from being equipped on civilian ships.

https://github.com/rc0004 ...
by OloroMemez
Wed Apr 20, 2022 2:37 pm
Forum: Distant Worlds 2
Topic: The game is way to easy (Very hard AI controlled victory)
Replies: 22
Views: 3663

Re: The game is way to easy (Very hard AI controlled victory)

Really cool observations and write up! This will help a lot when some .NET modders turn their attention to the AI
by OloroMemez
Tue Apr 19, 2022 10:01 am
Forum: Distant Worlds 2: Tech Support
Topic: Possible Bug: AI advisors ignoring suggest only for planetary facilities
Replies: 3
Views: 480

Re: Possible Bug: AI advisors ignoring suggest only for planetary facilities

Bug still exists in 1.0.3.5 version. Bad way to sap money from the player.
by OloroMemez
Tue Apr 19, 2022 6:55 am
Forum: Design and Modding
Topic: [1.0.3.3+] Reduce Weapon Slot Size on Civilians
Replies: 0
Views: 577

[1.0.3.3+] Reduce Weapon Slot Size on Civilians

Per issues raised here https://www.matrixgames.com/forums/viewtopic.php?f=10151&t=382690 I've created a mod that reduces the size of every single weapons slots on all civilian and non-combat ships, currently does not change fuel tankers :
1. Exploration ships
2. Freighters
3. Construction ships
4 ...
by OloroMemez
Fri Apr 15, 2022 9:33 pm
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 5545

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?


I think you have to specify the exact version this modified file was created from.
The current beta 1.0.3.5:


That's not how this mod works. It's not just copy pasting an XML file that becomes invalidated every patch. It uses the mod loader to find the file it needs to apply patches to, and ...
by OloroMemez
Fri Apr 15, 2022 1:22 pm
Forum: Design and Modding
Topic: Reduce the number of planets spawned [1.0.3.3 and above]
Replies: 0
Views: 740

Reduce the number of planets spawned [1.0.3.3 and above]

Simple mod for Distant Worlds 2 to halve the number of planets spawned in a galaxy.

This mod is very simple. It changes the maximum number of planets that can generate around Main Sequence Stars, Red Giants, Super Giants, and Blue Giants. In vanilla game, these can have 8 planets orbiting them ...
by OloroMemez
Fri Apr 15, 2022 6:59 am
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 5545

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?

Have created a mod that changes all weapon slots on civ and non-combat ships to size 13. It had to be <19 to prevent them equipping missiles, and <14 to prevent them equipping crummy projectile weapons.
So this will prevent them from using defender missiles and blocking field generators.

Full ...
by OloroMemez
Thu Apr 14, 2022 1:43 am
Forum: Distant Worlds 2
Topic: Best weapons for highly maneuverable ships?
Replies: 7
Views: 971

Re: Best weapons for highly maneuverable ships?


I have read quite a few people claiming that vector manoeuvring doesn't make as much difference as would be expected over regular engines though.


Definitely. Situation is so bad that the CustomizableModPack (CMP) doubles the vectoring thrust that they provide in order to actually provide a use ...
by OloroMemez
Wed Apr 13, 2022 4:28 am
Forum: Distant Worlds 2
Topic: Sound file for black hole sound
Replies: 4
Views: 578

Re: Sound file for black hole sound

I think a quick bandaid fix would be changing those two lines of code to instead refer to sound effects used by another star type, like maybe the neutron star for instance. That way it shouldn't be as deafening every time you go near one.
by OloroMemez
Wed Apr 13, 2022 3:39 am
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 5545

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?

I'll see if I can mod this in. If you wish to keep PD, what I'll do is simply change the size of all the weapon bays on civilian ships to be maximum 19, that way they should be able to fit themselves with any choice of PD.
by OloroMemez
Wed Apr 13, 2022 3:29 am
Forum: Distant Worlds 2
Topic: Sound file for black hole sound
Replies: 4
Views: 578

Re: Sound file for black hole sound

Code taken from data/OrbTypes.xml, relevant section bolded.

<OrbType>
<OrbTypeId>6</OrbTypeId>
<Category>Star</Category>
<Name>Black Hole</Name>
<Description></Description>
<ImageFilename>Environment/OrbTypes/BlackHole</ImageFilename>
<LargeImageFilename>Environment/OrbTypes/Large/BlackHole ...
by OloroMemez
Tue Apr 12, 2022 2:37 pm
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 5545

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?


Oh, I have been thinking about modding this in. The main issue is that I need some automated way to modify the file.
After all, the xml file can (and hopefully does!) change with every Udpate. Meaning I have to re-create the modded file every update.


Head on over to the mod discord by following ...
by OloroMemez
Tue Apr 12, 2022 4:32 am
Forum: Distant Worlds 2
Topic: Difficulty setting, what changes?
Replies: 8
Views: 3364

Re: Difficulty setting, what changes?



Planet quality does not decrease due to difficulty, that's specifically colony abundance settings. Just to make that clear. Idk why Erik kept saying it over and over.


I play on Extreme, and colonizeable planets are routinely 10-40% less habitability than what Galactopedia suggests for each ...
by OloroMemez
Sun Apr 10, 2022 10:54 pm
Forum: Distant Worlds 2
Topic: Conquered homeworld
Replies: 2
Views: 476

Re: Conquered homeworld

There's currently a cheesy way to quickly get new pops assimilated. Let them rebel and put down the rebellion, it will grant you an immediate +30% assimilation.
by OloroMemez
Sun Apr 10, 2022 12:20 pm
Forum: Distant Worlds 2
Topic: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.
Replies: 16
Views: 2355

Re: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.


Great analysis!

My (noobish) observation here is: Does it all matter? :lol:



Atm I'd say it doesn't. But that's part of the problem. You've got super luxuries not being distributed properly and only being sent to a couple of planets. Meanwhile freighters are bringing 200 of it, giving the ...
by OloroMemez
Thu Apr 07, 2022 10:59 am
Forum: Distant Worlds 2
Topic: Difficulty setting, what changes?
Replies: 8
Views: 3364

Re: Difficulty setting, what changes?

Planet quality does not decrease due to difficulty, that's specifically colony abundance settings. Just to make that clear. Idk why Erik kept saying it over and over.
by OloroMemez
Tue Apr 05, 2022 11:23 pm
Forum: Distant Worlds 2
Topic: How do I see what I'm spending money on?
Replies: 41
Views: 3396

Re: How do I see what I'm spending money on?

Among those modders are software developers. So then we can stop questioning each other's programming credentials.
by OloroMemez
Tue Apr 05, 2022 1:02 pm
Forum: Distant Worlds 2
Topic: How do I see what I'm spending money on?
Replies: 41
Views: 3396

Re: How do I see what I'm spending money on?

Can we just lock the thread now? It's devolved into pointless personal attacks.
If you want to actually know how doable this is, ask one of the modders on the discord.
by OloroMemez
Mon Apr 04, 2022 11:08 am
Forum: Distant Worlds 2
Topic: How do I see what I'm spending money on?
Replies: 41
Views: 3396

Re: How do I see what I'm spending money on?

Perhaps the simplest solution to implement to solve the issue of money strangely disappearing is only tracking things you're paying for, and not all incoming. Just adding a small section to do with recent transactions of one off purchases. Like 10k spent on Fleet Replacement, 5k spent on Building X ...

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