Specific Modding questions

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

Moderator: MOD_DW2

Post Reply
Shuul
Posts: 133
Joined: Wed Feb 16, 2011 6:48 am

Specific Modding questions

Post by Shuul »

Good day.
Im a modder and did few major mods for other games like Stellaris, X4:Foundations etc. and plan to mod DW2 as well.
So I have few questions here that I didnt find in FAQ:
1. Will it be possible to have few mods loaded instead of 1 "theme" as it is in DWU currently?
2. Is it possible to make optional dependencies on other mods? e.g. if some specific mod is installed my mod will be loaded ONLY after it.
3. Is it possible to add research technologies/trees without overwriting vanilla ones? So that few mods can just add to the tree without conflicts (if they dont work on same technologis of course)
4. Is it possible to add new type of weapon? Like with different mechanics than current weapons have or we will need to use current weapon types?
5. Is it possible to make new weapons to be mounted into new specific mount? And if its possible to add that specific mount to the ship (e.g. If i want to have special ship and weapon that can be mounted ONLY on that ship).

Also, if there is something that devs know straight from their head that modders will not be able to touch due to it being hardcoded that would be nice to know.

Thanks for the answers!
silver21278
Posts: 1
Joined: Wed Jan 27, 2021 12:36 am

RE: Specific Modding questions

Post by silver21278 »

I would love to know if we can mod new Monsters in and have silver mists be a galactic crisis.
Post Reply

Return to “Distant Worlds 2”