Better Auto Design and other mods

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ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Better Auto Design and other mods

Post by ioulaum »

Please use the latest MOD Loader:
https://github.com/DW2MC/DW2ModLoader/releases

Better Auto Design (For both player & AI)

Fixed all auto design related issues in all tech levels for Civilian Ships as of version 1.0.3.7, if there's any additional fixing needed, please let me know.

For beta 1.0.3.9, this mod is still recommended as it fixed more than the update covers.

I can't seem to find a better way to fix insufficient reactor issue so the method I introduced in this mod is doubling up the attributes(cost/output) of fission reactor, which brings about 2 side effects:

1. Freed up one component slot as result of the doubled reactor, which I mitigated by tailoring most of the designs to have one slot free.
2. AI tends to use fission reactor more, that might leave fusion/quantum reactor unused depends on how tech goes.

I will update later if new schema/method is introduced.

Including one additional bugfix regarding Haakonish Heavy Escort's -90% construction speed.
BetterAutoDesign.zip
(4.67 KiB) Downloaded 107 times



Vector Engine Rebalance (credit SharkMolester)

Changes: Make vector thrusters actually useful start from the bottom tier, also add countermeasure to hybrid engine which can not stack with other vector thrusters.
VectorEngine.zip
(1.21 KiB) Downloaded 62 times



Faster Fighter (credit SharkMolester)

Changes: Make fighter thruster produce 25%/50%/100% more thrust at the cost of increasing energy drain.
FasterFighter (use only ONE folder please).zip
(3.47 KiB) Downloaded 62 times



50% More Maximum Hull Size

Changes: Make maximum hull size on ships and stations 50% larger so more components can be added.
50%MoreHullSize.zip
(2.88 KiB) Downloaded 86 times



Looking forward to hear your feedbacks. ;)
More mods might be added once upon a time.
Last edited by ioulaum on Sun May 01, 2022 10:38 am, edited 21 times in total.
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Ioulaum's Mods Thread

Post by ioulaum »

Bump for update.

Better Auto Design
FlashXAron_slith
Posts: 190
Joined: Mon May 14, 2012 6:18 am

Re: Better Auto Design and other mods

Post by FlashXAron_slith »

Yeah thanks,
hope it will make the AI perform better as I already only build my ships manual since the first game I played
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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

Re: Better Auto Design and other mods

Post by Franky007 »

You did a great job !

But i would suggest 2 things:

1) The colony ship has the worst design because of the energy consumption of the Colony module.
Instead of doubling the output of the Fission Reactor, i would decrease the StaticEnergyUsed of the colonization module from 50 to 30.

2) For those that want civilian ships with PD defense, we could add to every designs:
WeaponInterceptCount: 1
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Better Auto Design and other mods

Post by ioulaum »

Franky007 wrote: Fri Apr 22, 2022 3:19 pm You did a great job !

But i would suggest 2 things:

1) The colony ship has the worst design because of the energy consumption of the Colony module.
Instead of doubling the output of the Fission Reactor, i would decrease the StaticEnergyUsed of the colonization module from 50 to 30.

2) For those that want civilian ships with PD defense, we could add to every designs:
WeaponInterceptCount: 1
1. Yeah I tried that solution before, but other ships are suffering power shortage too, so might as well use the double fission method.
2. AI always put interceptor missile as default PD, which is lackluster IMO, and civilian ships normally doesn't have 19ish size to spare.
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Better Auto Design and other mods

Post by ioulaum »

FlashXAron_slith wrote: Fri Apr 22, 2022 11:59 am Yeah thanks,
hope it will make the AI perform better as I already only build my ships manual since the first game I played
Now you don't have to update your design everytime when start a new game. :D
WiZz
Posts: 543
Joined: Wed Sep 28, 2011 1:28 pm
Location: Ukraine

Re: Better Auto Design and other mods

Post by WiZz »

Is the mod compatible with 1.0.3.3? I haven't the possibility to use beta versions. :(
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Better Auto Design and other mods

Post by ioulaum »

WiZz wrote: Sat Apr 23, 2022 2:31 pm Is the mod compatible with 1.0.3.3? I haven't the possibility to use beta versions. :(
It should work with no problem
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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

Re: Better Auto Design and other mods

Post by Franky007 »

I did some test with the small exploration ship template:

By removing the line
ScannerShortRangeCount: 1
the auto design will put both kind of exploration sensors if you have them.

But if you put the line
ScannerExplorationCount: 2
and remove the ScannerShortRangeCount, the auto design will put the same exploration sensor twice !
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Better Auto Design and other mods

Post by ioulaum »

Franky007 wrote: Sun Apr 24, 2022 12:54 am I did some test with the small exploration ship template:

By removing the line
ScannerShortRangeCount: 1
the auto design will put both kind of exploration sensors if you have them.

But if you put the line
ScannerExplorationCount: 2
and remove the ScannerShortRangeCount, the auto design will put the same exploration sensor twice !
The short range scanner has a lower priority so if you start the game in Tier 1 tech or higher the exploration ship will have survey and resource scanner modules first then if there's any empty slot, short range scanner.

Apparently survey module just comes with exploration ship without the need to put a line in the template.
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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

Re: Better Auto Design and other mods

Post by Franky007 »

Do you think there is a way to put small mining extractors on mining stations ?

I tried that without succes:
- add:
DesignTemplateId: 33 # Large Mining Station
Role: MiningStation
CargoBayCount: 2
CommerceCenterCount: 1
DockingBayCount: 1
MiningComponentCount: 4
EnergyCollectorCount: 1
FuelTankCount: 1
ArmorCount: 2
ShieldCount: 2
DamageControlCount: 1
RecreationCenterCount: 1
FighterBayCount: 1
HyperDenyCount: 1
IonDefenseCount: 1
ScannerTraceCount: 1
WeaponStandoffCount: 4
WeaponInterceptCount: 1
WeaponIonCount: 1
Priorities:
- Category: Extractor
Priority: 2
ComponentSelectionOverrideFactors:
SmallSizeFactor: 2
ioulaum
Posts: 23
Joined: Tue Mar 15, 2022 12:05 pm

Re: Better Auto Design and other mods

Post by ioulaum »

Franky007 wrote: Mon Apr 25, 2022 10:34 pm Do you think there is a way to put small mining extractors on mining stations ?

I tried that without succes:
- add:
DesignTemplateId: 33 # Large Mining Station
Role: MiningStation
CargoBayCount: 2
CommerceCenterCount: 1
DockingBayCount: 1
MiningComponentCount: 4
EnergyCollectorCount: 1
FuelTankCount: 1
ArmorCount: 2
ShieldCount: 2
DamageControlCount: 1
RecreationCenterCount: 1
FighterBayCount: 1
HyperDenyCount: 1
IonDefenseCount: 1
ScannerTraceCount: 1
WeaponStandoffCount: 4
WeaponInterceptCount: 1
WeaponIonCount: 1
Priorities:
- Category: Extractor
Priority: 2
ComponentSelectionOverrideFactors:
SmallSizeFactor: 2
ComponentSelectionOverrideFactors never worked for me, and during my testing phase I wasn't able to mount small mining engine on mining station either.
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Franky007
Posts: 179
Joined: Thu Mar 10, 2005 3:57 am

Re: Better Auto Design and other mods

Post by Franky007 »

I resized another bay to size 100, to add another large extractor:

ShipHull:
- update:
ShipHullId: 25
ComponentBays:
(item.ComponentBayId is 13):
MaximumComponentSize: 100
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