Re: DW2-XL v1.11.7 Available
Posted: Fri Jun 14, 2024 12:28 pm
@Mordachai GameEvents.xml is a little broken, search for zzkk in your file and compare it to original.
What's your Strategy?
https://forums.matrixgames.com:443/
Sadly, not something I can access - all hard-coded atmNyku wrote: Sat Nov 09, 2024 8:32 pm any plans to touch characters and character traits?
especially for leaders, there's only so much variation and you often end up with very similar leaders, due to the ever-similar traits they get...
Talk to @salemonz over onAirbourne wrote: Wed Nov 20, 2024 3:59 pm I see you now include an increased selection of flags in DW2-XL. I am eager to get my hands on this . I see it is available on Steam as a separate download but I don't get along with Steam. Is there any chance you could let me have it or point to where I can get it outside Steam?
Of course.Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm I hope it is OK to comment on balancing issues I have found playing the XL mod. I have not played it for a while but did so this weekend.
It is up to you to design your invasion ships to have > 1 assault pod per troop stasis module, especially if you're going to use droids in numbers.Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm The Battle Droids seem to be in a strange place... they are worse in every regards now as their maintenance are almost as high as the infantry. They are worse at both offence and defence now. They weigh less but the maintenance on ships are low enough to compensate for that and if you intend to assault there are the issue that only one unit can deploy at the same time so a small units take up one assault pod the same as a large one. The Battle Droids are not very usable unless I'm mistaken.
Plasmatic can make the critical difference between only needing one reactor vs. two. If you have a design where that is critical, then plasmatic makes all the difference.Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm For reactors then Plasmatic seem to be completely useless as the other two are more effective in terms of power to fuel ratio and weight to power ratio is the same for all. Smaller might need more slots but that is quickly eaten up by needing more slots for fuel cells instead so makes not a whole lot sense. You are likely to end up using the same number or less slots in total for the two first ones and using less fuel or having better range or both.
Personally I think the nimble are by the best. Acceleros is a decent engine, and for races who are engine slot starved, they're a good choice. But that extra nimbleness is often a winning attribute plus better countermeasures.Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm Similar issues I find with engines. Acceleros engines are just better in all ways versus the compact drive, the nimble drive are not that attractive either but at least it have something in its favour. The compact drive have less power per weight and will take up more slots. Given that I also find that weight is not a huge issue on most ships especially later on in the game even if the compact drive had better weight to power ratio it would be of very dubious value.
I never have enough space for everything, and am always having to make choices between alternatives. By maybe the Tier 3 versions of ships it's basically a no-compromise scenario, depending on how you measure no-compromise.Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm Ships volume versus the amount of stuff you can put into them is way off, especially the longer into the game you get. It becomes increasingly hard to find ways to fill up the hulls. In my opinion this take away the choices you have to make and every ships seem to be exactly the same, more or less. There need to be some constraint so you need to make SOME choice as if you want more weapons, defenses or internal component etc... this does not seem to be the case.... I can just fill everything up with everything I want and no compromises.
I'm glad you're getting enjoyment out of it. If you'd like to share some specific situations - screenshot a design that's tier I where you're able to do "no compromises" - I'd be curious to see what you mean by that?Jorgen_CAB wrote: Sun Jan 19, 2025 11:16 pm Overall I find the mod very good and I have enjoyed it very much.
your choice is closer to what vanilla chooses for L mounts.Jorgen_CAB wrote: Mon Jan 20, 2025 10:52 pm I also had one other remark and that was in the S, M and L version of weapons. Outside of missiles it seems that for the most part S are worse than M and M are worse than L. That is they have the same DPS and power draw etc per weight but smaller weapons deal less raw damage and often less range too.
I just assumed this was a design choice. I'm fine with that large slots are more valuable than small ones, so I just wanted to ask.
I did something similar in my own mod but I also reduced the weapon arcs on most large mounts to offset the overall effectiveness of larger weapons RAW damage potential.
I think this depends... I had five different weapon size classes rather than three so it was quite different with super large weapons sort of was spinal mounted and with restricted arcs. Smaller ships might also have larger mounts but not the biggest one on more stricter arcs for the same reason, they were suppose to be spinal mounted.mordachai wrote: Tue Jan 21, 2025 1:54 pmyour choice is closer to what vanilla chooses for L mounts.Jorgen_CAB wrote: Mon Jan 20, 2025 10:52 pm I also had one other remark and that was in the S, M and L version of weapons. Outside of missiles it seems that for the most part S are worse than M and M are worse than L. That is they have the same DPS and power draw etc per weight but smaller weapons deal less raw damage and often less range too.
I just assumed this was a design choice. I'm fine with that large slots are more valuable than small ones, so I just wanted to ask.
I did something similar in my own mod but I also reduced the weapon arcs on most large mounts to offset the overall effectiveness of larger weapons RAW damage potential.
this makes no sense to me, personally.
but to each his own.
Glad that worked for you!aldehyt wrote: Fri Mar 07, 2025 8:58 am Silly I, i think git reset --hard <commit> was enough to get 1.30.11 version without any trouble