Here is what I changed:
RACES: -> swaped DESIGN:
Ackdarian -> Human
Human -> Ackdarian
Haakonisch -> Bosskara
Zenox -> Haakonisch
Boskara -> Mortalen
Mortalen -> Zenox
Teekan -> (unaltered)
If you want some screens of the changed design-allocation please see: https://www.matrixgames.com/forums/view ... 7#p4987537
or download:
PLEASE NOTE: The mod is compatible with ver. 1.0.4.6 of the game and I tested the designs with each race (and double-checked with Notepad++), but since I didn't mod/change anything else there might be some issues in the later game. - Use them at your own risk. (but if you want to help me and find some later issues, you can always tell me.
Also: The changes will only take effect with a completely new game (and might cause some serious issues with other savegames, too - and can NOT be used with any mods that use the same ShipHulls.xml - i.e. unless you edit them manually)
Additionally it will only work, untill a newly game patch will overwrite the ShipHulls.xml in the data-folder, but it also works with any savegame that was stored with the modded/fixed file in use. !
To use the file simply extract / copy (and and replace) it in the "data"-folder of the game (and don't forget to make a backup of the originally used file beforehand
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Optionally you can also download the version of this mod from >Iunnrais< if you prefer to use the mod-loader (see here: https://www.matrixgames.com/forums/view ... 9#p4982629 ; thanks again, buddy
I also tested this and it works perfectly, though needing a long time to load at game-start (at least on my system).
However, it should also work with any savegame that had been saved with the mod in use and won't need to be updated with every new patch from the Devs.
(unlike with the edited XML from above.
You can download the mod-loader here (including instructions on how to install it): https://github.com/DW2MC/DW2ModLoader:D:
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Additionally those files are fixed, because I found some little bugs In the design-templates for some the Zenox ships that make it impossible to use the default engine-component-bays (or don't limit them at all). (see here: https://www.matrixgames.com/forums/view ... 8#p4992268)
I'd guess that there are several more, but I haven't tested this further more. Those are only the ones I've come across, so far.
This not only makes it impossible to use their full engine-potential (in cases where the limit is below the number of given component-bays - see above), but also cripples them optically.