Distant Worlds 2

Distant Worlds 2

320 ratings
XL
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File Size
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Updated
76.232 MB
10 Jan, 2023 @ 5:03pm
26 Jul @ 12:43pm
149 Change Notes ( view )
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XL

In 1 collection by Mordachai
XL Refreshed
16 items
Description
XL
eXpands and enLarges the game - tech tree, weapons, engines, reactors, sensors, etc.

Requires ALL DLCs!:
  • DLC 1: Ikkuro and Dhayut
  • DLC 2: Quameno and Gizurean
  • DLC 3: Return of the Shakturi
  • DLC 4: Atuuk and Wekkarus

SPECIAL INSTRUCTIONS
  • ALWAYS CHOOSE TO START ON A PLANET, NEVER ON A MOON
  • In order to balance the distribution of worlds, XL removed colonizable moons, so you cannot start on one (sorry)

Mod Compatibility and Ordering
For best results, place XL at the bottom of your list of mods except for ones that are specifically designed to be XL mod-mods and resource-only-mods (last mod wins)
  • Refreshed mods are compatible, and can be in any order
  • Background mods are compatible, and can be in any order (Galaxy Map, Blackness)
  • Music and sound mods are compatible, and can be in any order (Signals Music, Star Wars Music, Alternative Sound Track...)
  • Extra name mods are also compatible, and can be in any order (System Names 2K)
  • XL Mods - such as the "No Independents for XL" - must come after XL, and they must be up to date with latest XL version changes
  • No Tech Stealing XL (please check version for compatibility - as of this writing, it is compatible with 1.32.0)
  • WARNING: XL really is not compatible with anything else!

Please note that I designed it for veteran players [well, really, myself] - though anyone is welcome to pick it up and become a veteran by playing it. But it is not intended to make this game easier to pick up, or easier to succeed with. Just more replayable / rational / epic and with a lot of QOL improvements (that aren't really visible unless you've repeatedly stubbed your toe on the way they work in the base game and no longer have to suffer that here).

Which, all of which, is in fact my definition of "more fun" and why I made and keep expanding this mod.

If you're curious as to the details, many of them are in the Gitlab Repository[gitlab.com].

Special thanks to @Salemonz for contributing:
  • New Component Images (some exclusive to XL)
  • New Facility Images (some exclusive to XL)

Special thanks to @Rah for contributing:
  • Ackdarian Stellar Hangar Bays
  • Zenox Archivist Government

Installation Instructions
  1. Launch DW2
  2. Within the game, In the Modifications menu, enable XL (must be LAST in list!!!)
  3. Return to the main menu
  4. !!! IMPORTANT !!!
  5. Exit the game entirely back to host OS
  6. !!! IMPORTANT !!!
  7. Launch DW2 again and start a new game
  8. Have fun!

NOTE: mods are embedded into your game save - so you cannot update or change mods except by starting a new game after either changing mod selection, or after downloading updates to the game or to the mods.

For best results, place XL at the bottom of your list of mods except for ones that are specifically designed to be XL mod-mods and resource-only-mods (last mod wins)

Most active on the DW2 Discord[discord.com] - come join us!

Read Me!
Please see https://gitlab.com/coyote-wolf/DW2-XL#distant-worlds-2---xl for lots of details!
1,233 Comments
Mordachai  [author] 30 Jul @ 7:50am 
Super techs are a kind of shortcut - they fall in the tier 7.5 range - to give them a purpose - they're not just a tier beyond the end - that's already covered with the normal techs and repeatables. They're their own thing, at a cost that fits the game flow as something special, unusual, and fun.
Ego™ 30 Jul @ 12:42am 
Not sure if its a bug, but why are the super techs so cheap research wise compared to the late game tech down the same line?
Mordachai  [author] 26 Jul @ 12:44pm 
### v1.33.12
- Fixed: Mortalen and Ikkuro reveal their racial T0 tech at startup even if race stories are disabled
DumaZik 26 Jul @ 11:49am 
oh... you can update it less often... I'm tired of editing files from English to Russian :steamsad:
Mordachai  [author] 25 Jul @ 5:45pm 
### v1.33.11
- Updated to latest art from @Salemonz
- Fixed: Startup events so that DeadCiv ruins event doesn't trigger immediately, but is an undiscovered ruins initially
- Fixed: Ikkuro missing advanced tanks
- Improved: Some of the game's grammar for enable/progress/breakthrough in technology
- Added: T0 and T1 weapons now have [M] versions
- Rejiggered PD power consumption (was 10x higher than intended)
- Reactive Armor is now even more reactive but less absorbant (weak strength, very strong reactive)
- Administrative Facilities and Science Facilities (once again) have a development bonus
- Gravitic weapons now gives a link to Sentinel PD
Mordachai  [author] 19 Jul @ 2:54pm 
### v1.33.10
- Fixed: Most prewarp start events were missing a prewarp only restriction clause in the XML
- Fixed: Various weapons were the wrong size (all [S|M|L] are now set correctly)
- Fixed: Galactic Governance tech and facility so that they apply their bonuses properly
- Adjusted: Deadciv Ruins so that they do not appear if you start as at T1 or better
- Adjusted: Ancient Ackdarian space station so that it doesn't appear if you start as T1 or better
- Ackdarian: Disassembling the ancient star port now offers several small boosts to critical star port technologies
- Ikkuro: Every individual world type has its own Harmony tech
- Ikkuro: Gain research towards corresponding Harmony tech whenever they colonize that world type for first time
- Ikkuro: New event: after colonizing a new world, they gain some research towards further colonization tech
(cont.)
Mordachai  [author] 19 Jul @ 2:54pm 
2/2
- Wekkarus: Replaced Defensive Caverns with Abyssal Caverns of the Ancestors
- All: Master Habitability Techs now only unlock if you colonize associated world-type
- Torpedo tech bifurcate at T4 instead of T5, meaning that an [L] torpedo is available by T4
- Blaster tech now has an [L] from T3 onwards
- Star Ports (small) now have only two models, but gain a booster tech similar to warships
- Hyperdrives now have a bit better range (except Sojourn, which has been nerfed a bit)
- Reduced the cost of high end tech (T6+)
Mordachai  [author] 14 Jul @ 12:19pm 
Endgame super hyperdrives come close - but not quite instant to anywhere. I don't believe the game engine to be smart enough to handle it. It moves by simulating a certain jump distance per tick, and if that's too large it makes a mess of things, the last time I tried.

I'd love a true jump-drive that's nearly instant and galactic in size. But it also would completely wreck the balance of many other technologies (sensors, e.g.)
Zombieknc 10 Jul @ 6:42pm 
is it possible to increases the max jump drive speed, max range and max accuracy through research to the point where ship can jump and reach its destination anywhere in a max galaxy size as close to instant as possible? ideally i am trying to decreases travel time for my cargo ships to jump from mine to colony or colony to colony.
Mordachai  [author] 10 Jul @ 4:07pm 
### v1.33.9
- Teekans: Now get Ion Missile [L] starting at T3
- Advanced and Ultra Ion Missiles now have improved range growth curves
- Added another level of research technology and laboratory (Shakturi research is now consistently unlocked at T6)
- Humans: Can now research Mjölnir missiles in addition to Harbinger Missiles (they don't conflict with Scorpion tech)
- Shakturi Storyline: Increased tech bonuses for leaders of all types (so that they make an actual difference)
- Hid Mortalen Multilock Targeting and Ikkuro Hull Splinter and Organic Hull techs from other races (little nicer UI)
- Improved research tech names