Distant Worlds 2

Distant Worlds 2

62 ratings
Sector Flagships
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.006 MB
29 Aug, 2023 @ 2:30pm
13 Jun @ 11:23am
8 Change Notes ( view )

Subscribe to download
Sector Flagships

Description
Fully updated for all playable races!

Have you ever thought that the biggest ships you can build in this game look puny?
Have you wanted to wait 15 years to build a ship that will surely break your budget?
Have you ever wanted to build a ship that you can spot from the other side of the galaxy?
Would you like to pump enough funds into a single ship to feed a trillion humans (or glass one Boskara world)?

If you answered yes to any of these questions then my friends I have the solution.

Presenting Sector Flagships. A late game addition to let the xenos know who is boss. It carries roughly twice as many slots as a Dreadnought with three times the hull size (yes triple the capacity for destruction), numerous size 100 hangar bays so your large hangar bays can finally stop being jealous of their sexier thinner 50 slot cousins.

Compatible with both vanilla and XL (just make sure this mod is at the bottom of your list) this mod is sure to put a smile on any warmongers face!

Note: do not try to build a fleet of these you will go bankrupt but I suppose there are worse ways to ruin your empire.

IMPORTANT:

For of those of you who do not have some of the DLC, your game will throw an error when you start a new game about missing hulls. This is okay just press cancel then create a new game and everything will work correctly. If you don't have the extra races from dlc you can't upload the new hulls they would get with the mod running. Races that are playable for you will get the flagships with no issues.

In XL (due to changes in how techs are laid out) it is directly below indestructible armor + and above and in between nano repair bots and nano repair swarm. It sticks out because the whole row it is on will have the yellow/gold construction type color.
62 Comments
Zombieknc 15 Jun @ 12:04pm 
update too max hull size worked great for what i needed. thanks
rahonbass  [author] 13 Jun @ 11:26am 
Small updated Everyone: All flagships have their max size increased by 2000. @Zombieknc thanks for the suggestion. Firepower should now be maximized-er.
rahonbass  [author] 13 Jun @ 11:22am 
I will just add an extra 2000 max hull size to all flagships. That should be plenty.
rahonbass  [author] 13 Jun @ 11:15am 
@Zombieknc how much hull size would you need to do what you wanted? I can adjust that pretty easily.
Zombieknc 13 Jun @ 9:34am 
Is anyone else haveing a issue not haveing enough hull size to put size 120 weapons on all weapons slots? I am playing humans and I wanted to use plasma beams size 120 for the weapon size 120 slots. If I put them in all 120 weapon slots it go's over the max hull size.
rahonbass  [author] 6 May @ 10:48am 
I have no idea. Game code has changed in minor ways since I first posted this (as any good game should over time). I'll adjust my description above with this new information. Glad you got it working!
FizzyElf 6 May @ 9:23am 
That seems to have worked, I can see the sector fleet option now, I will try researching it later. Thanks for your help!

Any reason why the cancel option worked and the other one didn't?
rahonbass  [author] 6 May @ 9:12am 
Try this. Say cancel when it talks about hulls. Then start up a new game after. Make sure you have all projects visible in the game options. That is what I did and I it appears at the end of the construction tech between the two researches to increase capital ship size.
FizzyElf 6 May @ 8:17am 
@rahonbass I don't really trust the mod loader as I had Refreshed Planets and XOrbit before and when I used just the mod loader it only loaded everything for Refresh and not XOrbit so now I just restart the game, it only takes like 15 seconds on my system so its not too bad though I could see it taking longer on a HDD.

I have been starting a new campaign each time, humans with planet start and then I have been changing the tech level to see if it will pop up. Just started another new campaign, both tech levels set to 7 and still nothing. I do still get the popup warning which lists the hulls from the DLC but there is nothing I can do about that.
rahonbass  [author] 6 May @ 7:46am 
@FizzyElf I just retested this and you still do not need any dlc for the mod to load properly. Make sure after you enable or disable mods you do a full exit of the game as not all assets are properly loaded through the mod menu (I know is annoying).