Distant Worlds 2

Distant Worlds 2

Sector Flagships
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).
rahonbass  [author] 6 May @ 7:39am 
@FizzyElf you should not need any dlc for this to work. I tested this in the past and everything load properly. I will check again to see if something has changed in how devs load mods.
FizzyElf 5 May @ 11:28pm 
This mod looks really cool but, why do we need all DLC factions if the vanilla ones are more than fun enough to play? I get an error at the start and when I click to continue to the new game anyway I don't have access to any new tech in the tech tree even with a starting tech level of 7 in the campaign setup.

(This is the only mod running. Should I try running XL and see if that makes it work? Granted XL requires all DLC so I doubt that would change anything.)
rahonbass  [author] 23 Apr @ 5:33pm 
@Fishi the tech is there for player and AI. I imagine if you play long enough the AI will field them. Players tend to rush down certain lines and the AI research is more broad. Also players grab a lot more tech sources. But there is no reason why they would not research it eventually. Kinda scary thought actually.
Fishi 23 Apr @ 10:05am 
Not sure if anyone else has asked, but do the AI use these at any point?
SgtScum 13 Apr @ 3:18pm 
Thanks for the update! This really helps with end game wars where everyone is of a similar tech. Especially if you have the shakturi event enabled.
Kazeck 12 Apr @ 1:45pm 
Thank you Rahonbass!
rahonbass  [author] 11 Apr @ 4:29pm 
Mod is now up to date and all playable races have their flagships now!
rahonbass  [author] 7 Apr @ 7:14pm 
Sorry all have been slammed with work the past week. Am going to try and get the new races into the mod soon as possible.
Kazeck 7 Apr @ 7:31am 
Thanks for your hard work Rahon!
WariousGaming 22 Mar @ 6:51am 
fair enough :D
rahonbass  [author] 21 Mar @ 5:45pm 
@WariousGaming I know lol but also the way mods are stored with this mod. I am pretty confident I can just make the update changes and upload and all will be good. But mod is good for now. Even with the last epic update (lots of cool stuff I have been wanting in the game) ship files are unchanged and probably will be that way for the foreseeable future. What I do to create the flagships is tedious but difficult to break outright. New races will just mean the same process.
WariousGaming 21 Mar @ 1:49pm 
Please for gods sake next time do backup copy of mod files on Google Drive.
rahonbass  [author] 14 Mar @ 12:21pm 
Hey all with new races coming soon I do want to keep this mod alive and updated. Unfortunately I have lost the original mod files for this. I am thinking about reworking the whole thing after the new race pack is out. Is possible I can patch together a quick and dirty update for the new races after release and I will do so if I can. If not, I want to rewrite the whole mod which might take some time as there are some new features I can play with in the game to make the mod even better. Thanks for subscribing!
2asdasd 12 Dec, 2024 @ 12:16pm 
@rahonbass thank you, great mod!
rahonbass  [author] 13 Nov, 2024 @ 5:23pm 
I am not sure I understand. You have plenty of slots to add extra fuel cells in the design. The auto designer must be skimping on tanks.
mahrdol 13 Nov, 2024 @ 5:09pm 
planet killers have 800 fuel. Because fuel so low they aren't really that useful. Always need to refuel.
mahrdol 13 Nov, 2024 @ 3:48pm 
fuel is a bit low on these ships. it almost 1/2 of the fuel capacity next size class down. 200 sector vs 350 for a battleship
Reviera 24 Oct, 2024 @ 8:09pm 
sweet thanks!
rahonbass  [author] 24 Oct, 2024 @ 2:30pm 
Hey everyone, just tested with vanilla plus the new expansion and mod does not need an update. Happy hunting and be sure to give the bugs a warm welcome. Thanks for subscribing!
rahonbass  [author] 24 Oct, 2024 @ 1:07pm 
@Reviera as far as I can tell the mod should be fine based on patch notes (no new playable races have been added and ship structure in files is unchanged). Having trouble testing as my main pc is down. I'll workaround this though and fix anything if needed.
Reviera 24 Oct, 2024 @ 11:01am 
Please Update. New DLC just launched.
rahonbass  [author] 17 Apr, 2024 @ 4:37pm 
Thanks. I like mods like this as well :) . One of the roughest parts right now is that the ship classes are hardcoded so more can't be added. If that ever changes it will open up a ton of modding options.
SnugglyPuffs 15 Apr, 2024 @ 9:21pm 
Thank you for making this mod, very cool idea. One of the ways I feel Distant Worlds could improve is to expand on ship classes.
2asdasd 11 Apr, 2024 @ 5:48pm 
@rahonbass Thank you, I'll try this in my new galaxy conquest campaign.
rahonbass  [author] 10 Apr, 2024 @ 4:20pm 
Also my main computer died the last week (looking at new pc options). I have my crappy old laptop so should be able to update when and if needed but play testing will be difficult.
rahonbass  [author] 10 Apr, 2024 @ 4:17pm 
@2asdasd This mod should never need to be updated until the devs add new playable races to the game. They would have to change how ships are fundamentally coded to even have a chance of breaking this mod.
2asdasd 10 Apr, 2024 @ 12:34pm 
Updatus?
rahonbass  [author] 21 Mar, 2024 @ 1:50am 
Sorry if that ruined your endgame :( takes so long to get to them. I went back through the ships again and all appears correct now. Please let me know if you spot anything else.
rahonbass  [author] 21 Mar, 2024 @ 1:41am 
D'oh! Fixed! Thanks for the heads up!
Cend 21 Mar, 2024 @ 1:08am 
You might want to take a look at the Mortalen ship maximum size ;)
rdman01 16 Feb, 2024 @ 4:30pm 
thanks
rahonbass  [author] 16 Feb, 2024 @ 2:45pm 
In XL it is directly below indestructible armor + and above and in between nano repair bots and nano repair swarm. It sticks out because that whole row will have the yellow/gold construction type color.
rahonbass  [author] 16 Feb, 2024 @ 2:36pm 
@rdman01 in vanilla it will be after the last capital ship upgrade. In XL it it likes to hide near the top of the tech tree. I need to add a few screenshots pointing out where in XL.
rdman01 16 Feb, 2024 @ 4:21am 
where in research tree can i find it?
rahonbass  [author] 18 Nov, 2023 @ 3:43pm 
@juniorprogzmian at this time mods and game files are baked into the save when a new game is created. You can't add or take away anything once the game is started. Game devs want to eventually change this but they are working on higher priority things right now.
juniorprogzmain 18 Nov, 2023 @ 3:37pm 
Hi, is there anyway to activate this inside a save game.... please anyone got any ideas?
rahonbass  [author] 13 Nov, 2023 @ 11:41pm 
Mod is working just fine for latest update.
rahonbass  [author] 18 Oct, 2023 @ 3:38am 
Small update pushed last night to fix engine limit on Quameno flagships was default instead of unlimited.
rahonbass  [author] 16 Oct, 2023 @ 2:28am 
@elrodmarion Thanks! I just started work on my next project for this game and it is going to be massive!
elrodmarlon 16 Oct, 2023 @ 12:54am 
Fine Mod and ship