Search found 356 matches

by Sabranan
Thu May 15, 2025 2:35 am
Forum: Distant Worlds 2: Tech Support
Topic: Event Trigger Question for Dev
Replies: 1
Views: 41

Re: Event Trigger Question for Dev

As far as I'm aware the 255=Player value only applies for PlacementRaceId. In most any other context Race Id 255 would be one of the pirate factions. There's another way to do this though, you can use a condition. This can be placed on the game event itself or in an individual placement action or in...
by Sabranan
Tue Apr 22, 2025 5:37 pm
Forum: Distant Worlds 2: Tech Support
Topic: Shakturi Tech Tree Broken
Replies: 4
Views: 93

Re: Shakturi Tech Tree Broken

I count 7 updates to the Shakturi research file since 1.2.7.7, the last one only a couple weeks ago. Also the Shakturi only techs shouldn't even be showing up in your tech tree! So yeah, something has really broken there but I don't know why. Assuming you're on Steam, it might be worth doing a verif...
by Sabranan
Wed Apr 09, 2025 1:20 pm
Forum: Distant Worlds 2: Tech Support
Topic: Shakturi Tech Tree Broken
Replies: 4
Views: 93

Re: Shakturi Tech Tree Broken

Looks to me like you have an out of date Shakturi research file somehow, the current row value for Advanced Amplifiers is supposed to be 206, which is what I'm seeing in the latest on Steam (public and beta).
by Sabranan
Sun Jan 19, 2025 7:21 pm
Forum: Distant Worlds 2
Topic: Ruined Vaults?
Replies: 5
Views: 392

Re: Ruined Vaults?

If you mean the ones that give you a message starting with "A terrible waste!" these are always empty and there just for flavour really. The ruins themselves are a research location though with all research 1% and Ancient Knowledge 5%, so they're not completely useless. Their locations are...
by Sabranan
Thu Dec 12, 2024 9:38 pm
Forum: Distant Worlds 2
Topic: Why is Kasim special?
Replies: 2
Views: 494

Re: Why is Kasim special?

It's an event world in the Ikkuro story, but we haven't given it anything that specifically attracts the AI or anything so it shouldn't be more or less congested than any other independent world. Maybe just because it spawns fairly late and therefore is one of the few independent worlds left?
by Sabranan
Thu Dec 12, 2024 9:33 pm
Forum: Distant Worlds 2: Tech Support
Topic: Teekan super weapon overlap
Replies: 3
Views: 112

Re: Teekan super weapon overlap

I've just committed a fix for this, FYI the "Zenox Super Long Range Scanners" was also in the same spot as the "Super Sensors" (the Zenox tech you unlock from their artifact) so I've fixed that too.
by Sabranan
Wed Jun 12, 2024 5:28 pm
Forum: Distant Worlds 2: Tech Support
Topic: Can’t build Planetary Fighter Bases!?!
Replies: 7
Views: 363

Re: Can’t build Planetary Fighter Bases!?!

I see what's going on there, the facility levels just need adjusting to account for the Gizurean's getting an early fighter base. Then it should always be possible to upgrade to the better version. I'll sort that out today, for existing games it should be fine once you get to Planetary Aerospace For...
by Sabranan
Wed Oct 11, 2023 9:16 pm
Forum: Distant Worlds 2: Tech Support
Topic: Ikkuro tech tree overlap bug
Replies: 4
Views: 668

Re: Ikkuro tech tree overlap bug

They do start off disabled, each of those techs should appear as you colonise the relevant world-type.
by Sabranan
Tue Jun 20, 2023 11:02 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.4.4] - Possible errors found in XML files
Replies: 3
Views: 303

Re: [1.1.4.4] - Possible errors found in XML files

Enhanced Colonization - This has the correct prereq paths, all of the Improved Habitability techs. 785 is the base Marsh Colonization not the improved version. Fleet Targeting System - Fixed Proton Engine (Ftr) - Fixed Buried Ancient Starship - Fixed Galactic Archives - Fixed Deep Space Observatory ...
by Sabranan
Wed May 10, 2023 12:12 am
Forum: Distant Worlds 2
Topic: Which files apply for Ship Hulls?
Replies: 11
Views: 980

Re: Which files apply for Ship Hulls?

The <EngineLimit> value is for when a ship is supposed to have an even number of engines. So if we have a ship hull that we want to have 4 engines, we'd actually place 5 engine component slots and set the EngineLimit to 4. We keep the total number of engine component slots odd so the designer can al...
by Sabranan
Fri May 05, 2023 11:55 am
Forum: Distant Worlds 2
Topic: Which files apply for Ship Hulls?
Replies: 11
Views: 980

Re: Which files apply for Ship Hulls?

The ShipHulls file is indeed deprecated, I split it up by race once that became possible because it's much easier to work with that way. The way it works is it'll load the base ShipHulls.xml file, then override anything that has the same ID in the ShipHulls*.xml files. This effectively means everyth...
by Sabranan
Wed Mar 15, 2023 6:40 am
Forum: Distant Worlds 2: Tech Support
Topic: Teekan Sub Surface Cavern Event
Replies: 11
Views: 345

Re: Teekan Sub Surface Cavern Event

Yeah adding population using the event method always seems to make it a unique population, even if another population of the same race exists on the planet. I think it's ok in this case though, we need them to be separate populations initially because the sleepers start off as unassimilated. And it ...
by Sabranan
Fri Dec 16, 2022 1:32 am
Forum: Distant Worlds 2
Topic: Earth and the Sol System
Replies: 11
Views: 2558

Re: Earth and the Sol System

I found my Sol in my playthrough. It had Mars, a continental planet called Phyrro, Saturn, and Jupiter, in that orbital order. My headcanon is that the entire system got all sorts of screwed up from the big bad millenia ago, being a major homeworld/hub of humanity. It's actually supposed to be Terr...
by Sabranan
Mon Oct 31, 2022 11:01 pm
Forum: Distant Worlds 2: Tech Support
Topic: 1083 Modding Bug / Datafile Bug
Replies: 2
Views: 258

Re: 1083 Modding Bug / Datafile Bug

Any edits to the default ShipHulls.xml file will effectively be ignored, as the ShipHulls*.xml will override any entries with matching IDs. Additions to the base file will still be applied though. If you're starting from a base installation, you can actually safely delete the ShipHulls.xml file, we'...
by Sabranan
Mon Aug 08, 2022 9:53 pm
Forum: Design and Modding
Topic: Modding Tool [1.1.0 Released!]
Replies: 437
Views: 19612

Re: Modding Tool [1.1.0 Released!]

@Ruddles You need a mod folder to work with first. Hit the "Specify Mod Folder" button in the top-left of the tool and a window will open allowing you to navigate to the Distant Worlds installation folder, then the "Customization" subfolder. This is where your mod folder needs to...
by Sabranan
Mon Aug 08, 2022 6:15 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.6.2] Mortalen Fleet Carrier is a copy of Mortalen Heavy Carrier
Replies: 1
Views: 201

Re: [1.0.6.2] Mortalen Fleet Carrier is a copy of Mortalen Heavy Carrier

The level sharing actually caused this issue, the component slots on both ships are supposed to be the same but the Fleet Carrier is intended to have some improved stats.

I've committed a fix for that so it should be in the next build.
by Sabranan
Sun May 29, 2022 9:34 pm
Forum: Distant Worlds 2: Tech Support
Topic: [Solved in 1.0.4.9] [1.0.4.6] GameEvents.xml /n/n instead of \n\n [Typo]
Replies: 3
Views: 224

Re: [1.0.4.6] GameEvents.xml /n/n instead of \n\n [Typo]

I've just committed a change to correct the apostrophes as well
by Sabranan
Sun May 22, 2022 11:56 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.4.6] Haakonish Mining Event
Replies: 2
Views: 233

Re: [1.0.4.6] Haakonish Mining Event

The event itself hasn't been changed for several versions, but the research project you get from that event isn't explicitly set. Regardless of whether you get it from investment or destroying the base it's supposed to just give you whatever the next mining tech is that you don't already have. It sh...
by Sabranan
Sun May 22, 2022 11:33 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.4.6] Bugged Galaxy News Event
Replies: 1
Views: 169

Re: [1.0.4.6] Bugged Galaxy News Event

We had a similar report and I believe this one has already been picked up and resolved by Elliot. So it should be fixed come the next build.
by Sabranan
Sun May 22, 2022 11:29 pm
Forum: Distant Worlds 2: Tech Support
Topic: Colonization Madness III
Replies: 2
Views: 181

Re: Colonization Madness III

The Ancient Slave Colony issue was entirely down to the event not being disabled correctly if someone other than the Mortalen encountered them first.

It was resolved a good while ago and shouldn't be related to this.

Go to advanced search