I don't know if you are still working on it but if you do make your modification an actual DW2 Mods. i made mine(yours obviously) like this : add a mod.json in the ESCaT folder with this inside. { "displayName": "ESCaT v1.21", "version": "0.1.21", "bundles": [] }
I'm loving the mod, but why does the crew requirement for fighter reactors jump to 5 when you get in to the expanded research? The base game ones are 0 and it makes them unusable, the max crew a fighter/bomber can hold is 2
It was an oversight in copying and pasting things and should be fixed in the latest version I released today. Thanks for the heads up, and if you find anything else, please let me know.
You're very welcome. There is a new update out for you to enjoy it you like. I think the game will catch on a lot more when it matures: it still needs more content.
There's a readme in the download, but for those too impatient to read, you back up two files in your Distant Worlds 2/data folder and then overwrite them with the ones from this mod.
That seems to be a trait of the engine. If you mess with the game files, the changes won't take effect in any saved games, so you can't test changes on the go, which is slightly annoying.
Any idea how to increase the actual generic component slots?
It is really frustrating when you get just one or two extra generic slots on ship size upgrade, which many times ends up that with the increased weight, extra reactors, crew bays and energy collectors you end up with worse ship that has less cargo space than the previous model (facepalm). Thus I would very much like to see a mod that adds minimum 5 generic slots on size category increase on the civilian ships, troop carriers and fuel tankers, with also space upgrade of minimum 5x extra cargo slots worth. Also the resort base is absolutely too small and with too few generic slots if I end up with just one passenger compartment from bare minimum defense for a station.
Could you point out where I could increase the slots, as simply increasing them on ShipHulls.xml doesn't seem to increase their number? :/
I don't yet know how to do that, but I am working on something that will help to alleviate this issue a bit: larger variants of components. You can then get more bang for your component slot buck by using the larger variant of a given component. I don't yet know if the AI is smart enough to use it intelligently, however. We'll see.
This mod seems super cool. I've enjoyed having more to research, especially with how short the tech tree seems to be. I cant wait to see this updated. Hopefully one day this will expand into other areas. Distant worlds needs the full Stellaris treatment, with tones of mods to help expand what's already there and add new things to the game.
I only use notepad to open and edit the files in the /data folder and the libre office spreadsheet program to design component stats. No other program is required. :)
23 comments
i made mine(yours obviously) like this :
add a mod.json in the ESCaT folder with this inside.
{
"displayName": "ESCaT v1.21",
"version": "0.1.21",
"bundles": []
}
It is really frustrating when you get just one or two extra generic slots on ship size upgrade, which many times ends up that with the increased weight, extra reactors, crew bays and energy collectors you end up with worse ship that has less cargo space than the previous model (facepalm). Thus I would very much like to see a mod that adds minimum 5 generic slots on size category increase on the civilian ships, troop carriers and fuel tankers, with also space upgrade of minimum 5x extra cargo slots worth. Also the resort base is absolutely too small and with too few generic slots if I end up with just one passenger compartment from bare minimum defense for a station.
Could you point out where I could increase the slots, as simply increasing them on ShipHulls.xml doesn't seem to increase their number? :/
what is the program for extract the game data base please ? :D