Search found 13 matches

by Decepticons
Fri Dec 16, 2011 1:25 pm
Forum: Distant Worlds 1 Series
Topic: Construction Ships Fail To Pick Up Proper Resources
Replies: 8
Views: 170

RE: Construction Ships Fail To Pick Up Proper Resources

<t> Thanks all, in the past I'd just been scrapping the base and re-starting the construction, hoping the constructor would find the needed resources this time. Good to know I can stop construction and simply repair to finish the base. Early in the game seems like cargo ships are taking their sweet ...
by Decepticons
Fri Dec 16, 2011 12:51 pm
Forum: Distant Worlds 1 Series
Topic: Construction Ships Fail To Pick Up Proper Resources
Replies: 8
Views: 170

Construction Ships Fail To Pick Up Proper Resources

<t> This has happened early in a few of my recent games (RoS, most recent patch). I assign a construction ship to go build something (usually a mining station) at a nearby planet. It goes to my homeworld, picks up resources and then proceeds to the assigned planet and starts building. However, at ...
by Decepticons
Thu Nov 17, 2011 5:16 pm
Forum: Distant Worlds 1 Series
Topic: Reserved Resources - Can I Free Them Up?
Replies: 7
Views: 130

RE: Reserved Resources - Can I Free Them Up?

<t> Erik, I'm not sure I understand.<br/>
<br/>
So I have a large starbase. Since I can remember, on it's Caslon resource line it's show 6500 units of Caslon and [6500] units under the reserved column heading for Caslon. I've occasionally seen that first number change to say, 7200 units of Caslon ...
by Decepticons
Thu Nov 17, 2011 3:57 pm
Forum: Distant Worlds 1 Series
Topic: Reserved Resources - Can I Free Them Up?
Replies: 7
Views: 130

Reserved Resources - Can I Free Them Up?

<t> Playing original Distant Worlds patched to 1.7<br/>
<br/>
Is there a way to free up resources that are stockpiled and listed as Reserved? I've got a bad fuel issue in my current game (just not pumping out enough Caslon). One of my large star bases has a stockpile of 6500, but it's all been ...
by Decepticons
Thu May 19, 2011 3:17 pm
Forum: Tech Support
Topic: Many Unhandle Exception Errors in 1.0.7.0 Patch
Replies: 7
Views: 241

RE: Many Unhandle Exception Errors in 1.0.7.0 Patch

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Andrew Loveridge<br/>
<br/>
We have found the bugs causing the Gas Cloud and Blockade errors, and hope to have a new update shortly.<br/>

<e>[/quote]</e></QUOTE>
<br/>
Release the hounds!<br/>
<br/>
Kidding. Thanks for addressing this Andrew. Look ...
by Decepticons
Sun May 15, 2011 6:48 pm
Forum: Tech Support
Topic: Many Unhandle Exception Errors in 1.0.7.0 Patch
Replies: 7
Views: 241

RE: Many Unhandle Exception Errors in 1.0.7.0 Patch

I'd try but I have no idea where my saved games are, as they don't seem to be under the C:\Matrix Games\Distant Worlds folders, where the game is installed.

Either way, these errors are not game dependent. They have occurred in all games I've started under the 1.0.7.0 patch.
by Decepticons
Sun May 15, 2011 6:08 pm
Forum: Tech Support
Topic: Many Unhandle Exception Errors in 1.0.7.0 Patch
Replies: 7
Views: 241

Many Unhandle Exception Errors in 1.0.7.0 Patch

<t> After installing the 1.0.7.0 patch (most recent patch for distant worlds vanilla) I've started experiencing a number of problems that produce Unhandled Exception Errors.<br/>
<br/>
- When sending ships to explore gas clouds, or to gas clouds for any other reason, the unhandle exception error ...
by Decepticons
Sat May 19, 2007 8:20 pm
Forum: Mods and Tweaks
Topic: RELEASE: SageXCOM Mod b.0041
Replies: 71
Views: 4989

RE: Killing Loop?

Looks like it was just a run of bad luck.
by Decepticons
Wed May 16, 2007 5:29 pm
Forum: Mods and Tweaks
Topic: RELEASE: SageXCOM Mod b.0041
Replies: 71
Views: 4989

Killing Loop?

<t> I've been using your (very nice) mod for about three days now and recently ran into an issue where every time one of my guys goes down, they get killed. 7 of 7 people who have gone down over the last few missions have died. Am I experiencing an anomoly or is there a chance that the mod locks in ...
by Decepticons
Mon May 14, 2007 5:18 pm
Forum: UFO: Extraterrestrials
Topic: New review from Gamespot
Replies: 73
Views: 2313

RE: New review from Gamespot

<t> I guess you can't review a game based on the mods but it seems like a lot of the reviewrs concerns are being delt with.&nbsp; I agree with a lot of the criticism of this reivew/reviewer as it seems like he really isn't a fan of the genre.&nbsp; Still, I think he does raise some good points and ...
by Decepticons
Mon May 14, 2007 4:29 pm
Forum: The War Room
Topic: New base
Replies: 11
Views: 1065

RE: New base

Wow, my dad was on the forums ahead of me. That's a little scary.
by Decepticons
Mon May 14, 2007 4:26 pm
Forum: UFO: Extraterrestrials
Topic: Scout Bug
Replies: 0
Views: 133

Scout Bug

<t> Anyone having an issue with Scout class alien ships stopping on the screen when their details screen still shows a velocity? Especially early on, I try to time my scout intercepts so that they crash over land and when the alien ships suddenly stops moving on the screen while still claiming to ...
by Decepticons
Mon May 14, 2007 3:02 pm
Forum: Mods and Tweaks
Topic: Mod wish lists
Replies: 15
Views: 1376

RE: Mod wish lists

<t> I'd like to see a mod where shooting down an alien craft over land doesn't always create a crash site (ie alien craft is destroyed, as it is when you shoot it down over water).<br/>
<br/>
One user had suggested a reward sytem for various things (shooting down craft, recovery missions, etc). I ...

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