Search found 18 matches

by scbfromnc
Fri Sep 12, 2014 9:45 am
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 74188

RE: Master Wishlist Thread

<t> Empire Navigation Tool: Potential Colonies - name turns to a particular color when you've selected it for colonization. Allows a quick scan to see how many upcoming colonies you'll have.<br/>
<br/>
Empire Navigation Tool: Include Colony Ships (perhaps under Explorers button) so you can see ...
by scbfromnc
Sun Sep 07, 2014 11:57 pm
Forum: Design and Modding
Topic: Das Chrome UI Mods 1.5b (20 June 2014)
Replies: 127
Views: 19580

RE: Das Chrome UI Mods

Love this mod, but I think there's an error in the help folder (for resources). You have entries for Korabbian Spice and Korrabian Spice. I believe the 1r/2b version is the correct spelling.
by scbfromnc
Tue Sep 02, 2014 9:13 pm
Forum: Distant Worlds 1 Series
Topic: Study of Railgun Chance to Bypass Shields
Replies: 4
Views: 267

RE: Study of Railgun Chance to Bypass Shields

<t> Thanks Aeson, that was handy info -- didn't know I could use the editor to make a ship switch teams. So I tried out your suggestion and took a look inside the ai ship as the battle was going on. The Trace Scanner is accurate -- good to know that. And the damage is done to ship armor. After about ...
by scbfromnc
Sun Aug 31, 2014 11:50 am
Forum: Distant Worlds 1 Series
Topic: Study of Railgun Chance to Bypass Shields
Replies: 4
Views: 267

RE: Study of Railgun Chance to Bypass Shields

<t> Thanks Aeson. I took your suggestion and reversed the roles. The AI railgun destroyed components on my ship one by one -- and in some cases, two at a time. Armor was destroyed first and, only then, other components appeared to be destroyed at random. The ship was destroyed when the last ...
by scbfromnc
Sat Aug 30, 2014 11:13 pm
Forum: Distant Worlds 1 Series
Topic: Study of Railgun Chance to Bypass Shields
Replies: 4
Views: 267

Study of Railgun Chance to Bypass Shields

<t> While testing some ship weapons using the game editor, I began to notice that ships equipped with rail guns were destroying other ships rather quickly. I remembered an advantage of rail guns is that they partially bypass shields and wondered about the frequency. <br/>
<br/>
This quick study ...
by scbfromnc
Sun Aug 17, 2014 11:33 pm
Forum: Distant Worlds 1 Series
Topic: Weapons Balancing
Replies: 126
Views: 8068

RE: Weapons Balancing

<t> All valid points. I thought about including size instead of DPS, but frankly I'm a little dense and have trouble interpreting damage per second per size in real terms. But I have thought about how gun size and energy requirements fit in and really both of these come down to the effect on size ...
by scbfromnc
Sun Aug 17, 2014 12:52 pm
Forum: Distant Worlds 1 Series
Topic: Weapons Balancing
Replies: 126
Views: 8068

RE: Weapons Balancing

<t> Just finished my first game last night so consider the source in these comments...<br/>
<br/>
Put together my own spreadsheet (attached) to help me understand weapons better and it seems to support many of the comments already made in this topic. I looked at damage by type of engagement (point ...
by scbfromnc
Sat Aug 16, 2014 12:08 pm
Forum: Distant Worlds 1 Series
Topic: Ship & Base Attack Strategy
Replies: 7
Views: 423

RE: Ship & Base Attack Strategy

<t> So if my understanding of the definitions is correct, would you select based mainly on your weapon:<br/>
Missiles, phasers and fighters - standoff (because no dmg loss over range)<br/>
Railguns - point blank because of short range<br/>
Standard beams?<br/>
Torps?<br/>
Ion cannons?<br ...
by scbfromnc
Sat Aug 16, 2014 11:50 am
Forum: Distant Worlds 1 Series
Topic: Ship & Base Attack Strategy
Replies: 7
Views: 423

Ship & Base Attack Strategy

<t> New and still blundering through the game...<br/>
I'd like to better understand the attack strategy settings on the design screen for stronger vs weaker opponents: <br/>
<br/>
I assume that evade isn't a setting I should consider for a military ship and that, when set to evade, a ship will ...
by scbfromnc
Tue Aug 12, 2014 5:53 pm
Forum: The War Room
Topic: Weapons and Stuff
Replies: 7
Views: 437

RE: Weapons and Stuff

<r> <QUOTE><s>[quote]</s>It doesn't really matter. The main reason to choose one type of bomber over the other is which type of long-range weapon you're developing - if missiles, then use missile bombers. If torpedoes, then use torpedo bombers. Otherwise, you'll have to research techs that you weren ...
by scbfromnc
Tue Aug 12, 2014 6:48 am
Forum: The War Room
Topic: Weapons and Stuff
Replies: 7
Views: 437

RE: Weapons and Stuff

<t> Beams and torps are also good stand-off weapons (range similar to fighters/bombers), but hadn't considered the alternate target concept. Good point. So now I've got another research area diverting me from those maxed out Titan Beams!<br/>
<br/>
Unless I read it wrong, missile bombers have ...
by scbfromnc
Mon Aug 11, 2014 9:10 pm
Forum: The War Room
Topic: Weapons and Stuff
Replies: 7
Views: 437

Weapons and Stuff

<t> New to the game and trying to understand:<br/>
1) Why would you choose Fighters/Bombers instead of only using beams or torps? For ex., beams have similar range and dmg but faster fire rate and faster speed vs a bomber. There must be an advantage to adding F/B to the mix that I'm missing.<br ...
by scbfromnc
Sun Aug 10, 2014 11:28 pm
Forum: The War Room
Topic: Fuel Cells on Bases
Replies: 10
Views: 549

RE: Fuel Cells on Bases

Thanks to all for your help. The level of detail makes this game really interesting! I love the micromanagement aspects. What's frustrating is the lack of information about how the game works -- but I've found this forum extremely helpful.
by scbfromnc
Tue Aug 05, 2014 10:09 am
Forum: The War Room
Topic: Fuel Cells on Bases
Replies: 10
Views: 549

RE: Fuel Cells on Bases

<t> You've probably figured out by now that I'm new to this game. Aeson, I think I understand your explanation. So, in your example, I would need 250 excess reactor capacity in order to continuously fire 5 weapons simultaneously? Though this wouldn't cover shield regen (though I think I read that ...
by scbfromnc
Mon Aug 04, 2014 10:02 pm
Forum: The War Room
Topic: Fuel Cells on Bases
Replies: 10
Views: 549

RE: Fuel Cells on Bases

Thanks for the help, Nanaki.
by scbfromnc
Mon Aug 04, 2014 7:32 pm
Forum: The War Room
Topic: Fuel Cells on Bases
Replies: 10
Views: 549

Fuel Cells on Bases

<t> Most (all?) bases (like starports, research stations, etc) require that fuel cells are added. On a ship, fuel cells extend range, but what does a fuel cell do on a base? And how do I decide how many to add? On the right side of the design screen I see energy storage increasing as I add fuel ...
by scbfromnc
Mon Aug 04, 2014 7:20 pm
Forum: The War Room
Topic: Colonization
Replies: 5
Views: 532

RE: Colonization

Wow, really useful! Thanks Aeson for the quick and thorough reply.
by scbfromnc
Mon Aug 04, 2014 5:44 pm
Forum: The War Room
Topic: Colonization
Replies: 5
Views: 532

Colonization

<t> I don't understand the research area "Colonization" vs "Continental Colonization" (CC). I just tested in my current game and I can build a basic colony module for my colony ships with "Colonization". I can then colonize a continental planet in my system -- without the need for CC. So then I ...

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