Search found 29 matches

by tuser
Thu Apr 08, 2010 1:20 pm
Forum: Distant Worlds 1 Series
Topic: Question regarding a hidden encounter *Spoiler*
Replies: 4
Views: 107

RE: Question regarding a hidden encounter *Spoiler*

Use a constructor ship for the others.
by tuser
Wed Apr 07, 2010 9:20 am
Forum: Distant Worlds 1 Series
Topic: extra reactor designs?
Replies: 7
Views: 134

RE: extra reactor designs?

They should add a "maximum power consumption" figure to the design screen, would save us a lot of hassle there..
by tuser
Tue Apr 06, 2010 1:06 pm
Forum: Distant Worlds 1 Series
Topic: I Love overpowered ancient ruins :D
Replies: 18
Views: 400

RE: I Love overpowered ancient ruins :D

Well, for every enemy they took out I lost 3 to 5 freighters. What's worse, they pretty much instantly destroy any in-production ships. So, stay well away from planets with area weapons.
by tuser
Tue Apr 06, 2010 1:03 pm
Forum: Distant Worlds 1 Series
Topic: early torpedos
Replies: 9
Views: 203

RE: early torpedos

<t> Torps seem to work well for me too.. the only nuisance is when the enemy is running away and my ship is trying to stay at max. range instead of closing in, allowing the enemy to outrun the torps.. I've seen ships play this futile pursuit game until they ran out of fuel. This applies to higher ...
by tuser
Tue Apr 06, 2010 10:07 am
Forum: Distant Worlds 1 Series
Topic: I Love overpowered ancient ruins :D
Replies: 18
Views: 400

RE: I Love overpowered ancient ruins :D

In my first game, I had the fabulous idea to add area weapons to my space ports.

What a massacre.
by tuser
Mon Apr 05, 2010 12:15 pm
Forum: Tech Support
Topic: How to refuel/"repower" a Star Base in Deep Space? like research facilities or long range scanners
Replies: 10
Views: 241

RE: How to refuel/"repower" a Star Base in Deep Space? like research facilities or long range scanners

Hmm, just make sure they have a slightly larger fuel storage. Private freighters resupply them. Maybe having a fuel source somewhere nearby helps with that.
by tuser
Mon Apr 05, 2010 12:00 pm
Forum: Distant Worlds 1 Series
Topic: Battles Need A Lot Of Work A lot
Replies: 74
Views: 1179

RE: Battles Need A Lot Of Work A lot

It appears to depend on your race.. sometimes I get designs with armor, sometimes without. Sometimes I start out with unshielded escorts, and sometimes they do get shields..
by tuser
Mon Apr 05, 2010 9:25 am
Forum: Distant Worlds 1 Series
Topic: Battles Need A Lot Of Work A lot
Replies: 74
Views: 1179

RE: Battles Need A Lot Of Work A lot

+1
I tend to automate my troop transports for that task. If automated, they'll _usually_ load up on troops and wait somewhere. So if I hotkeyed the transport group before it's easy enough to reassemble them, fully loaded.
by tuser
Mon Apr 05, 2010 9:16 am
Forum: Distant Worlds 1 Series
Topic: Impact of resources?
Replies: 5
Views: 186

RE: Impact of resources?

<t> I'd never play at max pirates.. pirates improve their ships with your tech so they remain a pain throughout the game if you don't colonize everything and eradicate them.<br/>
Losing a few mining bases and freighters here and there doesn't matter much, but you should keep an eye on your resource ...
by tuser
Sun Apr 04, 2010 12:16 pm
Forum: Distant Worlds 1 Series
Topic: Space Ports?
Replies: 29
Views: 719

RE: Space Ports?

Same here, I call it "Colony Outpost". Basic defense, scanners, recreation, medbay. Keeps a planet happy and pirates away.
by tuser
Sun Apr 04, 2010 12:13 pm
Forum: Distant Worlds 1 Series
Topic: Ship role and design
Replies: 29
Views: 618

RE: Ship role and design

<t> It's an abstraction of sorts. In reality, there's only acceleration and the speed of light, not some arbitrary low speed limit. But that doesn't work in games, at least i've seen none past Elite try it. Anyway, acceleration depends on mass, so having a ship's speed go down with higher mass makes ...
by tuser
Sun Apr 04, 2010 12:10 pm
Forum: Tech Support
Topic: Fun bug ? My freighters attacked ...
Replies: 11
Views: 154

RE: Fun bug ? My freighters attacked ...

Your trading ships are visiting foreign nations. Even if it is okay going to the supermarket with a gun in your place, try doing it in (most of) Europe.
by tuser
Sat Apr 03, 2010 9:29 am
Forum: Distant Worlds 1 Series
Topic: Oceans and deserts everywhere? (and ice)
Replies: 8
Views: 154

RE: Oceans and deserts everywhere? (and ice)

Might be a balancing issue there, not sure about it yet. However - it is also much too easy to obtain colonization capabilities now. Just take over an independent world, or some random ruins/abandoned ships give access to other races too.
by tuser
Sat Apr 03, 2010 9:21 am
Forum: Distant Worlds 1 Series
Topic: Ship role and design
Replies: 29
Views: 618

RE: Ship role and design

Range is decent enough, at higher tech it's easy to get full sector coverage. They're essential for defense anyways.
by tuser
Sat Apr 03, 2010 8:06 am
Forum: Tech Support
Topic: Fun bug ? My freighters attacked ...
Replies: 11
Views: 154

RE: Fun bug ? My freighters attacked ...

Don't really need that many shields, just enough to buy them time to jump away.. and if one freighter goes down, so what? Your private sector will buy a replacement from you, so more money in your account :]
by tuser
Fri Apr 02, 2010 6:11 pm
Forum: Distant Worlds 1 Series
Topic: What does AMT and RSVD mean?
Replies: 7
Views: 328

RE: What does AMT and RSVD mean?

I believe that is correct. Reserved also includes amount reserved for transportation (freighters inbound). It's sort of cute, when you have foreign traders around you can even see what they're going to buy.
by tuser
Fri Apr 02, 2010 4:54 pm
Forum: Distant Worlds 1 Series
Topic: Conquering Alien Worlds
Replies: 35
Views: 497

RE: Conquering Alien Worlds

Tempting ...
Keep politics out of here please.
by tuser
Fri Apr 02, 2010 1:38 pm
Forum: Distant Worlds 1 Series
Topic: Trade Routes
Replies: 22
Views: 742

RE: Trade Routes

That's strange. Commercial centers don't have to be built on planets, so I'd guess they should work in deep space too..
Maybe you're missing something else? I suspect you also need space yards on that base.
by tuser
Thu Apr 01, 2010 9:09 am
Forum: Distant Worlds 1 Series
Topic: Understanding the Economic Model
Replies: 44
Views: 775

RE: Understanding the Economic Model

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Okim<br/>
<br/>
I`ve noticed that too. While my colonies were not taxed at all my homeworld was assigned a tax of 50%! I wonder why my people did not rebel against such tax! Turned AI off and manually adjusted taxes on all planets (so far there are less than 15 ...
by tuser
Thu Apr 01, 2010 6:23 am
Forum: Distant Worlds 1 Series
Topic: upgrade and design questions
Replies: 5
Views: 102

RE: upgrade and design questions

<t> The interface is a little clumsy. If you use "Upgrade" it automatically marks the old design obsolete. On the design screen, you can deselect "Hide obsolete" and edit the old design (remove the obsolete mark). That will make it possible to build the old design, but the design screen by default ...

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