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by BigWolfChris
Fri Mar 11, 2022 12:54 am
Forum: Distant Worlds 2
Topic: Ship Cameras?
Replies: 10
Views: 683

Re: Ship Cameras?

Press L when you have the ship selected
by BigWolfChris
Sun Jan 31, 2021 7:32 pm
Forum: Distant Worlds 2
Topic: DLC or Expansions ?
Replies: 11
Views: 581

RE: DLC or Expansions ?

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Raagun<br/>
<br/>
I think huge amount of DLC actually hurt Paradox game sin the end. You dont get much late comers. I basically dropped their games because I fell behind their DLC line.
<e>[/quote]</e></QUOTE>
<br/>
I think the issue is, these days games ...
by BigWolfChris
Sun Jan 31, 2021 7:27 pm
Forum: Distant Worlds 2
Topic: Just some wishes about strategic resources
Replies: 24
Views: 892

RE: Just some wishes about strategic resources

Tbf, the amount of different resources is what seperates DW from most other games - but it really only works because of the automated state of the game

As for FTL, the issue I feel is more balance than anything
by BigWolfChris
Fri Apr 10, 2020 1:47 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 Christmas 2019 Sneak Peek!
Replies: 443
Views: 17946

RE: Distant Worlds 2 Christmas Sneak Peek!

<r>
<QUOTE><s>[quote]</s>ORIGINAL: kratt81<br/>
<br/>
Will the planet populations still be represented as actual population numbers, like 23 billion, 500 million, 6 billion, etc, one of the main things that really draws me out of the game immersion is when I see games like stellaris represent ...
by BigWolfChris
Sun Aug 27, 2017 10:02 am
Forum: Distant Worlds 1 Series
Topic: Spaceport vs star base over colony: resources shortage.
Replies: 68
Views: 2719

RE: Spaceport vs star base over colony: resources shortage.

<t> IIRC colonies with ports will aim to have a minimum of every resource. Other colonies will aim for a minimum of any resource used by colonies themselves<br/>
<br/>
All colonies will aim to have luxury resources spread out, and I think higher population worlds are higher priority to getting ...
by BigWolfChris
Fri Jun 02, 2017 2:13 pm
Forum: Design and Modding
Topic: Star Trek - The Final Frontier (Beta 1.0)
Replies: 1066
Views: 19963

RE: Star Trek : The Return of Khan (TOS Era)

Tbf, done right, it opens up to using non-canon images that fit, and not worry to much about major differences in general image quality (Or differences between shows if you decide to use any image from outside of TOS)
by BigWolfChris
Fri May 05, 2017 7:23 pm
Forum: Design and Modding
Topic: Bacon Mod
Replies: 1419
Views: 88790

RE: "Hyping" my forthcoming mod (pun intended)

Can you do a normal screenshot on that in game that isn't blown up?

The new look I like, but without seeing it at it's proper size, can't be certain
by BigWolfChris
Fri May 05, 2017 7:18 pm
Forum: Design and Modding
Topic: Modder Rights
Replies: 5
Views: 579

RE: Modder Rights

<t> That's why I said altered data files would be a grey area, in DW's case it might technically it might fall under fair use, as the copyright owner of the file (Matrix) has encouraged alterations, but it'd still be a stretch<br/>
However, original assets that you've created yourself will be ...
by BigWolfChris
Thu May 04, 2017 10:15 pm
Forum: Design and Modding
Topic: New EVE Online Ship Sets for ya!
Replies: 13
Views: 3954

RE: New EVE Online Ship Sets for ya!

Personally, I would have used Interceptor hulls for Exploration ships (Interceptors are often used for rapid scouting now due to their bubble immunity)

Just opinion of course
by BigWolfChris
Thu May 04, 2017 10:08 pm
Forum: Design and Modding
Topic: Modder Rights
Replies: 5
Views: 579

RE: Modder Rights

<t> If a mod contains your own assets (example; graphics, or sounds, you've created yourself), you gain automatic copyright on those assets, unless it overlaps with pre-existing copyright, then it becomes trickier <br/>
<br/>
If you're simply altered game data files, or put together assets from ...
by BigWolfChris
Fri Apr 28, 2017 6:54 am
Forum: Distant Worlds 1 Series
Topic: How Do I Protect Things?
Replies: 15
Views: 739

RE: How Do I Protect Things?

<t> Personally<br/>
<br/>
Mining stations, I go with one of three options<br/>
* For resources that are common in your own space, just build cheap mining bases, let them die as the cost to replace is little, no defences, no weapons - though if you have a weapon that bypasses pirate defences ...
by BigWolfChris
Thu Apr 27, 2017 6:08 pm
Forum: Design and Modding
Topic: New EVE Online Ship Sets for ya!
Replies: 13
Views: 3954

RE: New EVE Online Ship Sets for ya!

Will you be doing some with the updated models in Eve? (Osprey for example)
by BigWolfChris
Sat May 02, 2015 11:41 am
Forum: Distant Worlds 1 Series
Topic: please remove colony overthrow event
Replies: 23
Views: 1197

RE: please remove colony overthrow event

<r> Numerous times I've had a colony defect back to the empire I'd just taken it from moments ago, taking my troops with it<br/>
Infact, it could be an AI exploit to get free troops <E>;)</E> lol<br/>
<br/>
In seriousness, it does seem to be more common when war-weariness (sp?) is high, so as ...
by BigWolfChris
Fri May 01, 2015 3:52 pm
Forum: Distant Worlds 1 Series
Topic: please remove colony overthrow event
Replies: 23
Views: 1197

RE: please remove colony overthrow event

I can agree with this, if it can't be fixed, it needs removing
by BigWolfChris
Thu Apr 16, 2015 12:59 pm
Forum: Design and Modding
Topic: Silvermist rebuff
Replies: 8
Views: 643

RE: Silvermist rebuff

<t> Isn't this more down to the AI getting better in handling silvermist and space monsters though?<br/>
If Remembered right, on game release, ships would go at zero to space monsters and get destroyed pretty quickly unless you had all stance settings at max range, and plus your ships wouldn't auto ...
by BigWolfChris
Thu Jul 03, 2014 5:49 pm
Forum: Design and Modding
Topic: Modding and Modularity
Replies: 33
Views: 1270

RE: Modding and Modularity

<t> Greater modding capabilities are a must to me<br/>
Modularity would be nice, but due to the nature of how things are stored (text file for each part), it'd become a headache<br/>
<br/>
When tools start popping up that assist in modding, we'd probably find popular mods having conflicts with ...
by BigWolfChris
Thu Jul 03, 2014 5:45 pm
Forum: Distant Worlds 1 Series
Topic: Man, nothing but Pirates, everywhere you look Pirates!!
Replies: 16
Views: 837

RE: Man, nothing but Pirates, everywhere you look Pirates!!

<t> If we had a way to completely disable ruins (outside of the required warp-bubble ruin for pre-warp games) and abandoned ships, you'd find the pirates most likely being alot weaker<br/>
Also, bare in mind, in pre-warp games pirates have quite a hell of a range advantage by fact of already using ...
by BigWolfChris
Thu Jul 03, 2014 5:42 pm
Forum: Distant Worlds 1 Series
Topic: A nasty little Slukan arm lock
Replies: 13
Views: 1061

RE: A nasty little Slukan arm lock

<t> If you don't mind abit of micromanagement, build well-equipped gas mining stations along the route to their side of the map<br/>
Done right, you'll have the logistical range to strike at targets, but in retaliation, they can only attack those stations, which you should ideally have well ...
by BigWolfChris
Wed Jul 02, 2014 9:00 am
Forum: Design and Modding
Topic: Ship Design - Is Modding a "Notes" field possible?
Replies: 1
Views: 548

RE: Ship Design - Is Modding a "Notes" field possible?

<t> If I understand correctly, you are looking at having lines in the files that the game ignores?<br/>
You can use '<br/>
Have that at the beginning of a line you wish the game to skip (this is known as commenting out)<br/>
I don't think you can have the game ignore parts of a line though, only ...
by BigWolfChris
Wed Jul 02, 2014 8:57 am
Forum: Design and Modding
Topic: Way to get more message lines up top?
Replies: 7
Views: 668

RE: Way to get more message lines up top?

Would be awesome if Elliot managed to get parts the UI customizable in size
But I have a feeling it might require to much work to get it in, hopefully something for DW2 if it becomes a thing?

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