Search found 57 matches

by YourConscience
Mon Jun 17, 2013 4:03 pm
Forum: Tech Support
Topic: Error creating handle when downloading update
Replies: 1
Views: 99

Error creating handle when downloading update

<t> Two weeks ago I was forced to switch to UMTS from a good DSL connection. Since then I was unable to download the next update to *.6 of Distant worlds. The updater would start, it would say "create handle..." and after some timeout it would say "failed to create handle". Using the manual download ...
by YourConscience
Wed Jun 12, 2013 8:06 am
Forum: Distant Worlds 1 Series
Topic: What do you prefer, Lasers or Phasers and why?
Replies: 20
Views: 1525

RE: What do you prefer, Lasers or Phasers and why?

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Erik Rutins<br/>
<br/>
Titan Beams are very good indeed within short ranges. In the late game however, combat occurs at increasingly longer ranges. There are many weapons that are superior to Titan Beams as you get to those longer ranges, and others that are ...
by YourConscience
Mon Jun 03, 2013 2:17 pm
Forum: Distant Worlds 1 Series
Topic: Why won't my ships sprint?
Replies: 9
Views: 139

RE: Why won't my ships sprint?

Then tell it to attack your space port. :)
by YourConscience
Mon Jun 03, 2013 1:29 pm
Forum: Distant Worlds 1 Series
Topic: Discussion on Armor
Replies: 71
Views: 1419

RE: Discussion on Armor

<t> On the other hand, a ship with damage reduction, shields, repair drone and highly reactive armor plating is practically invicible to railguns, as they barely scratch the surface, but it gets quickly repaired. I think the repair drone tech should be available very early, but with terrible repair ...
by YourConscience
Thu May 30, 2013 7:43 am
Forum: Distant Worlds 1 Series
Topic: Distant Worlds: Shadows Updated to 1.9.0.7
Replies: 72
Views: 2113

RE: Distant Worlds: Shadows Updated to 1.9.0.3

I tested the "pirates get no taxes" on my old save from 1.9.0.0 version but I still cannot set taxes. Do I need to start a new game for this to work?
by YourConscience
Wed May 29, 2013 2:44 pm
Forum: Distant Worlds 1 Series
Topic: railguns and tractor beams
Replies: 15
Views: 1073

RE: railguns and tractor beams

Any sizeable ship should have a spare hyperdrive just for that reason to not be easily disabled.
by YourConscience
Wed May 29, 2013 8:23 am
Forum: Tech Support
Topic: Capturing Planets design flaw
Replies: 3
Views: 129

RE: Capturing Planets design flaw

<t> Another problem related to this: on a planet where I had a hiddeen pirate base the colony started attacking the base. So it was like my 4 troopers against them 8 or so. So I thought okay, let's land some raiders to support my troops. Guess what, they were added to the attackers forces! So my ...
by YourConscience
Wed May 29, 2013 7:30 am
Forum: Distant Worlds 1 Series
Topic: Suicidal private and public ships
Replies: 11
Views: 257

RE: Suicidal private and public ships

<t> For the devs: I think in order to avoid complex threat analysis, a simple system could be used that is also used by ants:<br/>
Whenever a ship dies in a system, increase a threat number for that system or planet. This threat number only goes down very slowly by itself, or is set to zero ...
by YourConscience
Wed May 29, 2013 6:46 am
Forum: Distant Worlds 1 Series
Topic: railguns and tractor beams
Replies: 15
Views: 1073

RE: railguns and tractor beams

hmm, how about a two-point comparison: compute potential damage at close range (as sum of weapon damaged), compute potential damage at long range, compare, and then pull or push.
by YourConscience
Wed May 29, 2013 5:54 am
Forum: Distant Worlds 1 Series
Topic: railguns and tractor beams
Replies: 15
Views: 1073

RE: railguns and tractor beams

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Erik Rutins<br/>
<br/>
They do not always pull - they are designed to pull weaker targets in and push stronger targets away. Tractor beams and railguns are usually a great combination as they will pull any targets that are not much stronger than the friendly ...
by YourConscience
Tue May 28, 2013 9:23 am
Forum: Tech Support
Topic: constructor glued to ship
Replies: 0
Views: 82

constructor glued to ship

<t> I once had a crippled ship sitting somewhere in some orbit. I sent a constructor to fix it. This constructor also got crippled by more attackers. After those were chased away, I sent another constructor to fix the first constructor, which finally succeeded. After that, the first constructor kind ...
by YourConscience
Tue May 28, 2013 9:18 am
Forum: Distant Worlds 1 Series
Topic: goose chasing ships
Replies: 20
Views: 428

goose chasing ships

<t> Playing as a pirate, I have a fleet of let's say 20 ships. I send them to raid some colony. They fly and get there, kill the star base and unload their assault pods. And then, instead of staying in orbit they do either of two things:<br/>
<br/>
- if there are space creatures in the system ...
by YourConscience
Tue May 28, 2013 9:11 am
Forum: Distant Worlds 1 Series
Topic: railguns and tractor beams
Replies: 15
Views: 1073

railguns and tractor beams

<t> Currently, a tractor beam will always pull the target closer to the ship. However, in many cases this is not desirable:<br/>
<br/>
- I my ship has long range weapons and the enemy ship has railguns, the tractor beam should keep the other ship at a distance to prevent its railguns from doing ...
by YourConscience
Tue May 28, 2013 9:05 am
Forum: Tech Support
Topic: negative raid loot
Replies: 6
Views: 165

RE: negative raid loot

Oh, great. No, I am not running an updated version yet.
by YourConscience
Tue May 28, 2013 8:00 am
Forum: Tech Support
Topic: negative raid loot
Replies: 6
Views: 165

negative raid loot

<t> Recently I raided a small colony using a fleet of 40 destroyers with two assault pods each. After one raid succeeded, I immediately launched another, which succeeded very quickly too. Except this time around I was presented with a report indicating that my troops pillaged -435 credits, which ...
by YourConscience
Tue May 28, 2013 7:58 am
Forum: Tech Support
Topic: Pirates cannot gain income from conquered planets
Replies: 3
Views: 110

RE: Pirates cannot gain income from conquered planets

<t> I just want to chime in and say that the exact same thing happens to me as well. Some more peculiarities: I cannot even change the tax rate of the first colony where I built the criminal network. In all subsequent colonies I can change it, but after a couple of seconds they will always fall down ...
by YourConscience
Tue May 28, 2013 7:55 am
Forum: Tech Support
Topic: Capturing Planets design flaw
Replies: 3
Views: 129

Capturing Planets design flaw

<t> I just discovered, that when playing as a pirate faction and having conquered my first planet, capturing other planets throughout the galaxy is too easy:<br/>
<br/>
I load up a troop ship with 3 troops and send it to attack some enemy colony with, say, 15 troops. After my three troops land, I ...
by YourConscience
Thu Dec 01, 2011 12:20 pm
Forum: Distant Worlds 1 Series
Topic: Patrols patrolling too much
Replies: 4
Views: 144

Patrols patrolling too much

<t> When playing on the bigger cluster maps I own two big clusters which are rather far apart from each other. What I noticed is that my 50 patrol frigates and escorts spend most of their time travelling back and forth in a steady both-way stream between the two clusters. Probably because the ...
by YourConscience
Wed Nov 30, 2011 6:26 pm
Forum: Distant Worlds 1 Series
Topic: Multicore CPU utilization
Replies: 3
Views: 76

Multicore CPU utilization

<t> In the current patch 1.7.0.2 things have gotten a bit slower again. This prompted me to have a look at the CPU utilization of the game and this was in for a surprise. Out of my 4 real cores, all were busy - but each for only about 14%. The other 4 hyperthreading cores weren't doing anything ...
by YourConscience
Fri Nov 25, 2011 6:46 am
Forum: Distant Worlds 1 Series
Topic: Cluster Maps on 15x15
Replies: 28
Views: 447

RE: Cluster Maps on 15x15

Also, where is my 30x30 option?

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