Search found 112 matches

by Bloodly
Fri Jan 23, 2026 8:33 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 467
Views: 83912

Re: Expansion mod

Standard Empire. Usually prewarp.
by Bloodly
Thu Jan 22, 2026 2:17 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 467
Views: 83912

Re: Expansion mod

Standard, Picard, Warhammer, Master of Orion. It's not 'on load'. It's accessing the Build Order screen. Though those with custom maps also fail when trying to use them.
by Bloodly
Wed Jan 21, 2026 3:47 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 467
Views: 83912

Re: Expansion mod

Always new games.
by Bloodly
Wed Jan 21, 2026 6:28 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 467
Views: 83912

Re: Expansion mod

I've installed this, most recent version, full. Can't play standard, or most mods. They crash when I enter the ship build order screen. Only the 40K mod still works.

The error message is thus:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog ...
by Bloodly
Tue Sep 19, 2023 1:33 am
Forum: Distant Worlds 2
Topic: The modifications menu seems insane.
Replies: 0
Views: 286

The modifications menu seems insane.

Nothing seems to operate as it should. Up and down don't relate to the thing you're looking at, but two spaces up/down. Turning something off shifts it randomly in the list. You can't select what you want in the list, either-it's always top to bottom. What's going on?
by Bloodly
Sun Apr 10, 2022 6:46 am
Forum: Distant Worlds 2
Topic: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.
Replies: 16
Views: 2393

Re: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.

Well, the game's economy is based off:
1. Keep the trade lanes moving. Keep the freighters safe so they can feed(Although raw food isn't really a good...) the ever-hungry colonies.
2.Create more markets-more colonies to feed and get money off.

I suppose 3 is 'get the freighters in and out as fast ...
by Bloodly
Sun Apr 10, 2022 2:52 am
Forum: Design and Modding
Topic: Securans.
Replies: 1
Views: 861

Securans.

I are dumb.

I change Is Playable for Securans from 'false' to 'true'.

Their button is added to the select screen, but can't be selected.

I don't know how to proceed.

EDIT: Seem setting it so allowed the AI to generate an empire with them. No spaceport, though-they spawned on a planet with no ...
by Bloodly
Sun Apr 10, 2022 2:36 am
Forum: Design and Modding
Topic: Monster reproduction.
Replies: 1
Views: 753

Monster reproduction.

Space monsters can reproduce. The rate is given in Creaturetypes. What isn't clear is when this is checked. I mean, for instance the Vordikar has a reproduction of 0.1 or 10% chance. A day? A week? A month? A year?
by Bloodly
Sun Apr 10, 2022 2:19 am
Forum: Distant Worlds 2
Topic: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.
Replies: 16
Views: 2393

Re: Thesis: The rate of consumption of goods is too high for freight travel time in most game galaxy scenarios.

It probably doesn't help that freighters don't often use their full capacity. 1 freighter fulfils 1 order, and specifically that order, and colonies rarely ask for multiple goods at once.

I wish we could give tech to Empires in the editor, because I wonder if having max cargo storage is actually ...
by Bloodly
Wed Apr 06, 2022 8:33 am
Forum: Distant Worlds 2
Topic: the ai never seem to prioritize their race tech
Replies: 2
Views: 738

Re: the ai never seem to prioritize their race tech

This raises a further question;

Presuming an all techs game, are the unique techs and gear they unlock worth it compared to regular versions?
by Bloodly
Tue Apr 05, 2022 7:31 am
Forum: Distant Worlds 2
Topic: Predictive History ?
Replies: 2
Views: 918

Re: Predictive History ?

It's tied to the Zenox race. For the next year the nation that has it trigger gets +20% targeting, +20% countermeasures, and 'increased'(the event when you get it doesn't say how much) counter espionage.
by Bloodly
Fri Apr 01, 2022 4:53 pm
Forum: Distant Worlds 2
Topic: Crash research and parallel research queues
Replies: 3
Views: 1511

Re: Crash research and parallel research queues

Hmm. Research doesn't seem to spill over to the next topic once one is completed. Also, research ticks aren't truly applied on a daily basis. Thus, I imagine if you really wanted to squeeze out as much as possible, you'd if at all possible turn on multiple projects as one were about to complete so ...
by Bloodly
Tue Mar 29, 2022 11:44 pm
Forum: Distant Worlds 2
Topic: Government discussion?
Replies: 0
Views: 629

Government discussion?

I feel like there should be talk/thought/something on the various governments. Any real winners? Losers? I mean, does the +income from Mercantile Guild help offset the 20% extra Corruption? Is Technocracy all it's cracked up to be? Can a Hive Mind ever be woirthwhile given the research hit? How are ...
by Bloodly
Fri Mar 18, 2022 4:37 pm
Forum: Distant Worlds 2
Topic: Admiral/General/Scientists Traits
Replies: 3
Views: 1854

Re: Admiral/General/Scientists Traits

You know, this raises another question. The planetary admin chain comes with a mod to 'Leader quality'. What exactly is it doing?
by Bloodly
Fri Mar 18, 2022 1:53 pm
Forum: The War Room
Topic: Quick questions thread
Replies: 76
Views: 21699

Re: Quick questions thread

What does it take to board and capture a ship-station these days?
by Bloodly
Wed Mar 16, 2022 2:14 pm
Forum: Distant Worlds 2: Tech Support
Topic: Techs 'Improved Robotics' and 'Improved Synthetics'?
Replies: 1
Views: 664

Techs 'Improved Robotics' and 'Improved Synthetics'?

They seem to do nothing. I presume they're meant to boost the robo-troops in some way.
by Bloodly
Tue Mar 15, 2022 8:21 pm
Forum: Distant Worlds 2
Topic: Poll: Are the Changes to Ship design good?
Replies: 95
Views: 13009

Re: Poll: Are the Changes to Ship design good?

Answering the base question.

It means you can't accidently bankrupt the Private Sector with a huge set of Freighters. Good and bad.

It means research is more important than ever, and it was already important-you can't create something that can hammer someone more advanced than you, or with bigger ...
by Bloodly
Tue Mar 15, 2022 8:06 pm
Forum: Distant Worlds 2
Topic: Explainers on Game Concepts
Replies: 25
Views: 6304

Re: Explainers on Game Concepts

You say Commerce Centres give money on each transaction. Does this include your private sector refuelling or transferring stuff? Can Commerce Centres get money out of the private sector and into State coffers? Even if it just generates the money from nowhere, that'd be good, and worth knowing ...
by Bloodly
Sun May 20, 2018 3:42 am
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 60445

RE: Warhammer 40k DW:U Mod

<t> Huh. Quite a bit changed from version 0.12. Heavy Frame as damage reduction(Takes lots of space, but lot of damage reduction. No repair component), Powered Armour as an armour type(Takes much energy, but is somewhere between Passive Armour and Reactive armour). I mean, you still want to steal ...
by Bloodly
Mon May 14, 2018 10:26 pm
Forum: Distant Worlds 1 Series
Topic: Does anyone understand the character system?
Replies: 0
Views: 597

Does anyone understand the character system?

<t> How can I put it...<br/>
<br/>
Everything makes sense, except the characters actually SHOWING UP. You can build fancy buildings to 'raise the chance' but how effective ARE they? We seen to have no idea of the base chances and such. It's no good having better spies(for instance) if they've all ...

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