Search found 13 matches

by teri
Thu Apr 29, 2010 5:34 pm
Forum: Distant Worlds 1 Series
Topic: rapid colonization = bankrupt state
Replies: 17
Views: 386

RE: rapid colonization = bankrupt state

<t> nice start but most of the ai management is crap. keeping my 10agents busy got to tedious for me so i tried the automate function and what did he do: one half counter int other half deep cover. my race is quite dumb so i need to steal research for my technological advancement.<br/>
and don't ...
by teri
Thu Apr 29, 2010 5:11 pm
Forum: Distant Worlds 1 Series
Topic: One really annoying thing
Replies: 4
Views: 142

RE: One really annoying thing

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Lanconic<br/>
The other races constantly ask me to trade maps. I dont wish to trade maps. I will never be willing to trade a map<br/>
But I cant turn that question off, w/o turning other messages off.<br/>
It is truly annoying
<e>[/quote]</e></QUOTE>#<br ...
by teri
Thu Apr 29, 2010 12:54 pm
Forum: Distant Worlds 1 Series
Topic: Did you know?
Replies: 100
Views: 2533

RE: Did you know?

<t> @Wicky superb tip, but it just shows how weak the ai is.<br/>
i just have to fly by a enemy planet with a single trooptransporter(size 33x) unload 3 troops and the planet is mine... no enemy ships, seldom a weak enemy space station and no/little troops on the planet keeping me from doing so ...
by teri
Thu Apr 29, 2010 12:45 pm
Forum: Distant Worlds 1 Series
Topic: mass management already implemented?
Replies: 1
Views: 99

mass management already implemented?

<t> the game advertises it self with "Truly Epic-Scale Galaxies: play in galaxies with up to 1400 star systems and 50,000 planets, moons and asteroids. Vast nebula clouds spiral out from the galactic core, shaping the distribution of star clusters in the galaxy", which is quite cool but managing all ...
by teri
Wed Apr 28, 2010 1:00 pm
Forum: Distant Worlds 1 Series
Topic: hivemind seems quite weak
Replies: 26
Views: 654

RE: hivemind seems quite weak

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Davor<br/>
When you are a hive mind, I would expect that there to be no individuality and people shouldn't be unhappy. The same would be for reverse as well, they shouldn't be happy either, so you get no bonuses for when a population is happy.<e>[/quote]</e ...
by teri
Tue Apr 27, 2010 11:41 pm
Forum: Distant Worlds 1 Series
Topic: invading colonies properly
Replies: 9
Views: 330

invading colonies properly

after invading a colony i set the taxes to 0. but most of the time they revolt back to their old empire. are there other ways to prevent this?
by teri
Tue Apr 27, 2010 11:25 pm
Forum: Distant Worlds 1 Series
Topic: hivemind seems quite weak
Replies: 26
Views: 654

RE: hivemind seems quite weak

<r> <QUOTE><s>[quote]</s>ORIGINAL:&nbsp; Erik Rutins<br/>
for whom the extermination of planetary populations is akin to what today would be indiscriminate use of atomic weapons.
<e>[/quote]</e></QUOTE>
getting killed instantly or being a slave for the archenemy... so the torture one is not evil ...
by teri
Tue Apr 27, 2010 10:16 pm
Forum: Distant Worlds 1 Series
Topic: hivemind seems quite weak
Replies: 26
Views: 654

RE: hivemind seems quite weak

<r> <QUOTE><s>[quote]</s>ORIGINAL: Erik Rutins<br/>
If you choose to bombard, you should make sure you are bombarding an enemy that is generally considered (reputation-wise) to be quite evil<e>[/quote]</e></QUOTE>
the other "evil" warmongers are the factions i get along the best. no war, some free ...
by teri
Tue Apr 27, 2010 4:54 pm
Forum: Distant Worlds 1 Series
Topic: hivemind seems quite weak
Replies: 26
Views: 654

hivemind seems quite weak

<t> i'm having a long war versus another race next to me. fights were going well but invading wasn't. nearly all colonies rebelled against my rule and converted back to their old empire(is there some way to prevent this except setting taxes to 0? other games use propaganda to absorb new cultures ...
by teri
Tue Apr 27, 2010 3:50 pm
Forum: Distant Worlds 1 Series
Topic: UPDATED: Distant Worlds 1.0.4 Public Beta 2 Now Available
Replies: 211
Views: 6588

RE: Distant Worlds 1.0.4 Public Beta Now Available

<r> awesome game if it would be like this most of the time:
<CODE><s>[code]</s><i>
</i> Beschreibung:
&nbsp; Stopped working

Problemsignatur:
&nbsp; Problemereignisname:&nbsp;&nbsp;&nbsp; CLR20r3
&nbsp; Problemsignatur 01:&nbsp;&nbsp;&nbsp; distantworlds.exe
&nbsp; Problemsignatur 02:&nbsp ...
by teri
Tue Apr 27, 2010 2:16 pm
Forum: Distant Worlds 1 Series
Topic: Starbases are too strong
Replies: 22
Views: 329

RE: Starbases are too strong

<r> <QUOTE><s>[quote]</s>ORIGINAL: Gertjan<br/>
Starbases are too strong IMHO
<e>[/quote]</e></QUOTE>
at first i thought so too, but they are quite easy. three options:<br/>
1. get a bigger/better equipped fleet<br/>
2. outrange the starbase weaponry<br/>
3. just unload ur troops to invade the ...
by teri
Mon Apr 26, 2010 10:31 pm
Forum: Distant Worlds 1 Series
Topic: What determines maintenance costs?
Replies: 12
Views: 502

RE: What determines maintenance costs?

<r> <QUOTE><s>[quote]</s>ORIGINAL: Astorax<br/>
Maintenance costs fluctuate based on market prices of resources. Galaxy-wide resource prices.
<e>[/quote]</e></QUOTE>
yep, i tried to wait it out it nearly worked: cruiser-maint went down to 2k capital-maint to 5k and colony tax up to 725k, so about ...
by teri
Mon Apr 26, 2010 3:39 pm
Forum: Distant Worlds 1 Series
Topic: What determines maintenance costs?
Replies: 12
Views: 502

RE: What determines maintenance costs?

<t> it must have something to do with the markets.<br/>
<br/>
i build a fleet of 200cruisers(1,1k maintenance each) and 30capitalships(~3k maintenance each) and my colony tax was about 400k. so everything was fine and my cash pilled up to 800k(during wartime).<br/>
<br/>
now the cruisers have a ...

Go to advanced search