Search found 300 matches

by Keston
Sat Sep 19, 2015 10:10 pm
Forum: Distant Worlds 1 Series
Topic: Whats next for the series?
Replies: 45
Views: 3304

RE: Whats next for the series?

<t> Universe is great. <br/>
<br/>
I don't need 3d or faux 3d unless it is conveying important information. <br/>
<br/>
I'd like improvements that would save a lot of time clicking to get information on things (ships most of all, rather than getting essentials in a mouseover - so I can click ...
by Keston
Thu Sep 03, 2015 5:02 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43606

RE: Possible AI Improvement Mod

<t> I've had Extended Universe 1.03 for a while which was packaged together with Blue and resource UI (thread I found is June 2014). I just updated to 19512. <br/>
<br/>
I like the discussion of the AI Mod. From the mod installation description for the UI mod it sounds that flavor elements like ...
by Keston
Tue Aug 19, 2014 1:21 pm
Forum: Distant Worlds 1 Series
Topic: Gaming the system: Shouldn't you have to have Space Superiority to invade a Planet and take it all?
Replies: 63
Views: 1519

RE: Gaming the system: Shouldn't you have to have Space Control to Invade a Planet and take everything?

Planets are big and can be approached from any direction. The current concept is best. Take landing losses if you dare.
by Keston
Fri Aug 08, 2014 6:12 am
Forum: Close Combat - Gateway to Caen
Topic: Gateway to Caen Official Update v1.01 Now Available
Replies: 11
Views: 643

RE: Gateway to Caen Official Update v1.01 Now Available

<t> Installed, clicked "Check for Update" in the initial screen, get<br/>
"Download Error<br/>
Click Back to retry or Cancel to quit.<br/>
<br/>
Error:<br/>
<br/>
Unable to download file.<br/>
An error occurred while trying to open an FTP file."<br/>
<br/>
-------- Zip download installs ...
by Keston
Thu Aug 07, 2014 5:59 am
Forum: After Action Reports
Topic: Distant Worlds live series - The Caleph Alliance
Replies: 44
Views: 1667

RE: Distant Worlds live series coming soon.

It is an engaging and interesting campaign with some potent AI empires and shows some of the interesting races from Extended.
by Keston
Sun Aug 03, 2014 9:17 pm
Forum: The War Room
Topic: Troops on ships
Replies: 8
Views: 353

RE: Troops on ships

<t> I manually control troop recruitment and transport. <br/>
<br/>
I have used (designed) several types of transports. One is relatively small and cheap with space for shuttling a few units around in safe skies - a stripped down functional design. The other is the MAT (Marine and Assault ...
by Keston
Sun Aug 03, 2014 5:31 am
Forum: After Action Reports
Topic: Distant Worlds live series - The Caleph Alliance
Replies: 44
Views: 1667

RE: Distant Worlds live series coming soon.

Maybe Sunday the 10th?
by Keston
Wed Jul 30, 2014 10:01 pm
Forum: Tech Support
Topic: Espionage. Counter espionage. 1.9.5.6 - beta 2
Replies: 16
Views: 443

RE: Espionage. Counter espionage. 1.9.5.6 - beta 2

Feelotraveler is right. A crucial aspect of espionage is identifying counterespionage assets, and missions called off due to the risks are relatively common. Some general idea of detection of counter intel should be available.
by Keston
Tue Jul 29, 2014 12:46 am
Forum: The War Room
Topic: Different designs
Replies: 8
Views: 541

RE: Different designs

<t> USE "OBSOLETE" TO KEEP CONTROL: The simplest way is to create specialist designs and immediately obsolete them in the right design form column after ordering the number you want and before unpausing. AI won't use obsolete designs. No retrofit will occur except when you go and unobsolete them and ...
by Keston
Mon Jul 28, 2014 8:20 pm
Forum: The War Room
Topic: Distant Worlds Legends quick strategy guide
Replies: 53
Views: 4831

RE: Distant Worlds Legends quick strategy guide

I usually play whatever empire I get, unless it's off in a void. Them's the breaks.

Pirates, though are more dependent on position and neighbors, so I would want to start off the edge and not too isolated.
by Keston
Sun Jul 27, 2014 8:57 pm
Forum: Distant Worlds 1 Series
Topic: The New Guy Newbie Guide to Fully Non Automatic Manual Play - Distant Worlds, The Manly Man Way to P
Replies: 145
Views: 31051

RE: Thanks

<t> <br/>
ANSWER 1: This has considerable tactical importance depending on the nature of the opposing fleets. <br/>
<br/>
ANSWER 2: AI handles colonization star hopping across voids poorly with colonization range limits, so Irregular is considered easiest for the AI because the stars are ...
by Keston
Sun Jul 27, 2014 6:58 am
Forum: Tech Support
Topic: Warships, Resupply all head home if damaged
Replies: 9
Views: 303

RE: Warships, Resupply all head home if damaged

Thanks. The Resupply was in a fleet until I separate it out to avoid it being caught in a fleet order. Put it in its own fleet and the behavior is better! Though I fear I may speak too soon....
by Keston
Sun Jul 27, 2014 6:56 am
Forum: After Action Reports
Topic: Distant Worlds live series - The Caleph Alliance
Replies: 44
Views: 1667

RE: Distant Worlds live series coming soon.

See the Tech Support thread on resupply for ideas.
by Keston
Sun Jul 27, 2014 3:21 am
Forum: Distant Worlds 1 Series
Topic: Capital and Regional Capitals influence radius
Replies: 6
Views: 174

RE: Capital and Regional Capitals influence radius

Will try when I have the chance.
by Keston
Sat Jul 26, 2014 7:26 pm
Forum: After Action Reports
Topic: Distant Worlds live series - The Caleph Alliance
Replies: 44
Views: 1667

RE: Distant Worlds live series coming soon.

Please advise regarding the next installment.
by Keston
Sat Jul 26, 2014 7:16 am
Forum: Distant Worlds 1 Series
Topic: Capital and Regional Capitals influence radius
Replies: 6
Views: 174

RE: Capital and Regional Capitals influence radius

How would we test the effect on corruption?
by Keston
Sat Jul 26, 2014 4:04 am
Forum: Tech Support
Topic: Warships, Resupply all head home if damaged
Replies: 9
Views: 303

RE: Warships, Resupply all head home if damaged

<t> The real problem isn't the skittish supply ship but warships acting the same way. <br/>
<br/>
I thought the issue might be that a Flee setting tied to Shield damage might be triggered by any internal damage (worse than a lowered shield, right?) but since Never Flee does not change behavior ...
by Keston
Fri Jul 25, 2014 2:13 pm
Forum: Tech Support
Topic: Warships, Resupply all head home if damaged
Replies: 9
Views: 303

RE: Warships, Resupply all head home if damaged

<t> Resupply Was set as Evade Stronger, All Weapons weaker, Do Not Invade and Flee when Shields 50%. Tried Never flee but it still sets to repair when damage is taken. "Stop" works for only an instant. It can be ordered to redeploy but as soon as it actually starts to deploy it undeploys and switch ...
by Keston
Fri Jul 25, 2014 12:21 pm
Forum: Tech Support
Topic: Warships, Resupply all head home if damaged
Replies: 9
Views: 303

RE: Warships, Resupply all head home if damaged

<t> Yes, the shields were penetrated at least once but not knocked down. The ship turned back each time I ordered the ship back to the planet to deploy. It looks like everything to do with ships is manual and I set stance to When Attacked - for the empire setting I also tried changing the default ...
by Keston
Fri Jul 25, 2014 6:17 am
Forum: Tech Support
Topic: Warships, Resupply all head home if damaged
Replies: 9
Views: 303

Warships, Resupply all head home if damaged

<t> Can't refuel the fleet since the resupply ship took some damage and when I order it to deploy it undeploys and heads home. This temporarily stopped when I put it on "If attacked" stance, but that seemed to revert(due to defaults?) so the fleet on empty has to slog back home to refuel since the ...

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