Search found 22 matches

by Vanguard_DW
Mon Aug 15, 2011 12:40 pm
Forum: Distant Worlds 1 Series
Topic: Migration and trade sanction
Replies: 17
Views: 522

RE: Migration and trade sanction

<t> You've probably already discovered it but trade sanctions do stop migration (In Distant Worlds at least, not sure about the expansion.)<br/>
<br/>
Also, if you don't mind messing around with the editor, it's possible to remove unwanted species from your worlds so you can have a racially pure ...
by Vanguard_DW
Tue Sep 28, 2010 10:37 am
Forum: Tech Support
Topic: Cursor moving to upper left corner
Replies: 47
Views: 1115

RE: Cursor moving to upper left corner

I'll post a report of my own system tomorrow (if I remember!)
But I only have 1 monitor, so it's not multiple monitors causing it.
by Vanguard_DW
Fri Sep 03, 2010 9:11 am
Forum: Tech Support
Topic: Cursor moving to upper left corner
Replies: 47
Views: 1115

RE: Cursor moving to upper left corner

<t> I've had this problem myself of the cursor jumping to the top left corner (though less so it seems with the latest update, maybe coincidence), assumed it was a problem with my mouse so didn't bother to report it. It mainly seems to occur when in the game editor for me. I find I can resolve it by ...
by Vanguard_DW
Wed Sep 01, 2010 7:17 am
Forum: Distant Worlds 1 Series
Topic: Why not colonize everything?
Replies: 11
Views: 1791

RE: Why not colonize everything?

I think they eat into your overall tax income,They give a minus GDP value and I think a minus tax value, but then again I rarely colonise lesser worlds
by Vanguard_DW
Tue Aug 10, 2010 3:19 pm
Forum: The War Room
Topic: How can you prevent racial migration?
Replies: 4
Views: 158

RE: How can you prevent racial migration?

I think all you can do is impose a trade embargo, happy to be proven wrong though as I dislike having some of the species mixing with my Humans.
by Vanguard_DW
Wed Aug 04, 2010 3:43 pm
Forum: The War Room
Topic: whats your faverote race and why?
Replies: 37
Views: 859

RE: whats your faverote race and why?

Humans mainly for me, nothing to do with their stats, just don't like playing a game as an alien species conquering Mankind, just doesn't feel right [:)]
No qualms about nuking a planet full of humans whilst playing humans though [:D]
by Vanguard_DW
Fri Jul 23, 2010 11:29 am
Forum: Distant Worlds 1 Series
Topic: A couple of questions regarding Independents
Replies: 2
Views: 123

A couple of questions regarding Independents

<t> At what point will a independent world become a empire? is it population based, development level or sheer randomness?<br/>
Secondly is the population growth rate for independents wad?<br/>
<br/>
I ask because in a game I was wrapping up 30years or so in (in view of moving to 1.0.6), I ...
by Vanguard_DW
Thu Jul 01, 2010 1:26 pm
Forum: Distant Worlds 1 Series
Topic: Bit confused regarding weapons energy usage
Replies: 4
Views: 170

RE: Bit confused regarding weapons energy usage

<t> Ahhh, yeah I see it now thanks, incidentally the shard fires once every 3.3 seconds, so good guess.<br/>
<br/>
So is it recommended to have a reactor output greater than Maximum Weapons energy per second, or a output greater than the combined energy used.<br/>
Eg 5Maxos blaster would use 60 ...
by Vanguard_DW
Thu Jul 01, 2010 12:04 pm
Forum: Distant Worlds 1 Series
Topic: Bit confused regarding weapons energy usage
Replies: 4
Views: 170

Bit confused regarding weapons energy usage

<t> So in the ship design screen a maxos blasters blurb reads: Energy used 12<br/>
But when I add it as a weapon the Weapons segment reads: Maximum Weapons Energy use per second 10<br/>
If I add another blaster Max weapons energy goes to 19, 3 blasters use 28, 4 use 37, 5 use 48 and so on.<br ...
by Vanguard_DW
Thu Jul 01, 2010 11:25 am
Forum: Distant Worlds 1 Series
Topic: 120k income loss each turn, help!
Replies: 17
Views: 481

RE: 120k income loss each turn, help!

<t> Basically reiterating what's been said but,<br/>
<br/>
After looking at your screenies, I see you have a total pop of 17.5 billion, your cap planet has 11 billion and is supplying 70% of your GDP, meaning there's 6.5 billion people spread amongst 34 planets supplying not much [:)].<br/>
As ...
by Vanguard_DW
Thu Jul 01, 2010 10:44 am
Forum: Distant Worlds 1 Series
Topic: New v1.0.5.7 Public Beta Now Available!
Replies: 65
Views: 1563

RE: New v1.0.5.7 Public Beta Now Available!

<t> I see you say you've improved the distant settings for empires in the next version so I hesitate to make this report, but I just wanted to check something closely related.<br/>
<br/>
Starting a game with manual settings always seems to dump independent versions of a species near to an Empire ...
by Vanguard_DW
Thu Jul 01, 2010 10:20 am
Forum: Distant Worlds 1 Series
Topic: 120k income loss each turn, help!
Replies: 17
Views: 481

RE: 120k income loss each turn, help!

<t> Now I think about it I wonder if you miss out on spaceport income from not having any and just using the planets own two docking bays?<br/>
<br/>
As I said earlier I'll make a small design for most planets as I think each planet deserves some sort of port, also they can build the occasional ...
by Vanguard_DW
Thu Jul 01, 2010 8:42 am
Forum: Distant Worlds 1 Series
Topic: 120k income loss each turn, help!
Replies: 17
Views: 481

RE: 120k income loss each turn, help!

<t> I must admit I've never got that far into a game, but it looks too me like to many medium spaceports, near enough one for every colony, are you using the standard Ai design?<br/>
<br/>
Basically I have four spaceport designs, first very basic stripped down (1 shipyard, 4 docking bays, couple ...
by Vanguard_DW
Tue Jun 29, 2010 1:11 pm
Forum: Distant Worlds 1 Series
Topic: Does the AI suffer corruption?
Replies: 5
Views: 122

RE: Does the AI suffer corruption?

<t> If you click on the game editor you can click a AI planet and it'll tell you GDP, corruption level and so forth, basically the same as your own planets.<br/>
And yes the corruption level does seem to affect the AI same as us, or at least it gets similar percentages [:)]<br/>
<br/>
You may ...
by Vanguard_DW
Wed Jun 23, 2010 11:46 am
Forum: Distant Worlds 1 Series
Topic: Fleet cohesion cripples fleets, a lesson in giving people what they ask for
Replies: 37
Views: 609

RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

I like the fueling concept, no doubt the AI could use the help, but for me it's better than colonise a planet and automatically extend your ships range.
Perhaps state operated tankers that will fly out and top up your ships tanks.
by Vanguard_DW
Mon Jun 21, 2010 3:31 pm
Forum: Tech Support
Topic: 1.0.5.6 Colonised Ice Asteroid
Replies: 4
Views: 94

RE: 1.0.5.6 Colonised Ice Asteroid

<t> I agree if you can colonise ice planets then you should also get ice asteroids, I mention it as in the galactopedia it says colonisation of roids isnt possible. Though I understand the galactopedia isnt fully up to date.<br/>
<br/>
@Spacecadet I've a feeling Humans and everyone else for that ...
by Vanguard_DW
Mon Jun 21, 2010 2:19 pm
Forum: Tech Support
Topic: 1.0.5.6 Colonised Ice Asteroid
Replies: 4
Views: 94

1.0.5.6 Colonised Ice Asteroid

<t> Just realised I should of posted this here as opposed to the thread I posted in! Sorry[:)]<br/>
<br/>
Anyway...Was messing around with a fully advanced (full size/full Tech enabled from start) game last night to check some ships models I've picked up from the mods section and noticed I could ...
by Vanguard_DW
Mon Jun 21, 2010 9:11 am
Forum: Distant Worlds 1 Series
Topic: New 1.0.5.6 Public Beta Now Available!
Replies: 105
Views: 2391

RE: New 1.0.5.6 Public Beta Now Available!

edit:Moved to tech support
by Vanguard_DW
Fri Jun 18, 2010 8:44 am
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 51439

RE: Master Wishlist Thread

<t> As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if ...
by Vanguard_DW
Wed Jun 16, 2010 10:05 am
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 51439

RE: Master Wishlist Thread

<t> Pretty sure I've seen this mentioned but I'd like the ability to choose which race can migrate to a specific world.<br/>
For instance as a Human empire I'd be fine with the Ackdarians moving to a newly colonized planet, but I wouldn't want rapidly reproducing giant insects moving there to ...

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