Search found 23 matches

by Icesavage
Mon Jul 19, 2010 1:09 pm
Forum: Distant Worlds 1 Series
Topic: On wishlists, diplomacy, and spying.
Replies: 9
Views: 418

RE: On wishlists, diplomacy, and spying.

<t> Trade route system were I can influence who my freighter fleet will trade with.<br/>
<br/>
An embassy system where with money I can setup an embassy in an enemy system and get intel about that empire and system or increase the spying ability versus that empire.<br/>
<br/>
<br/>
I would also ...
by Icesavage
Mon Jul 19, 2010 12:52 pm
Forum: Distant Worlds 1 Series
Topic: Space Creatures
Replies: 40
Views: 1389

RE: Space Creatures

<t> If space monsters are rare, then they need to be stronger, ie require a fleet of 10 ships to kill, and the reward for killing them should be something cool, like finding a rare resource in the system it is in or finding a splinter colony, or something of that nature.<br/>
<br/>
Still variety ...
by Icesavage
Wed Jul 14, 2010 1:29 am
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 212338

RE: Master Wishlist Thread

<t> I would like there to be an "Empire Spread" Option, when creating a new game.&nbsp;&nbsp; Something which I can set which influences how close other empires are to each other.&nbsp; So that starting points for AI empires are not always on top of each other.&nbsp; <br/>
<br/>
Something like:<br ...
by Icesavage
Tue Jul 13, 2010 1:01 am
Forum: Tech Support
Topic: Any ideas...
Replies: 17
Views: 287

RE: Any ideas...

Offtopic:&nbsp; Huge is such a 'relative' term, when you consider that Empire:Total War save files usually run in the half gig range.
by Icesavage
Mon Jul 12, 2010 8:33 pm
Forum: Distant Worlds 1 Series
Topic: question
Replies: 1
Views: 124

RE: question

"Survery says:"&nbsp; All of the above.
by Icesavage
Mon Jul 12, 2010 7:12 pm
Forum: Distant Worlds 1 Series
Topic: Math question on research
Replies: 2
Views: 91

RE: Math question on research

<r> With what government type? If it was Feudalism or Despotism then your get a -25% research negative.<br/>
<br/>
Human Bonus is 15%<br/>
Feudalism / Despotism is -25%<br/>
So overall research is at -10%.<br/>
This is additive, not multiplicative. If it were multiplicative a player would have ...
by Icesavage
Mon Jul 12, 2010 12:22 pm
Forum: Tech Support
Topic: Investigating colonized world
Replies: 8
Views: 183

RE: Investigating colonized world

If another empire controlled the world before you then the ruin was most likely tapped out.&nbsp; Thus even though you refused, you would not have found anything. &nbsp; And because it was tapped out, you could not re-investigate it later.
by Icesavage
Mon Jul 12, 2010 12:19 pm
Forum: Tech Support
Topic: Any ideas...
Replies: 17
Views: 287

RE: Any ideas...

Have you tried checking your RAM?&nbsp; This game does use a lot of it and a bad sector in somewhere could cause a lot of problems.
by Icesavage
Mon Jul 12, 2010 12:15 pm
Forum: Tech Support
Topic: 1.0.4.9 AI constructor ships strange behavior in ship graveyards
Replies: 2
Views: 66

RE: 1.0.4.9 AI constructor ships strange behavior in ship graveyards

<t> Once a ship is repaired the empire with closest proximity scanner gets the ship.&nbsp; Standard Constructor design does not have proximity scanners.&nbsp; Thus, you need to park something with a scanner to your repairing ships.<br/>
<br/>
The other issue with Constructors trying to repair ships ...
by Icesavage
Fri Jul 02, 2010 7:29 pm
Forum: Tech Support
Topic: Why can't I use ship designs from old versions?
Replies: 2
Views: 118

RE: Why can't I use ship designs from old versions?

<t> You can save your designs, but it saves all the designs that you currently have. &nbsp; When you go to the design window, in the top right corner of the window are save and load buttons which saves all the ships designs currently in use.&nbsp; The problem with that is that you get many things ...
by Icesavage
Thu Jul 01, 2010 1:21 pm
Forum: Distant Worlds 1 Series
Topic: Bit confused regarding weapons energy usage
Replies: 4
Views: 285

RE: Bit confused regarding weapons energy usage

<t> Ships have an energy pool, which is replenish at the rate you see in the top right corner of the design screen.&nbsp; Weapons use X amount of power to recharge, but they only fire so quickly. &nbsp; Thus you get a Energy per Second count which is listed over the armaments box.&nbsp; Weapons ...
by Icesavage
Wed Jun 30, 2010 1:13 pm
Forum: Tech Support
Topic: Alien Race on Home Planet at start. (1.0.5.7)
Replies: 1
Views: 80

Alien Race on Home Planet at start. (1.0.5.7)

<t> I started a game last night as Human (young expansion, highest homeworld quality) and my capital planet also had about 3 billion Ikurro living on it. Thus, I started with an -8% maintenace and +8% colony income bonus. The planet did not have a ruin on it, and their was the usual sizable human ...
by Icesavage
Tue Jun 29, 2010 3:02 pm
Forum: Distant Worlds 1 Series
Topic: New 1.0.5.6 Public Beta Now Available!
Replies: 105
Views: 3892

RE: New 1.0.5.6 Public Beta Now Available!

Codeforce is from New Zealand.
by Icesavage
Fri Jun 25, 2010 11:51 pm
Forum: Distant Worlds 1 Series
Topic: Does the AI suffer corruption?
Replies: 5
Views: 213

RE: Does the AI suffer corruption?

I dont believe the AI can 'cheat' in this game. Meaning they use the same corruption rules as the player.
by Icesavage
Fri Jun 25, 2010 11:47 pm
Forum: Tech Support
Topic: bulding ships
Replies: 3
Views: 95

RE: bulding ships

<t> An interesting by pass is to make the ships join a fleet, then give the fleet some orders, the half completed ships actually leave the star base. Though they cant move or anything.&nbsp; Then send a construction ship to 'repair' each ship.&nbsp; It will take a while, because construction ships ...
by Icesavage
Fri Jun 25, 2010 10:02 pm
Forum: Distant Worlds 1 Series
Topic: New Weapons needed in DW
Replies: 20
Views: 676

RE: New Weapons needed in DW

<t> Most games have some bonuses. &nbsp; MoO2 had a number of them.&nbsp; Phasors were the best weapon in MoO2 since you could upgrade them to autofire, phased (by pass shields) and armor piercing. &nbsp; The Deathray did not actually get such options.&nbsp; Now the balance in MoO2 was of course ...
by Icesavage
Tue Jun 22, 2010 1:21 pm
Forum: Tech Support
Topic: 1.0.4.9 "Distant" Empires territory starved
Replies: 6
Views: 246

RE: 1.0.4.9 "Distant" Empires territory starved

Manually set some of the enemy empires to "expanding" when creating a game. &nbsp; I always expand faster then the AI.&nbsp; Once the AI has a number of worlds he does expand well enough.
by Icesavage
Fri Jun 18, 2010 7:04 pm
Forum: Distant Worlds 1 Series
Topic: Resource warning when upgrading?
Replies: 2
Views: 171

Resource warning when upgrading?

<t> Is there a decent system for telling me if I actually have the resources on hand to build a ship. I started one game, and found an artifact planet that improved my beam tech from level 1 (I forget the name) to concussion beam. This was early. I think I was still colonizing planets in my starting ...
by Icesavage
Fri Jun 18, 2010 6:45 pm
Forum: Distant Worlds 1 Series
Topic: Colony ship frozen during building
Replies: 8
Views: 266

RE: Colony ship frozen during building

<t> It annoys me though when you find an abandoned spaceport, not on a planet but usually in an asteroid belt and no cargo ships ever supply it with material to finish anything.&nbsp; They are almost a liability.&nbsp; I had one "Out of the Way" space port that became clogged with repair work that ...
by Icesavage
Wed Jun 16, 2010 5:19 pm
Forum: Distant Worlds 1 Series
Topic: 1.0.5 Update Plans
Replies: 93
Views: 3888

RE: 1.0.5 Update Plans

Cool

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