Search found 37 matches

by Ardryn
Sun Jul 27, 2014 5:55 pm
Forum: Tech Support
Topic: [1.9.5.6 Beta 2] Crash
Replies: 0
Views: 131

[1.9.5.6 Beta 2] Crash

<t> Distant Worlds - Crash Dump - 1.9.5.6<br/>
<br/>
1:53:19 PM Sunday, July 27, 2014<br/>
<br/>
<br/>
System.NullReferenceException: Object reference not set to an instance of an object.<br/>
at DistantWorlds.Types.ConstructionQueue.ProcessSingleConstructionYard(ConstructionYard ...
by Ardryn
Mon Jul 21, 2014 4:22 pm
Forum: Tech Support
Topic: 1.9.5.6 (Beta) Crash 2
Replies: 8
Views: 246

RE: 1.9.5.6 (Beta) Crash 2

I've also gotten this exact crash with the 1.9.5.6 beta after loading a 1.9.5.5 saved game.
by Ardryn
Tue Jul 08, 2014 9:17 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 36285

RE: Warhammer 40k DW:U Mod

<t> The odd thing is that I was playing a completely standard "Classic Era" game, everyone started at normal tech and I set the Orks and Eldar, and myself as the Imperials, to the young expansion state. The Orks had hyperdrive tech, I made certain of this with the editor, they also had a massive ...
by Ardryn
Tue Jul 08, 2014 7:09 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 36285

RE: Warhammer 40k DW:U Mod

<t> The AI treats the nova cannon as a standard weapon and replaces whatever non-missile/torpedo weapon it was using with them and from what I understand the nova cannon is more like the death ray in DW than the standard beam weapons. I've also found the Orks never expand outside their home system ...
by Ardryn
Tue Jun 24, 2014 9:19 pm
Forum: Distant Worlds 1 Series
Topic: Issues With the Ancient Guardians
Replies: 8
Views: 205

RE: Issues With the Ancient Guardians

<t> This happens in every game I've ever played when the Guardians are near enough for their stations to intrude on my territory. The only way I've managed to prevent it is to put the attack enemy automation on suggestion or manual, but if I'm a race the Guardians hate, insectoids, then it's always ...
by Ardryn
Tue Jun 17, 2014 7:45 pm
Forum: Tech Support
Topic: Minor Issue Non-Planet Destroyers with Super Lasers
Replies: 1
Views: 106

Minor Issue Non-Planet Destroyers with Super Lasers

If a ship that isn't a planet destroyer, such as a capital ship, gets a super laser it seems to not fall under the when to use planet destroyers section of the empire policy. In short, the AI will make the ships destroy the colony no matter what the setting is at.
by Ardryn
Sat Jun 14, 2014 2:40 am
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 33296

RE: Distant Worlds Extended

<r>
<QUOTE><s>[quote]</s>ORIGINAL: necaradan666<br/>
<br/>
Seems when playing humans in extended, max races on, plentiful independents, I never see any human independents to conquer, the immediate surroundings are always full of aliens further out is just more aliens. Is that because it's trying ...
by Ardryn
Fri Jun 13, 2014 2:36 am
Forum: Design and Modding
Topic: [DWU] Ship design templates
Replies: 34
Views: 2781

RE: [DWU] Ship design templates

ORIGINAL: Wanabe

Reduced luxury miners from 3 to 2 on gas miners (how often are luxury resources on gas sources, in the base game?)
This is probably for ice worlds, which can have tyderios gas and luxury resources on them.
by Ardryn
Thu Jun 12, 2014 9:37 pm
Forum: Tech Support
Topic: [1.9.5.3 Beta] Crash on Zooming in Map
Replies: 0
Views: 133

[1.9.5.3 Beta] Crash on Zooming in Map

<r> Had a spontaneous crash on zooming in the map while playing the balanced tech extended mod, as you can probably tell by the picture the game had been going on for quite a while and there were no problems before this point in time. Here's the crash dump:
<CODE><s>[code]</s>Distant Worlds - Crash ...
by Ardryn
Mon Jun 09, 2014 3:59 am
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 10300

RE: [DWU] Balance Mod (extended TechTree) [WIP]

For all my bug reports I would like to add that I am really enjoying the mod and how it changes the pace of research.
by Ardryn
Sun Jun 08, 2014 4:28 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 10300

RE: [DWU] Balance Mod (extended TechTree) [WIP]

Also Multiphase Capacitors has the same stats as the Zenox Pure Energy Discharge.
by Ardryn
Sun Jun 08, 2014 3:49 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 10300

RE: [DWU] Balance Mod (extended TechTree) [WIP]

Are the Standard countermeasures and targeting supposed to give the same bonuses as the starting versions?
by Ardryn
Tue Jun 03, 2014 3:51 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 10300

RE: [DWU] Balance Mod (extended TechTree) [WIP]

The extended version has errors at the Improved and Superior Q. MicroUtilization lines, the first has itself as its parent and the second has Quantum MicroUtilization as its parent.
by Ardryn
Sun Jun 01, 2014 10:42 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 33296

RE: Distant Worlds Extended

So I started a new game with Extended and I turned off race events in the start-up options and so far I've had exactly zero crashes. So, I guess the next step will be finding out which race file and which event is causing me to crash.
by Ardryn
Fri May 30, 2014 9:41 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 33296

RE: Distant Worlds Extended Universe 1.0 released 40 races

<r> In my current game as the Yor I've so far had no(more?) luck in replicating the crash. The only thing I did differently was not modifying my homeworld at the start of the game with the editor. In all the other games I modified the homeworld to have the maximum number of resources (8) and a 5-10 ...
by Ardryn
Thu May 29, 2014 11:39 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 33296

RE: Distant Worlds Extended Universe 1.0 released 40 races

<r> I've been getting crashes with extended that I haven't with vanilla and turning off the racial events has thus far prevented it, so it seems there's something weird going on with those.<br/>
No idea how helpful the crash log will be but here it is:
<CODE><s>[code]</s>Distant Worlds - Crash ...
by Ardryn
Mon May 26, 2014 9:59 pm
Forum: Tech Support
Topic: Random Crashing
Replies: 0
Views: 108

Random Crashing

<t> So I've been having some apparently random crashes with Universe. I would include a save but there doesn't seem to be any way to reproduce the crash as reloading the most recent save and doing nothing except letting the game run has thus far allowed the game to continue past the crash point ...
by Ardryn
Sun Aug 11, 2013 5:31 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds Shadows Updated to 1.9.0.11
Replies: 73
Views: 2023

RE: Distant Worlds Shadows Updated to 1.9.0.10

<t> I had a thought involving the no tech trade option that's now in. Why not take a page from Civilization 4 and make a no tech brokering option, seeing as right now it's either no trading or full trading. For the people who don't know, no tech brokering in Civ 4 worked like this, if someone bought ...
by Ardryn
Sat Aug 10, 2013 12:01 am
Forum: Distant Worlds 1 Series
Topic: Distant Worlds Shadows Updated to 1.9.0.11
Replies: 73
Views: 2023

RE: Distant Worlds Shadows Updated to 1.9.0.10

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Gerry Edwards<br/>
<br/>
COLONY INVASIONS AND RAIDS <br/>
- when pirate raiders withdraw from raiding a colony, they now never obtain any loot if they do not have any nearby ships <br/>
<br/>
Cheers,<br/>
Gerry<br/>
<br/>

<e>[/quote]</e></QUOTE>
Hooray ...
by Ardryn
Tue Jul 23, 2013 12:01 am
Forum: Design and Modding
Topic: [Modding question] Changing mechanics of freighters.
Replies: 1
Views: 96

RE: [Modding question] Changing mechanics of freighters.

Nope.jpg

Maybe if you bring it to Erik's attention he'll try to work it into the planned modding expansion.

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