Search found 92 matches

by Krob
Mon Feb 07, 2011 9:21 pm
Forum: Distant Worlds 1 Series
Topic: Starbases I discover and board...
Replies: 11
Views: 154

RE: Starbases I discover and board...

I just scuttle them rather than have to worry about my ships using them for retrofitting and having to wait 40 years for the civilian ships that are queued at them to be built. :/


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by Krob
Tue Feb 01, 2011 3:51 pm
Forum: Distant Worlds 1 Series
Topic: Engineer School, teach me about stuff...
Replies: 12
Views: 385

RE: Engineer School, teach me about stuff...

<t> There isn't necessarily a better shield, it depends on how you use them. If you have the room, you can stack as many on as you can fit to create a larger buffer, if you're low on space, you might want to use quicker recharge so that you've a bit more functional shield from the recharge. I ...
by Krob
Mon Jan 24, 2011 8:38 am
Forum: Distant Worlds 1 Series
Topic: Upgrading star ports
Replies: 3
Views: 162

RE: Upgrading star ports

<t> If they are built at colonies, you can select them and then right-click on them to upgrade them to a larger version. For whatever reason, this doesn't work any other way. Alternatively, you could just create a second design that's bigger since there's no functional difference between small ...
by Krob
Fri Jan 21, 2011 3:08 pm
Forum: The War Room
Topic: Monitoring station
Replies: 4
Views: 178

RE: Monitoring station

I used to put them on all of my civilian ships too, but since the expansion, that makes the galaxy map unusable. :(


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by Krob
Wed Jan 19, 2011 4:24 am
Forum: Distant Worlds 1 Series
Topic: I love the game but...
Replies: 24
Views: 394

RE: I love the game but...

<r>
<QUOTE><s>[quote]</s>ORIGINAL: lordxorn<br/>
<br/>
If you are finding the difficulty too easy, give the AI players more advantage by adding them manually and boosting them there.
<e>[/quote]</e></QUOTE>
<br/>
I have only contemplated it, but you could do this. With the manual ...
by Krob
Sat Jan 15, 2011 11:43 am
Forum: Tech Support
Topic: 1.0.5.2 Duplicate weapons in design screen.
Replies: 8
Views: 155

RE: 1.0.5.2 Duplicate weapons in design screen.

Shiny! Maybe one is used to shoot delinquent crew at the enemy!? Hopefully they'll get that fixed before I run into it. ;)


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by Krob
Sat Jan 15, 2011 11:34 am
Forum: Tech Support
Topic: 1.0.5.2 Duplicate weapons in design screen.
Replies: 8
Views: 155

RE: 1.0.5.2 Duplicate weapons in design screen.

Are they the exact same? Screenshot? Savegame? I believe the patch notes did mention that at equivalent tech levels you'll see similar items (to help reduce the "latest is best for you" nightmare).



K
by Krob
Tue Jan 11, 2011 11:10 pm
Forum: Distant Worlds 1 Series
Topic: Ignore Refueling During Command?
Replies: 2
Views: 104

RE: Ignore Refueling During Command?

More likely than not it was actually going to somewhere to get the resources to build the components for the refinery, not to refuel.



K
by Krob
Thu Jan 06, 2011 8:21 pm
Forum: The War Room
Topic: Reputation
Replies: 13
Views: 329

RE: Reputation

<t> As Dannyboy99 said, the best way to increase your rep is to kill pirates. The best way to avoid war is to send gifts to the other races. This is best accomplished when you have less credits as the size of the gifts depend on how many credits you have. So with fewer credits, you can give large ...
by Krob
Thu Jan 06, 2011 5:39 am
Forum: Tech Support
Topic: [1.5.0.1 beta] Repaired debris field ships are owned by a different race
Replies: 5
Views: 137

RE: [1.5.0.1 beta] Repaired debris field ships are owned by a different race

<r> I'm pretty sure that the two ships in my save are on different sides of the field and nothing else was repairing them. Not sure if that means it's different from what you're thinking it is or not, but I have been able to get two constructors on a world destroyer before. <E>:)</E><br/>
<br ...
by Krob
Wed Jan 05, 2011 12:45 pm
Forum: Distant Worlds 1 Series
Topic: Change Initial Race Designs
Replies: 8
Views: 166

RE: Change Initial Race Designs

<t> There's no way to automate it that I know of. Wish I could read. Just have to create one set of your own default ships and load it at the beginning of each game. At least with RotS the tech tree is the same every time, not like in vanilla where you had to worry about getting different tech every ...
by Krob
Tue Jan 04, 2011 11:10 pm
Forum: Distant Worlds 1 Series
Topic: Trying to Build Ships Using Multiple DDs/Roles
Replies: 4
Views: 142

RE: Trying to Build Ships Using Multiple DDs/Roles

A lesson most of us learn from experience. :)


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by Krob
Tue Jan 04, 2011 10:34 pm
Forum: Distant Worlds 1 Series
Topic: Trying to Build Ships Using Multiple DDs/Roles
Replies: 4
Views: 142

RE: Trying to Build Ships Using Multiple DDs/Roles

<t> You should have access to all of your non-obsolete designs if you go into the construction yard interface (F10) and by selecting the yard itself and right-clicking (which isn't convenient if you're building more than one). If you're not seeing your ships, make sure that your design is not larger ...
by Krob
Mon Jan 03, 2011 2:33 pm
Forum: Tech Support
Topic: 1.5.0.0 Expansion Planner shows unexplored planets in filtered view
Replies: 2
Views: 97

RE: 1.5.0.0 Expansion Planner shows unexplored planets in filtered view

It will also show them in blue if they have a rare ruin (+100% to a research tree, etc), even if the planet hasn't been approached yet.


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by Krob
Mon Jan 03, 2011 2:30 pm
Forum: Tech Support
Topic: 1.5.0.0 Colony ships start out without fuel...
Replies: 5
Views: 125

RE: 1.5.0.0 Colony ships start out without fuel...

I've noticed the same thing. I just attributed it to the fact that I probably didn't have enough Caslon. The problem went away after creating a handful of new mining stations.



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by Krob
Mon Jan 03, 2011 2:28 pm
Forum: Tech Support
Topic: 1.5.0.0 saves: Navigational Directions with nothing at the indicated location
Replies: 3
Views: 121

RE: 1.5.0.0 saves: Navigational Directions with nothing at the indicated location

<r> This may or may not apply, but the location beacon has always stayed in the same spot where it was first indicated, so that while the planets move in orbit, the beacon ends up trailing behind it. I usually just send my ships to the planet or moon on that orbital path. I've only ever run into ...
by Krob
Fri Dec 31, 2010 9:20 pm
Forum: Distant Worlds 1 Series
Topic: Newb: Buy the expansion from the start?
Replies: 14
Views: 220

RE: Newb: Buy the expansion from the start?

Just don't put long range scanners on any of your ships if you'd like to use the galaxy map. :(


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by Krob
Fri Dec 31, 2010 9:14 pm
Forum: Distant Worlds 1 Series
Topic: Storyline stuff(Spoilers)
Replies: 3
Views: 122

RE: Storyline stuff(Spoilers)

There are two types of refugees, the ones that end up saying 'go to location x if you want to claim their ships' are from the original and benign. No worries there. I won't spoil the other kind for you, you can look through the forums for that if you really want.


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by Krob
Fri Dec 31, 2010 7:23 pm
Forum: The War Room
Topic: Troops moving off planet- unwanted!
Replies: 2
Views: 93

RE: Troops moving off planet- unwanted!

I'm pretty sure that there have already been requests to be able to set colonies to minimum levels to avoid just this. :/


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by Krob
Fri Dec 31, 2010 7:22 pm
Forum: Distant Worlds 1 Series
Topic: Extractors on non-mines
Replies: 5
Views: 114

RE: Extractors on non-mines

<t> I'm pretty sure you can put whatever you want on any station. You can have a Starport with uber defenses, research, and extraction if you want. Just bear in mine, that regardless of what you build there, the AI can just snake the planet out from under you. Getting that colony there should be ...

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