Search found 71 matches

by tofudog
Thu Mar 07, 2024 12:57 pm
Forum: Design and Modding
Topic: Mod idea - facility can only be build 1 in galaxy change to empire
Replies: 3
Views: 575

Re: Mod idea - facility can only be build 1 in galaxy change to empire

Not a steampunk.
Luckily Mordachai made it available via github.

Based on your suggestion I went into my homemod *.xmls and flipped the switches - no hiccups so far.
by tofudog
Mon Nov 20, 2023 6:56 pm
Forum: Design and Modding
Topic: Mod idea - facility can only be build 1 in galaxy change to empire
Replies: 3
Views: 575

Re: Mod idea - facility can only be build 1 in galaxy change to empire

Did you try?

At first glance it seems rather simple to do, but if you tried and encountered nastiness I'd rather know. :)
by tofudog
Fri Nov 03, 2023 10:19 am
Forum: Distant Worlds 2
Topic: Old factions rework - public brainstorming :D
Replies: 33
Views: 2386

Re: Old factions rework - public brainstorming :D

Just because it was mentioned a while back:

Can anybody point me to a case of slavery not being ultimately self-defeating in our planets history?

The specific reference in my mind is Xenophon (very biased I concede, because he was the (semi-)democratically elected leader of a mercenary army), who ...
by tofudog
Fri Nov 03, 2023 10:03 am
Forum: Distant Worlds 2
Topic: This game is being mis-sold.
Replies: 10
Views: 1877

Re: This game is being mis-sold.

I have similar specs as the OP and I was a little disappointed too for a short moment.

When I look at the actual numbers however, that stops very quickly. The last game I stopped, because it was getting pointless with me having conquered half the galaxy, 400+ colonies, 3000 fighting ships (500 of ...
by tofudog
Fri Nov 03, 2023 9:27 am
Forum: Distant Worlds 2
Topic: Shield:armour ratio?
Replies: 5
Views: 734

Re: Shield:armour ratio?

So what happens if that particular piece of armour looses function?
I never tested, but I still like to have two or three pieces of ion armour on bigger ships, just to avoid this particular risk of a cascade failure.
by tofudog
Mon Oct 23, 2023 1:49 pm
Forum: Design and Modding
Topic: Can you add Bay Types?
Replies: 10
Views: 786

Re: Can you add Bay Types?

Would it be feasible to change the way things work instead?
Make ion protection a bonus you get if you have researched it and you don't get if you haven't, while doing away with the dedicated component altogether?
Which way would be preferrable to you and why?
by tofudog
Mon Oct 23, 2023 1:25 pm
Forum: Distant Worlds 2
Topic: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)
Replies: 8
Views: 2010

Re: Yet Another Torpedoes vs Missiles Thread (Velocity/Thunderbolt vs Lightning/Hive)

@Jorgen_CAB
Do you have a download you would be willing to share?
This sounds very much like the background of the first few novels of David Weber's honorverse, where ships of the wall would exchange missile fire until one or the other side was unwilling to continue the engagement for risk of actual ...
by tofudog
Mon Oct 23, 2023 1:09 pm
Forum: Distant Worlds 2
Topic: Shakturi Expansion Wishlist
Replies: 14
Views: 1767

Re: Shakturi Expansion Wishlist

Yes, diplomacy.


For a slew of great stuff to have, you only need to open todays paper and read the international section:

We can support one side in a war (with money or material) without really becoming a party in that war (reputation hits still apply though).
We can become allies or opponents ...
by tofudog
Tue Jul 05, 2022 5:40 pm
Forum: Distant Worlds 2
Topic: Military academy spam
Replies: 0
Views: 355

Military academy spam

As of 1.0.4.9 military academies still are one per planet with stacking benefits.

The AI will only build one of those, so every planet you have, will advance your targeting and countermeasures by 10% beyond the enemy. Each.

With 20 planets you dominate the AI by 200% targeting and countermeasures ...
by tofudog
Fri May 13, 2022 9:44 am
Forum: Distant Worlds 2
Topic: Request: No auto-activation of exploration overlay
Replies: 9
Views: 1200

Re: Request: No auto-activation of exploration overlay

It's like you read my mind.
An itsy bitsy button on the lower right would completely do it for me.
I'd click it once and - aaaah, heavenly peace.
by tofudog
Tue Apr 26, 2022 3:52 pm
Forum: Distant Worlds 2
Topic: maintenance reduction thoughts
Replies: 1
Views: 461

maintenance reduction thoughts

I like regional governance buildings(Who doesn't?). They do funny things in great numbers.
Each of them adds a 10% leader quality bonus, which adds up, when you have 150 of them (1500% bonus).
This leads to new leaders with skills in the 40-50% range.
One of those skills is ship maintenance ...
by tofudog
Mon Mar 14, 2022 1:00 pm
Forum: Distant Worlds 2
Topic: Invincible Hive Carrier
Replies: 3
Views: 625

Invincible Hive Carrier

In my most recent game I shot down the first two Carriers alright, but the third one does not take any hull damage.
Shields and armor behave as they are supposed to though, i.e. regenerate and are overwhelmed by the incoming firepower.
by tofudog
Sat Dec 07, 2019 3:25 pm
Forum: Design and Modding
Topic: Star Wars - The Evacuation of Yavin (in beta development)
Replies: 452
Views: 17932

RE: Star Wars - The Evacuation of Yavin (in beta development)

<r> About Hyperdrives and Hydrogen:<br/>
<br/>
When you mentioned "Science" a few posts back I immediately thought:<br/>
Why is Hydrogen even an issue? It is THE most common element in our universe (Wikipedia says it constitutes 75% of the non-baryonic mass (whatever that means) of it). Maybe ...
by tofudog
Tue Nov 19, 2019 6:53 pm
Forum: Design and Modding
Topic: Warhammer 40,000 - The Imperium of Man (Work in Progress)
Replies: 46
Views: 5123

RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

<t> Hi Eliphas, <br/>
there are actually two movies out there (that I know of), both kind of low budget, but "Damnatus" (which is a german fan production - with english subs if desired) captures the spirit of of the setting pretty well I think. Be warned though - it has lengths<br/>
The other one ...
by tofudog
Mon Nov 18, 2019 5:37 pm
Forum: Design and Modding
Topic: Warhammer 40,000 - The Imperium of Man (Work in Progress)
Replies: 46
Views: 5123

RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

<t> Hello Eliphas,<br/>
nice to see there are more people who follow this mod.<br/>
I have to say though, that I don't think that more unit types for ground fighting are necessary (or even desirable).<br/>
We are dealing with a strategic level view, which is quite different from the skirmishing ...
by tofudog
Sat Nov 02, 2019 11:35 am
Forum: Design and Modding
Topic: Warhammer 40,000 - The Imperium of Man (Work in Progress)
Replies: 46
Views: 5123

RE: Warhammer 40,000 - The Imperium of Man (Work in Progress)

<t> Some more random and unsorted thoughts.<br/>
<br/>
The universes of Warhammer are all very dystopian. Their overriding theme is civilisation (by our own standards already a travesty of what you could call that) holding on against the coming night and inevitably losing ground.<br/>
The dark ...
by tofudog
Thu Oct 31, 2019 5:19 pm
Forum: Design and Modding
Topic: Bacon Mod
Replies: 1419
Views: 88945

RE: Terraforming for the Bots?

<t> Turns out that this was a dead end. <br/>
Twenty races had it, 24 did not, plus mechanoid and shakturi who have everything right out of the door.<br/>
My game setup was starting Tech 5 anyway, so everyone should have had it regardless of the scripted path.<br/>
But to be sure I added it on ...
by tofudog
Thu Oct 31, 2019 3:02 am
Forum: Design and Modding
Topic: Bacon Mod
Replies: 1419
Views: 88945

RE: Terraforming for the Bots?

<t> How would I go about doing that?<br/>
In particular I would like the computer to settle those low-quality worlds in the first place.<br/>
The Policy files already show <br/>
"ColonyAllowFacilityTerraformingFacility ;Y"<br/>
with a threshold of 500 for all the races I randomly checked<br ...
by tofudog
Wed Oct 30, 2019 3:46 pm
Forum: Design and Modding
Topic: Bacon Mod
Replies: 1419
Views: 88945

Terraforming for the Bots?

<t> I have been playing some BaconRetreat lately and it seems that the computer factions don't build terraforming facilities (from a Tech 5, old empires start, so they have the tech and they have the economy to do so - but they don't.<br/>
Is there something I can do about that?<br/>
Maybe a ...

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