Search found 21 matches

by PaulP
Thu Dec 30, 2010 4:02 pm
Forum: Distant Worlds 1 Series
Topic: Get rid of fuel
Replies: 108
Views: 2029

RE: Get rid of fuel

<t> Suggesting to remove fuel from DW would be like suggesting we remove knights from chess. It just wouldn't be the same. <br/>
&nbsp;<br/>
And I'll chime in to say that refueling isn't micro managey imo. The only time I've had issues with fuel is when the transport network was failing badly, but ...
by PaulP
Thu Dec 30, 2010 3:25 pm
Forum: Distant Worlds 1 Series
Topic: Suggestions: player beable to control freighters and mining ships.
Replies: 25
Views: 465

RE: Suggestions: player beable to control freighters and mining ships.

<t> I like the civilian sector being automated, but being able to generate some kind of civilian work orders could be fun and still keep with the theme.<br/>
&nbsp;<br/>
You could say transport X amounts of Y&nbsp;resources from A to B, and it would enter the job list and cargo ships in the area ...
by PaulP
Sun Dec 26, 2010 3:05 pm
Forum: Distant Worlds 1 Series
Topic: Total research vs actual output?
Replies: 30
Views: 761

RE: Total research vs actual output?

<t> I think the research system is quite clear and works fine. I like it.<br/>
&nbsp;<br/>
And the bonuses are applied above and beyond your cap, so they are very useful. In my most recent game I have a site that gives +100% energy research. My total output of energy research is more than my ...
by PaulP
Sat Dec 25, 2010 3:43 am
Forum: Distant Worlds 1 Series
Topic: Civilian Ship Retrofitting
Replies: 22
Views: 285

RE: Civilian Ship Retrofitting

<t> I've yet to see a civilian ship refit. They'll build the newer models, but they won't upgrade the old ones. I'm up to about the 9th design on my civ ships, with hyperfusion reactors and advanced hyper drives and engines and the mega fuel cells and cargo bays and such&nbsp;- yet I still have a ...
by PaulP
Fri Dec 24, 2010 4:03 pm
Forum: The War Room
Topic: Combined arms
Replies: 7
Views: 136

RE: Combined arms

<t> I've just been using fleets of fast missile ships. They actually seem a bit overpowered compared to the other weapons. They jump in in a circle around a target and due to the long range every ship immediately has range on the target, decimating them before they have a chance approach any of the ...
by PaulP
Fri Dec 24, 2010 3:40 am
Forum: Distant Worlds 1 Series
Topic: Return of the Shakturi Public Beta Update v1.501 Beta 1 Now Available
Replies: 30
Views: 498

RE: Return of the Shakturi Public Beta Update v1.501 Beta 1 Now Available

<t> Nice, great work. That list is like the answer to every annoyance I had with the game. Edit mode improvements, fixed the military ship refueling thing, fixes to&nbsp;the resource distribution, a button to auto upgrade all fighters, and even a separator for currency so I can quickly see the ...
by PaulP
Wed Dec 22, 2010 10:45 pm
Forum: Tech Support
Topic: bug: latest deisigns does not factor in race techs
Replies: 14
Views: 264

RE: bug: latest deisigns does not factor in race techs

<t> Krob: The thing is, some of the racial tech is just better in every possible way, and the AI doesn't take that into account. <br/>
&nbsp;<br/>
For instance, say you're Ikkuro. The very first level of my repair bot that&nbsp;you start with is without a doubt way way better than even the best ...
by PaulP
Wed Dec 22, 2010 9:55 pm
Forum: The War Room
Topic: Tips/Tricks/Etc
Replies: 85
Views: 2030

RE: Tips/Tricks/Etc

<t> I generally make my research stations very small and very cheap. No guns, no shields, minimal equipment.<br/>
&nbsp;<br/>
Heres a energy research station example at the start of the game:<br/>
Command center<br/>
Fission reactor<br/>
Standard fuel cell<br/>
Docking bay<br/>
2 energy ...
by PaulP
Wed Dec 22, 2010 8:10 pm
Forum: Distant Worlds 1 Series
Topic: Planet Outposts
Replies: 130
Views: 2242

RE: Planet Outposts

<r>
<QUOTE><s>[quote]</s>ORIGINAL: elmo3<br/>
<br/>
Disagree. If you want a colony there then put one there. Otherwise it's not "your" planet. To me a mining station doesn't confer any control over the planet and the game design confirms that by allowing another empire to colonize the planet ...
by PaulP
Wed Dec 22, 2010 7:46 pm
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 51587

RE: Master Wishlist Thread

<t> An immigration setting might be fun. It could just be a check box at the bottom of the diplomacy screen similar to the trading of super rare resources.<br/>
&nbsp;<br/>
Restricting immigration from an empire would prevent their citizens coming to your empire (which would negate the potential ...
by PaulP
Wed Dec 22, 2010 7:19 pm
Forum: Tech Support
Topic: Racial Techs - Bug or WAD?
Replies: 3
Views: 129

RE: Racial Techs - Bug or WAD?

<t> Ah, I didn't think that maybe they were being stolen. Maybe the Zenox in my game were sending out spies? It would make sense as to how they acquired the hyper drives, seeing as the Dhayut were not on friendly terms with either of us.<br/>
&nbsp;<br/>
They definitely shouldn't be stealable via ...
by PaulP
Wed Dec 22, 2010 4:06 pm
Forum: Distant Worlds 1 Series
Topic: Stealing tech from Mechanoids and Shakuri
Replies: 14
Views: 362

RE: Stealing tech from Mechanoids and Shakuri

<r> Yea, definitely shouldn't be able to rob the mechanoids <E>:)</E><br/>
&nbsp;<br/>
Funny thing is I think the AI might be doing it too, because the Ketarov in one of my games started right by the Mechanoids and have an unusually large amount of research for the slowest research game. They have ...
by PaulP
Wed Dec 22, 2010 3:25 pm
Forum: Tech Support
Topic: Racial Techs - Bug or WAD?
Replies: 3
Views: 129

Racial Techs - Bug or WAD?

<t> I notice that racial techs seem to be traded very frequently, so much so that I keep getting offered racial techs from my friends that they can't naturally research - so the AI are apparently trading them among themselves. In one game I managed to purchase the special repair bots, efficient ...
by PaulP
Wed Dec 22, 2010 3:12 pm
Forum: Distant Worlds 1 Series
Topic: (SPOILER WARNING) When Shakturi starts?
Replies: 41
Views: 2100

RE: (POSSIBLE SPOILERS) When Shakturi starts?

<r> IMO it would be more fun to let them grow until they reveal themselves. Then you have a real battle on your hands.<br/>
&nbsp;<br/>
I'm not sure when they usually reveal themselves, I was spoiled by what I assume is a bug in the game. Right off the bat I found a colony ship loaded with ...
by PaulP
Wed Dec 22, 2010 2:04 pm
Forum: Distant Worlds 1 Series
Topic: Sweet Gameplay Sequence
Replies: 3
Views: 246

RE: Sweet Gameplay Sequence

<t> Heh, I have a similar story.<br/>
&nbsp;<br/>
I found sleeping Shakturi in a colony ship (which may in itself be a bug? not sure) really early on, so right from the start I have a little shakturi colony. I research the troop academies and here I am making super strong elite shakturi troops ...
by PaulP
Wed Dec 22, 2010 1:55 pm
Forum: Distant Worlds 1 Series
Topic: Planet Outposts
Replies: 130
Views: 2242

RE: Planet Outposts

<t> All that really needs to be done IMO is not allowing colony ships to plant colonies on planets with existing bases. I've had to go to war and lose reputation&nbsp;several times just to reclaim my own planets that the AI stole by colonizing out from under me, and the player can exploit the exact ...
by PaulP
Wed Dec 22, 2010 1:42 pm
Forum: Distant Worlds 1 Series
Topic: customized ship/base designs, unfair advantage vs the AI?
Replies: 30
Views: 612

RE: customized ship/base designs, unfair advantage vs the AI?

<t> The only problem I see is the AI makes sub par decisions in regard to which components are better. For instance, I conquered the Ikkuro who had the super robotic repair racial techs. It gave me some of their ships when I took their last world. They were using their highest tech&nbsp;standard ...
by PaulP
Tue Dec 21, 2010 3:17 pm
Forum: Distant Worlds 1 Series
Topic: Transport ships not filling their cargo holds
Replies: 26
Views: 744

RE: Transport ships not filling their cargo holds

<r> <QUOTE><s>[quote]</s>ORIGINAL: elmo3<br/>
<br/>
Maybe freighters could have some kind of "wait until full" order. That would cause them to wait at a mining station until their hold is full before leaving.
<e>[/quote]</e></QUOTE>
<br/>
The problem isn't that they aren't waiting until they're ...
by PaulP
Tue Dec 21, 2010 12:17 am
Forum: The War Room
Topic: My mining stations are full but freighters aren't picking up the stuff.
Replies: 7
Views: 163

RE: My mining stations are full but freighters aren't picking up the stuff.

<t> The problem seems to be not that they aren't picking it up but that they only pick up very small amounts at a time. I'm playing on a 400 star map, so things are spread out pretty good so it takes a while for ships to get the cargo to the destination (made even worse by the reduced hyper speed in ...
by PaulP
Mon Dec 20, 2010 11:19 pm
Forum: Distant Worlds 1 Series
Topic: Transport ships not filling their cargo holds
Replies: 26
Views: 744

RE: Transport ships not filling their cargo holds

<t> Seems like the cargo transport system needs a bit of an overhaul...<br/>
<br/>
Maybe it should prioritize hauling resources off mining stations and to nearby colonies - taking full loads each time instead of a few hundred. Then the areas with large amounts of resources could be targeted and ...

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