Search found 18 matches

by drdru7029
Tue Mar 14, 2023 6:46 am
Forum: Design and Modding
Topic: Time to mod the whole game
Replies: 36
Views: 3600

Re: Time to mod the whole game

I just can't second this enough. The developers are simply shooting themselves in the foot with the lackluster modding support. Let's put it bluntly, games like Rimworld, KSP, Cities Skylines, among countless others, just would not be where they are without their very liberal support for modding ...
by drdru7029
Tue Mar 14, 2023 1:28 am
Forum: Distant Worlds 2
Topic: How to queue ship orders?
Replies: 71
Views: 11494

Re: How to queue ship orders?

Seems like these two queuing methods can and should coexist. It's a good enough game that it's possible to cater to multiple play types. And frankly, both play types usually coexist in a single game. Having no manual queue does hamper much of the personal role playing element that added so much ...
by drdru7029
Mon Mar 13, 2023 3:27 pm
Forum: Distant Worlds 2
Topic: Are there plans to give more critical in-game data to the player?
Replies: 20
Views: 1518

Re: Are there plans to give more critical in-game data to the player?


I'd like to see a empire/galaxy heat map of:
- highest net tax colonies
- corruption per colony
- sum of happiness buff or neg - the auto tax advisor ends up balancing these to barely positive, it's be interesting to see a rank of which planets have the most underlying happiness or not exclusive ...
by drdru7029
Mon Mar 13, 2023 3:06 am
Forum: Distant Worlds 2
Topic: Are there plans to give more critical in-game data to the player?
Replies: 20
Views: 1518

Re: Are there plans to give more critical in-game data to the player?

In terms of 'critical data', here's what I'm thinking of currently. Please feel free to add more in replies and I can aggregate it at the top of the thread:


Total current resource consumption and demand across your whole empire, as well as among each empire for which you can access this level of ...
by drdru7029
Thu Mar 09, 2023 1:32 am
Forum: Distant Worlds 2
Topic: Are there plans to give more critical in-game data to the player?
Replies: 20
Views: 1518

Re: Are there plans to give more critical in-game data to the player?

Honestly, yes I would be happy with just exposing game data in a raw csv or other format that could be parsed by scripting/Excel etc. I don't understand why a game that prides itself on such complex interactions of data and mechanics, doesn't make that data available to the player. It would have a ...
by drdru7029
Wed Mar 08, 2023 3:20 am
Forum: Distant Worlds 2
Topic: Are there plans to give more critical in-game data to the player?
Replies: 20
Views: 1518

Re: Are there plans to give more critical in-game data to the player?

Yes. It's these kinds of things which endear a player to their game. They reveal problems to solve, which for me is the main factor in wanting to continue playing a game. If there isn't enough information to show those problems in a meaningful way, the player is left without a clear path, and blind ...
by drdru7029
Wed Mar 08, 2023 3:08 am
Forum: Distant Worlds 2
Topic: Are there plans to give more critical in-game data to the player?
Replies: 20
Views: 1518

Are there plans to give more critical in-game data to the player?

I am wondering if there are plans to make more critical information available in-game to the player? Browsing various forums and user feedback, as well as from personal experience, this seems to be a major issue inhibiting a lot of strategy formation and decision making in the game.

I think the ...
by drdru7029
Sat Mar 19, 2022 7:18 am
Forum: Design and Modding
Topic: Parsing the DWGame savefile
Replies: 4
Views: 728

Re: Parsing the DWGame savefile

I hope it would be as easy as knowing the encoding (e.g. Base64) and then running a script to decode. Also could be a feature of the game editor to export the game state to e.g. xml. Currently it's taking away something important from the experience, knowing that there's so much going on but ...
by drdru7029
Fri Mar 18, 2022 4:30 pm
Forum: Design and Modding
Topic: Parsing the DWGame savefile
Replies: 4
Views: 728

Parsing the DWGame savefile

I'd like to be able to read savefile contents in order to, for example, write python scripts to create line charts for various aspects of a game as it progresses (ship count, income/expenses, mining volume by resource, resource price history etc). Have tried opening the DWGame files but can't find ...
by drdru7029
Fri Mar 18, 2022 11:51 am
Forum: Distant Worlds 2
Topic: DW2 FAQ/QnA megathread - Ask your question here!
Replies: 980
Views: 81408

Re: DW2 FAQ/QnA megathread - Ask your question here!


"Trade Volume between our empires" was a Relation factor in DW1.

The Relations in DW2 "only" list the bonus from the Trade deal, which ramps up over time.
Given that you have little control over trade, I doubt it works like that.


Thanks, that's helpful. Though we don't have direct control over ...
by drdru7029
Fri Mar 18, 2022 7:49 am
Forum: Distant Worlds 2
Topic: DW2 FAQ/QnA megathread - Ask your question here!
Replies: 980
Views: 81408

Re: DW2 FAQ/QnA megathread - Ask your question here!

Does robust trade with the AI (in terms of volume of trade going back and forth or a similar proxy) improve diplomatic relations, and/or make the AI less likely to want to declare war due to the interconnectedness of the two economies?

I know that it sort of works the other way around, where good ...
by drdru7029
Thu Dec 19, 2019 10:56 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 Christmas 2019 Sneak Peek!
Replies: 443
Views: 18625

RE: Distant Worlds 2 Christmas Sneak Peek!

<t> Thanks for this wonderful preview. Three questions I'm wondering if you could touch on. <br/>
<br/>
1. The rich economic model and interplay with the private economy were some of the most enjoyable and immersive aspects of DW1. Can you give any information about the depth of the model in DW2 ...
by drdru7029
Sat Dec 22, 2018 3:04 am
Forum: Design and Modding
Topic: Bacon Stats Viewer
Replies: 5
Views: 440

RE: Bacon Stats Viewer

<t> Thanks RogerBacon for this mod, it really breathes a sense of life and movement into the game. I wonder if it's possible to make the stats viewer only reveal empires you've encountered? I really like the feeling of anticipation of what's out there before new empires are revealed, and I'm finding ...
by drdru7029
Wed Oct 05, 2011 2:13 pm
Forum: TOAW III Support
Topic: Bridge Protection
Replies: 2
Views: 118

RE: Bridge Protection

Thanks for the reply. I'm playingEurope Aflame now. I have RR repair units or engineers on most bridge hexes , but need to keep my air units safe for the 8 or so turns the shock lasts for.
by drdru7029
Wed Oct 05, 2011 12:56 pm
Forum: TOAW III Support
Topic: Entrenchment level vs. fortified status+AT/AP
Replies: 7
Views: 272

RE: Entrenchment level vs. fortified status+AT/AP

Thank you, that clears things up for me.
by drdru7029
Wed Oct 05, 2011 12:52 pm
Forum: TOAW III Support
Topic: Bridge Protection
Replies: 2
Views: 118

Bridge Protection

<t> Hi, I'm wondering what the best method is for protecting bridges from being destroyed by offending aircraft. Will placing a unit over the bridge have any effect? If so, does it matter the type of unit or their quantity? I know that having air superiority can make bridge destruction ...
by drdru7029
Tue Oct 04, 2011 7:06 am
Forum: TOAW III Support
Topic: Entrenchment level vs. fortified status+AT/AP
Replies: 7
Views: 272

RE: Entrenchment level vs. fortified status+AT/AP

<r> Thanks for the response!
<QUOTE><s>[quote]</s>The entrenchment level affects the speed that a unit in that hex can dig in - the higher the faster. There is no other benefit or effect. <e>[/quote]</e></QUOTE>
<br/>
So I can assume that for a large infantry corps that always goes from D->E->F ...
by drdru7029
Mon Oct 03, 2011 5:16 am
Forum: TOAW III Support
Topic: Entrenchment level vs. fortified status+AT/AP
Replies: 7
Views: 272

Entrenchment level vs. fortified status+AT/AP

<t> Hi, there's a question that's always been bothering me. What's the difference between the 'entrenchment level' of a hex and the fortification status (defending, entrenched, fortified) of the units in that hex? Are the effects cumulative or could I just move a non-entrenched unit into a 100 ...

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