Search found 21 matches

by Dotdotdot
Tue Jul 19, 2022 11:08 pm
Forum: Suggestions and Feedback
Topic: Oh holiest One Vic please let us clear forests, drain swamps etc
Replies: 8
Views: 928

Re: Oh holiest One Vic please let us clear forests, drain swamps etc

It would be cool if months long combat could result in deforestation or replacing tiles with a battle scarred variant.
by Dotdotdot
Tue Jul 19, 2022 11:07 pm
Forum: Suggestions and Feedback
Topic: Prospecting and Deposits
Replies: 2
Views: 352

Prospecting and Deposits

This is something that's bugged in me a few playthroughs, but it seems like if you're not playing a very specific type of world then prospecting and mining techs become useless very quickly. A few ideas could be:

-Apply prospecting rolls and mining techs to the demetalization structure. Might be ...
by Dotdotdot
Tue Jul 19, 2022 10:06 pm
Forum: Shadow Empire
Topic: Items to Fix Before the Ocean Build
Replies: 26
Views: 2613

Re: Items to Fix Before the Ocean Build

In terms of influencing your profile, maybe it could be a function of which parties have control of the legislature? Like every few turns there's an event where the party in power tries to push through reforms in the direction of their requested profile? Or they generate "special session" stratagems ...
by Dotdotdot
Tue Jul 19, 2022 10:00 pm
Forum: Shadow Empire
Topic: Non-aligned megazones
Replies: 5
Views: 700

Re: Non-aligned megazones

Just sent it over.
by Dotdotdot
Sun Jul 17, 2022 5:09 pm
Forum: Shadow Empire
Topic: Non-aligned megazones
Replies: 5
Views: 700

Non-aligned megazones

Not sure if this a bug or just a quirk in how zones are generated, but in my current game there's a massive non-aligned zone that covers about 80% of the planet with about 2500 free folk. So when I inserted some spies, I ended up with this:

https://i.ibb.co/7K9xW40/Neutral-Megazone.png

Best part ...
by Dotdotdot
Wed Apr 30, 2014 3:13 pm
Forum: Distant Worlds 1 Series
Topic: Excerpt from the Universe Modding Guide
Replies: 44
Views: 1097

RE: Excerpt from the Universe Modding Guide

I'm liking what I see so far. Will more systems and functions be opened up to modders even after release?
by Dotdotdot
Fri Mar 14, 2014 2:19 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds: Universe Announced!
Replies: 249
Views: 22336

RE: Distant Worlds: Universe Announced!

<r> <QUOTE><s>[quote]</s>Allows adding/removing/changing most items: resources (<B><s>[b]</s>including new colony-manufactured resources<e>[/b]</e></B>), ship components, planetary facilities and wonders, fighter designs, alien races and race families, diplomatic dialog, empire policy, custom ...
by Dotdotdot
Tue Jan 14, 2014 9:24 pm
Forum: Distant Worlds 1 Series
Topic: Space Sector Preview For Distant Worlds - Universe
Replies: 185
Views: 4145

RE: Space Sector Preview For Distant Worlds - Universe

HALLELUJAH!

And only...Two months...

I can wait. *Twitch*

Is it March yet?
by Dotdotdot
Sun Jan 05, 2014 12:49 am
Forum: Distant Worlds 1 Series
Topic: Difference between plants and labs?
Replies: 5
Views: 81

RE: Difference between plants and labs?

Plants construct components that are used to build ships and stations. They're only useful on ships and stations with construction yards. Labs increase your research capacity. They're only useful on stationary ships and stations.
by Dotdotdot
Tue Jul 02, 2013 4:24 pm
Forum: Distant Worlds 1 Series
Topic: Distant Dreams - Shark's Wishlist
Replies: 13
Views: 411

RE: Distant Dreams - Shark's Wishlist

<t> Rather than have defined sub-roles, CodeForce should use a generic sub-role system. <br/>
<br/>
I.E: Instead of having Escort/Assault/Hunter, you'd have Escort (Sub-Role 1), Escort (Sub-Role 2). You could rename the roles as you please, but a Sub-Role 1 ship will only retrofit to an upgrade of ...
by Dotdotdot
Tue Jul 02, 2013 12:53 pm
Forum: Distant Worlds 1 Series
Topic: Future of Distant Worlds
Replies: 57
Views: 1123

RE: Future of Distant Worlds

<t> If the Distant Worlds is to be more fun during peace time, you need to have more ways to interact with your and other empires during peace time. Victoria 2 would be a good example, insofar as you have to juggle the needs of your population. The actions you can take along those lines are limited ...
by Dotdotdot
Tue Jul 02, 2013 4:39 am
Forum: Distant Worlds 1 Series
Topic: Distant Worlds AI
Replies: 8
Views: 196

RE: Distant Worlds AI

<t> Short answer: Yes. To be honest, there's less a player can do economy wise and more that can (and needs) to be done military wise. If you want to set up your fleets so that you're not tearing your head out, you need to do a few things. <br/>
<br/>
Either:<br/>
A. Leave it ALL to the AI, which ...
by Dotdotdot
Tue Jun 04, 2013 3:58 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 10997

RE: How-To Fleet Posture

For those who have trouble with the AI overriding fleet postures: Turn off fleet formation in the empire policy screen.

It would probably be better for fleet formation to be renamed fleet control.
by Dotdotdot
Sat Jun 01, 2013 2:46 pm
Forum: Distant Worlds 1 Series
Topic: Fleet management question
Replies: 2
Views: 81

RE: Fleet management question

<r> The AI will automate (and thus override) fleet postures if both the fleet is automated and fleet formation is set to automated. Check the empire's policy tab for it. Postures won't work if the fleet itself isn't automated.<br/>
<br/>
I was tearing my hair out over this as well until I figured ...
by Dotdotdot
Sat Jun 01, 2013 2:24 pm
Forum: Distant Worlds 1 Series
Topic: Suggestion: Subsidies
Replies: 13
Views: 328

RE: Suggestion: Subsidies

<t> I just let the AI do its thing when it comes to most mines. My only exceptions tend to be gas mines for grabbing caslon clouds early in the game, or rebuilding mines that have been destroyed that would otherwise be placed at the end of very long queues. <br/>
<br/>
As for the economic ...
by Dotdotdot
Wed May 29, 2013 3:36 pm
Forum: Distant Worlds 1 Series
Topic: Suggestion: Subsidies
Replies: 13
Views: 328

Suggestion: Subsidies

<t> So. One thing that's been bugging me is that I consistently face resource shortages across my empire, even though I have more than enough resources sitting on my home world. While I like the idea of the pirate smuggling missions, could there be an option later in the game to pay your private ...
by Dotdotdot
Wed May 29, 2013 2:51 am
Forum: Distant Worlds 1 Series
Topic: Pirates are far to strong
Replies: 35
Views: 708

RE: Pirates are far to strong

Just keep playing. In my current game, most of the pirate factions in the surrounding sectors had a capital ship by the time I was Warp Capable. When I finally began pushing them out of my territory it felt really good.

Can't comment on the world destroyer though...
by Dotdotdot
Sun May 26, 2013 4:39 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds Shadows: Fun Surprises
Replies: 2
Views: 132

Distant Worlds Shadows: Fun Surprises

<t> Hello world. I've been playing my first game of Shadows. I have to say it's been an interesting run so far. The new pirate factions definitely make logistical considerations much more important. <br/>
<br/>
But y'know what makes them even more fun? Well, let me tell you!<br/>
<br/>
So I was ...
by Dotdotdot
Sun Mar 11, 2012 3:33 am
Forum: Distant Worlds 1 Series
Topic: Automation keeps switching postures
Replies: 8
Views: 286

RE: Automation keeps switching postures

<t> The AI will automatically set the fleets to certain postures. Even if it's not the postures I want. I don't remember this being an issue in the initial release (which was the last version I played). Funny enough, the fleets will act as their posture dictates. I had a cruiser TF go and bust up ...
by Dotdotdot
Sat Mar 10, 2012 3:25 pm
Forum: Distant Worlds 1 Series
Topic: Automation keeps switching postures
Replies: 8
Views: 286

Automation keeps switching postures

<t> I know there have a been a few threads about this, yet every response seems to assume that the trouble is some choice the player made with setting their fleet postures. I just want to ask: If you set the AI to a particular home base, set the range to system, set it to defensive, and then leave ...

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