Search found 583 matches

by CyclopsSlayer
Fri Aug 06, 2021 6:42 pm
Forum: Distant Worlds 1 Series
Topic: UI Fix For 4k Displays
Replies: 34
Views: 12940

RE: UI Fix For 4k Displays

Thank you SirHoraceKarkness
I had to abandon DW due to this very issue. Microscopic menus kinda ruined things.
by CyclopsSlayer
Tue Jul 21, 2020 2:10 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 Sneak Peek #1 – Ship Design
Replies: 51
Views: 5883

RE: Distant Worlds 2 Sneak Peek #1 – Ship Design

Distant Worlds 2, I cannot wait for the sequel. DW1 ate soo much of my life. [:D]
Looking good so far.
by CyclopsSlayer
Wed Jan 16, 2019 12:27 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds 2 News?
Replies: 507
Views: 21439

RE: Distant Worlds 2 News?

Still waiting and wondering with bated breath...
by CyclopsSlayer
Sat Nov 07, 2015 9:36 am
Forum: Design and Modding
Topic: Designing a Modding tool
Replies: 155
Views: 6305

RE: Designing a Modding tool

<t> Bah! Sleep is for the weak. LOL! [:D]<br/>
<br/>
I remember one of my old roommates who was an independent programmer back in the days when the Apple][ and PC were synonymous. He would live for weeks on Jolt Cola ( all the sugar and twice the caffeine )and Cheetos. Nose pressed to the screen ...
by CyclopsSlayer
Wed Nov 04, 2015 3:13 pm
Forum: Distant Worlds 1 Series
Topic: Finding a location
Replies: 7
Views: 336

RE: Finding a location

<t> While by no means 100% the locations like that tend to group, so if you find JX1111, then JX1234 would often be close...<br/>
<br/>
Easier by far is building a fleet of little boats, just a Scout with Long Rang Scanners, drop then around a suspect area and watch as the the ships guide you ...
by CyclopsSlayer
Wed Oct 28, 2015 3:01 pm
Forum: Distant Worlds 1 Series
Topic: "Fleet" modules...solo and/or on bases?
Replies: 5
Views: 223

RE: "Fleet" modules...solo and/or on bases?

<t> YMMV<br/>
<br/>
I always considered 'Fleet' modules a waste.<br/>
If if you are going to use them, then they only make senss if the other ships in a fleet can benefit from a size/cost savings. If you are going to spread Fleet Modules to every unit, just go with the single ship modules for a ...
by CyclopsSlayer
Mon Oct 19, 2015 5:17 pm
Forum: Distant Worlds 1 Series
Topic: How to get default Designs screen sort order back?
Replies: 3
Views: 186

RE: How to get default Designs screen sort order back?

The is likely some trick, but I have never found it... [&:]

Maybe if you rename the designs then alpha-sort, then rename back to the desired names?
by CyclopsSlayer
Tue Oct 13, 2015 12:16 pm
Forum: Distant Worlds 1 Series
Topic: Any logic to character dismissal?
Replies: 7
Views: 294

RE: Any logic to character dismissal?

<t> Partially race based. XHumans seem to dump characters left and right, one of the achievements is for one of the races to win with the same ruler in place they started with.<br/>
<br/>
I have had scientists dumped that were inspiring and heavy bonused, while the git with Traitor is kept forever ...
by CyclopsSlayer
Tue Oct 13, 2015 12:11 pm
Forum: Distant Worlds 1 Series
Topic: Fighters not fighting
Replies: 2
Views: 108

RE: Fighters not fighting

The Fighters will not engage while they are landed on the base until the base itself comes under fire.
Select the base and launch the fighters, and they will swarm anything that gets close.
by CyclopsSlayer
Mon Oct 12, 2015 9:28 pm
Forum: Distant Worlds 1 Series
Topic: Space ports on each colony?
Replies: 6
Views: 494

RE: Space ports on each colony?

As Bingling above says

For growth and economic purposes build a small Star Base not a port. It can have the Commerce, Med and Rec centers but doesn't pull resources.
by CyclopsSlayer
Sun Oct 11, 2015 9:06 pm
Forum: Design and Modding
Topic: Designing a Modding tool
Replies: 155
Views: 6305

RE: Designing a Modding tool

All the Security Camera software is currently XP based. Hell, XP isn't even supposed to be supported anymore yet they still pump out new Software for it.
by CyclopsSlayer
Mon Oct 05, 2015 4:38 pm
Forum: Design and Modding
Topic: DW - Starfall Ver 1.12
Replies: 361
Views: 11971

RE: [WIP] DW - Starfall - version 1.10

<t> Did you try designing one yourself?<br/>
<br/>
I don't recall ever seeing a pre-designed Resort. I might just have been blind though.<br/>
For mine I use 10x Passenger Holds, Hab modules to 300 boarding strength, 5x Shields and 2x Fighter-bays, plus any ancillary systems. Tenders the Resort ...
by CyclopsSlayer
Sun Oct 04, 2015 9:09 pm
Forum: Design and Modding
Topic: Designing a Modding tool
Replies: 155
Views: 6305

RE: Designing a Modding tool

<r> <LINK link="https://www.netmarketshare.com/operating-system-market-share.aspx?qprid=10&qpcustomd=0"><s>[link=https://www.netmarketshare.com/operating-system-market-share.aspx?qprid=10&qpcustomd=0]</s>Desktop Operating System Market Share. September, 2015.<e>[/link]</e></LINK> <br/>
<br ...
by CyclopsSlayer
Thu Oct 01, 2015 3:28 pm
Forum: Design and Modding
Topic: Designing a Modding tool
Replies: 155
Views: 6305

RE: Designing a Modding tool

Hey! Glad to see you are still working on this!
by CyclopsSlayer
Mon Sep 28, 2015 11:53 am
Forum: Distant Worlds 1 Series
Topic: Volcanic moon colonized. Good but ...
Replies: 6
Views: 220

RE: Volcanic moon colonized. Good but ...

Was it a captured or found Colony ship?

Colony Ships are loaded with the Races at their planet of Origin and can lan on worlds that that race can.
Select a colony ship and on the Info display it will list the world types it can land on.
by CyclopsSlayer
Tue Sep 15, 2015 12:41 pm
Forum: Distant Worlds 1 Series
Topic: Questions about fighter bays and planetary stock levels
Replies: 8
Views: 231

RE: Questions about fighter bays and planetary stock levels

<t> Fighters repair damage over time, destroyed ones are rebuilt.<br/>
<br/>
I put 5 bays on my endgame capital ships. 3 or less would only be an incidental distraction, not an Offense or Defense.<br/>
<br/>
On a 300sz hull you would be hard pressed to get more than 2 bays in place. Against ...
by CyclopsSlayer
Tue Sep 08, 2015 7:30 pm
Forum: Distant Worlds 1 Series
Topic: Escort Construction ship?
Replies: 8
Views: 339

RE: Escort Construction ship?

ORIGINAL: NephilimNexus

I fit my construction ships with shields, weapons, and fighter bays. They don't need escorts.
Be sure to also change their orders set or they will still fless before shooting back.
by CyclopsSlayer
Sun Sep 06, 2015 2:16 pm
Forum: Distant Worlds 1 Series
Topic: Will someone share order research please?
Replies: 9
Views: 366

RE: Will someone share order research please?

<t> @Aeson<br/>
<br/>
Very good analysis.<br/>
In my opinion Gravitic and Area weapons are non-starters due to the potential for Fratricide. Great weapons against enemy fighter swarms, area weapons work even better at killing your own fighters and small units.<br/>
In most games I focus on ...
by CyclopsSlayer
Mon Aug 31, 2015 4:03 am
Forum: Design and Modding
Topic: Some mod feature requests
Replies: 3
Views: 228

RE: Some mod feature requests

ORIGINAL: Camoflagecaper

I like to see Zoned Areas to make More Galaxies and place more Suns and planets!??
So something like gates leading to other entire galaxies?

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