Search found 62 matches

by zenkmander
Sat Feb 06, 2016 2:35 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 40920

RE: AI Improvement Mod (1.05 Extended Release)

<r> Reporting in with my experience so far!<br/>
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First game as the Banoserit on Normal difficulty. Challenging but fun, no serious massacres from the AI.<br/>
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Second game however is turning out very different. Playing on Hard as the Ortain (Dictatorship). More challenging than the ...
by zenkmander
Mon Feb 01, 2016 9:17 pm
Forum: Distant Worlds 1 Series
Topic: Automating repair
Replies: 17
Views: 454

RE: Automating repair

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Retreat1970<br/>
<br/>
Actually I was wrong, it does work. I was thinking you didn't need plants to repair, but what I meant was resources. I built a size 180 starbase with one yard, and ships went to it to repair. It's not practical though. Like Bingeling said ...
by zenkmander
Fri Dec 13, 2013 8:44 pm
Forum: Distant Worlds 1 Series
Topic: New guy: Looking for key techs to research
Replies: 9
Views: 265

RE: New guy: Looking for key techs to research

<t> You'll learn the most about this game from just playing. People will recommend things that work for them and their playstyle, but might not necessarily work for you and your playstyle. It's all situational.<br/>
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Read the in-game galactopedia and look at the Components section. If you're ...
by zenkmander
Fri Dec 13, 2013 8:36 pm
Forum: Distant Worlds 1 Series
Topic: New guy: upgrade & retrofit, why am I so confused? Please read, thank You
Replies: 5
Views: 124

RE: New guy: upgrade & retrofit, why am I so confused? Please read, thank You

<t> Yes, explore all of the menus and you'll learn the best ways to accomplish things like that. For example, instead of selecting an idle construction ship and zooming in on planets to see their resources, use the Resource Planner to find the resource in question and send an idle constructor ...
by zenkmander
Fri Dec 13, 2013 8:25 pm
Forum: Distant Worlds 1 Series
Topic: My thoughts on the game having played it for a while
Replies: 6
Views: 301

RE: My thoughts on the game having played it for a while

<t> When it comes to colony management, I think it's a bit deeper than you say. You also have to consider population and how that plays a role in tax revenue and empire stability; will you enslave certain races and lose face with their respective empires, or assimilate them for their empire traits ...
by zenkmander
Fri Dec 13, 2013 5:42 pm
Forum: Distant Worlds 1 Series
Topic: small/cheap designs usefull?
Replies: 26
Views: 1325

RE: small/cheap designs usefull?

<r> I can think of a couple scenarios where smaller ships may have an advantage, but keep in mind that this game as a whole is very situational (depends on starting settings and playstyle).<br/>
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<B><s>[b]</s>Capturing Ships<e>[/b]</e></B><br/>
Early to mid game, players are likely to have ...
by zenkmander
Fri Dec 13, 2013 1:51 pm
Forum: Distant Worlds 1 Series
Topic: New guy: upgrade & retrofit, why am I so confused? Please read, thank You
Replies: 5
Views: 124

RE: New guy: upgrade & retrofit, why am I so confused? Please read, thank You

<r> Too many line breaks! [X(] I'll try to answer some of your questions.<br/>
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<B><s>[b]</s>What exactly does upgrade mean?<e>[/b]</e></B><br/>
Upgrade refers to the design itself, not the actual ship/base. So if I click the auto-upgrade button on a design (in the design screen) it will ...
by zenkmander
Thu Dec 12, 2013 8:07 pm
Forum: Distant Worlds 1 Series
Topic: Trade Frustration
Replies: 71
Views: 1973

RE: Trade Frustration

ORIGINAL: drmario89
I would love to see constructors go to the spaceport with the most resources it's building project requires as opposed to their current behavior.

Hear, hear!
by zenkmander
Thu Dec 12, 2013 4:16 pm
Forum: Distant Worlds 1 Series
Topic: small/cheap designs usefull?
Replies: 26
Views: 1325

RE: small/cheap designs usefull?

<t> Cheaper, less maintenance. If you have a larger empire it might be a better idea to have smaller ship designs so you can have a bigger overall fleet to cover that area. Smaller ships can stall an attacking force just long enough for your main fleet to arrive.<br/>
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Smaller ships are great ...
by zenkmander
Wed Dec 11, 2013 2:14 pm
Forum: Distant Worlds 1 Series
Topic: Commerce Stations
Replies: 4
Views: 151

RE: Commerce Stations

<t> Commerce centers themselves do not generate cash. They simply allow commerce to take place (ie trading).<br/>
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I highly recommend watching some Lets Plays if you haven't already. It's much easier to digest all of the information about this game when it's presented in video format, at ...
by zenkmander
Tue Dec 10, 2013 8:33 pm
Forum: Tech Support
Topic: 1.9.0.12 counter espionnage
Replies: 2
Views: 158

RE: 1.9.0.12 counter espionnage

<t> Happening to me as well. Very early game, only encountered one pirate faction and nobody else, haven't researched warp yet, but so far I've had my single spaceport destroyed 3 times via sabotage, even with 2 agents countering.<br/>
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I'm also using DW Extended, not sure if that contributes ...
by zenkmander
Tue Dec 10, 2013 7:13 pm
Forum: Distant Worlds 1 Series
Topic: Random ramlings of a rookie regent
Replies: 9
Views: 212

RE: Random ramlings of a rookie regent

<t> The 'Unfulfilled Demand' column gives you an idea of what your empire needs, but the actual number displayed can be wonky. In one game the unfulfilled demand for one resource was insanely high, but the stock never seemed to really change. What I took from this is that certain spaceports were ...
by zenkmander
Tue Dec 10, 2013 6:49 pm
Forum: Distant Worlds 1 Series
Topic: a question about ship design and energy/fuel
Replies: 8
Views: 334

RE: a question about ship design and energy/fuel

<t> The reactor (which shows 'excess energy output') consumes fuel to function, so there's really no way to make your ships never run out of fuel. You can see in the reactor detail in the design screen how much fuel = energy with that particular reactor (ie 2.49 fuel units = 1000 energy).<br/>
<br ...
by zenkmander
Tue Dec 10, 2013 2:06 am
Forum: Distant Worlds 1 Series
Topic: How do you design and place your spaceports?
Replies: 17
Views: 142

RE: How do you design and place your spaceports?

I use the default amount of yards in early game and I haven't had many issues with ship building, but then again I tend to design bigger so I don't need to make as many.
by zenkmander
Mon Dec 09, 2013 10:05 pm
Forum: Distant Worlds 1 Series
Topic: How do you design and place your spaceports?
Replies: 17
Views: 142

RE: How do you design and place your spaceports?

<t> Yes I build a large port at homeworld, and make it bigger and bigger as the game progresses.<br/>
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Edit: The frustrating thing about it is that it's hard to tell whether spaceports help or hinder supply lines once you have a lot of colonies. Colonies without ports seem to be of lower ...
by zenkmander
Mon Dec 09, 2013 5:22 pm
Forum: Distant Worlds 1 Series
Topic: Control super luxuries, but no colonies have bonuses?
Replies: 5
Views: 236

Control super luxuries, but no colonies have bonuses?

<t> So I've had mining stations on Zentabia Fluid and Korabbian Spice for decades now, but none of my colonies seem to have the bonuses from them, even though the empire planner shows 2k stock of spice and 10k stock of fluid. Anyone know what's going on? Is it possible to trade all of it away? Does ...
by zenkmander
Mon Dec 09, 2013 2:36 pm
Forum: Distant Worlds 1 Series
Topic: How do you design and place your spaceports?
Replies: 17
Views: 142

RE: How do you design and place your spaceports?

<r> <QUOTE><s>[quote]</s>ORIGINAL: Plant<br/>
<br/>
Mid and late game, I would start building small spaceport on every colony as a general thing to do, though I prefer the more mobile military ships as a way of defence. Even if resources get abundant later in the game, I still prefer to gather and ...
by zenkmander
Sun Dec 08, 2013 9:31 pm
Forum: Distant Worlds 1 Series
Topic: Ship/Base Design Tips and Tricks?
Replies: 16
Views: 335

RE: Ship/Base Design Tips and Tricks?

<t> Resource sources can occasionally get depleted on colonies, but resources that are mined by stations don't run out.<br/>
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The design screen is showing the obsolete design because you have the 'Show all designs' selected in the dropdown menu near the top left. It wasn't doing it in ...
by zenkmander
Sun Dec 08, 2013 4:58 pm
Forum: Distant Worlds 1 Series
Topic: Favorite space/scifi games besides DW?
Replies: 5
Views: 231

Favorite space/scifi games besides DW?

<t> What are your current favorite space/scifi games?<br/>
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I was looking forward to X: Rebirth, but decided to hold off after it's launch debacle. I'm looking for something to fill that void, but honestly I'm just wondering if there are any really good niche space games I've missed. I was ...
by zenkmander
Sat Dec 07, 2013 8:39 pm
Forum: Distant Worlds 1 Series
Topic: Ship/Base Design Tips and Tricks?
Replies: 16
Views: 335

RE: Ship/Base Design Tips and Tricks?

<t> The Empire Planner is the best screen to see overall stock of resources in your empire, but don't pay too much attention to the Unfulfilled Resources; this gives you a general idea of your empire's demand, but the actual number it displays can be wonky sometimes. The cargo tab on the colony ...

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