Search found 35 matches

by King Doom
Sat Jan 18, 2014 3:31 pm
Forum: Tech Support
Topic: Pirate AI is unable to expand to more than one world.
Replies: 4
Views: 198

RE: Pirate AI is unable to expand to more than one world.

I said Pirate AI, not regular. The normal empires all expand properly, but not pirate AI. It gets one world and then stops, even if you give it colony ships on top of colonisable worlds.
by King Doom
Sat Jan 18, 2014 2:49 pm
Forum: Tech Support
Topic: Pirate AI is unable to expand to more than one world.
Replies: 4
Views: 198

Pirate AI is unable to expand to more than one world.

<t> The pirates in my latest game managed to build the criminal network that allows them to take over a planet. They do this in a system with four independant worlds. I realised something was up when I found three different colony ships the pirates had either found or captured and had just left in ...
by King Doom
Thu Dec 05, 2013 6:36 pm
Forum: Distant Worlds 1 Series
Topic: #1 Request to improve the AI: Fix Automated Explorers
Replies: 47
Views: 1208

RE: #1 Request to improve the AI: Fix Automated Explorers

<t> I would kill for a drag and tag option when telling explorers where to check. Just paint the sections of the map you want them to scan and off they go, no selecting them one by one and telling them to scan this sector, waiting for them to finish, setting them to scan again and hoping you notice ...
by King Doom
Thu Dec 05, 2013 6:12 pm
Forum: Tech Support
Topic: Unable to disable YOU HAVE NO RESOURCES pop up.
Replies: 5
Views: 180

RE: Unable to disable YOU HAVE NO RESOURCES pop up.

I will burn a dozen copies of MoO3 so that their dark spirits may haunt your enemies. This is my tribute and my thanks.
by King Doom
Sun Dec 01, 2013 8:14 pm
Forum: Tech Support
Topic: Editor resource amount glitch
Replies: 5
Views: 278

RE: Editor resource amount glitch

<t> Just tested it myself and yeah, it seems that now planet size suddenly limits the quantity of a resource a planet can have, making the ability to enter custom amounts utterly pointless because whatever you put in will be automatically changed anyway.<br/>
<br/>
That's definately new and ...
by King Doom
Sun Dec 01, 2013 1:23 pm
Forum: Tech Support
Topic: Editor resource amount glitch
Replies: 5
Views: 278

RE: Editor resource amount glitch

<t> I'm not exceeding the max amount, if you do that it just gets set to something like 300k automatically and I've found randomly generated planets that have resources over that limit anyway, usually gas giants.<br/>
<br/>
It doesn't matter what you set the amount of the resource to, up or down ...
by King Doom
Sun Dec 01, 2013 11:31 am
Forum: Distant Worlds 1 Series
Topic: v1.9.0.12?
Replies: 36
Views: 738

RE: v1.9.0.12?

So is there any more info about the patch? a date? list of changes? anything?
by King Doom
Sat Nov 30, 2013 8:14 pm
Forum: Tech Support
Topic: Editor resource amount glitch
Replies: 5
Views: 278

Editor resource amount glitch

<t> I noticed this earlier, but if you use the editor to change the amount of resources on a planet, for example if there is chromium present and you increase it from 20000 to 120000 then go back to the regular game the resources will snap back to what they were before you changed them in roughly ...
by King Doom
Mon Sep 02, 2013 9:08 am
Forum: Tech Support
Topic: Constructors do not return to finish building if scared off.
Replies: 6
Views: 374

RE: Constructors do not return to finish building if scared off.

<t> It happened roughly eight times before I noticed. I settled a massive really resource rich system, the kind with twenty planets and fifteen moons. I sat a fleet there and set my constructors to building. A single pirate ship flies in, constructors panic, fleet wipes pirate from existence, redo ...
by King Doom
Sun Sep 01, 2013 3:45 pm
Forum: Tech Support
Topic: Constructors do not return to finish building if scared off.
Replies: 6
Views: 374

Constructors do not return to finish building if scared off.

<t> Give a constructor a few things to do and if a pirate or whatever has them trying to escape then they will just abandon the thing they were working on completely and then move on to the next project on the list when they stop running. If you aren't careful this can cripple you as they waste ...
by King Doom
Sat Aug 31, 2013 12:50 pm
Forum: Tech Support
Topic: If a pirate faction is wiped out fortress cannot be destroyed.
Replies: 9
Views: 298

RE: If a pirate faction is wiped out fortress cannot be destroyed.

<t> The distant worlds series is amazing, as are all the expansions, don't get me wrong. I love almost the entire series. I just consider the latest one to be one of if not the worst sci fi related games or expansions ever.<br/>
<br/>
I mean, sure MOO 3 had automated colony governor AI that ...
by King Doom
Sat Aug 31, 2013 7:13 am
Forum: Tech Support
Topic: uploaded save game
Replies: 8
Views: 184

RE: uploaded save game

If you stop paying pirates then you get the problem of a pirate faction contacting you every fifteen seconds to offer protection.
by King Doom
Sat Aug 31, 2013 7:11 am
Forum: Tech Support
Topic: If a pirate faction is wiped out fortress cannot be destroyed.
Replies: 9
Views: 298

RE: If a pirate faction is wiped out fortress cannot be destroyed.

Nope. At least, not that I remember, I loved every second of them and bought them as close to release as I could.

Shadows is probably the worst sci fi game I've ever picked up and I bought Masters of Orion 3.
by King Doom
Fri Aug 30, 2013 6:48 pm
Forum: Tech Support
Topic: If a pirate faction is wiped out fortress cannot be destroyed.
Replies: 9
Views: 298

If a pirate faction is wiped out fortress cannot be destroyed.

<t> I wiped out a nearby pirate factions ships and starbases just after I noticed they had built a fortress on one of my worlds. The faction vanished and the fortress became unattackable and cannot be removed by any means.<br/>
<br/>
<br/>
Mousing over a fortress in the colony screen facilities ...
by King Doom
Fri Aug 30, 2013 6:02 pm
Forum: Tech Support
Topic: [1.9.0.11] Character History Not Accurate When Attacking Pirate Bases
Replies: 2
Views: 110

RE: [1.9.0.11] Character History Not Accurate When Attacking Pirate Bases

<t> There's some very, very weird stuff going on with regard to beating pirate bases. Attack a fortress on a world you own and when the pirate troops turn up to fight, go to the editor and look at the planet. The pirate troops are the ones you can add/remove and not your own troops. It seems like ...
by King Doom
Fri Aug 30, 2013 5:47 pm
Forum: Distant Worlds 1 Series
Topic: not impressed by shadows
Replies: 51
Views: 1100

RE: not impressed by shadows

<t> The single biggest problem with shadows for me is that apparently it was decided that building a space empire is no longer allowed. I'm playing the way I always play and I'm getting the YOU HAVE NO RESOURCES message quite literally six times a second DESPITE loosing the will to even try and play ...
by King Doom
Thu Aug 29, 2013 3:48 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds: Shadows v1.9.0.11 Update
Replies: 10
Views: 643

RE: Distant Worlds: Shadows v1.9.0.11 Update

Does this patch give us the option to turn of the non stop YOU DO NOT HAVE RESOURCES STOP TRYING TO BUILD THINGS EVER pop ups?
by King Doom
Tue Aug 27, 2013 7:45 am
Forum: Tech Support
Topic: Pirates spawn distance option not working correctly on galaxy generation.
Replies: 3
Views: 196

RE: Pirates spawn distance option not working correctly on galaxy generation.

<t> That's a problem too, but when you start the game with pirates set to distant they really should be far away. Half of them usually are, but the other half spawn with bases one or two sectors away from your starting world. This isn't after awhile, this is hitting pause the second you start a new ...
by King Doom
Mon Aug 26, 2013 5:44 pm
Forum: Tech Support
Topic: Pirates spawn distance option not working correctly on galaxy generation.
Replies: 3
Views: 196

Pirates spawn distance option not working correctly on galaxy generation.

<t> Creating a new map I set pirates to distant to give myself some breathing room, and I checked the galaxy using the editor to take a look. Almost all of them were on the other side of the galaxy as intended, but three groups had bases two sectors away and another three groups had bases in the ...
by King Doom
Thu Aug 22, 2013 1:10 pm
Forum: Tech Support
Topic: Making choices in special pop ups unpauses the game.
Replies: 1
Views: 134

Making choices in special pop ups unpauses the game.

<t> If I pause the game before, for example, I investigate an abandoned ship when I make the choice to investigate or leave it the game will unpause itself. This means I need to close the window without having a chance to read it because I'll be getting spammed with a billion pirates suiciding ...

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