Search found 322 matches

by dostillevi
Mon Mar 20, 2023 6:42 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.2.4] Planet textures corrupted at medium distance
Replies: 13
Views: 838

Re: [1.1.2.4] Planet textures corrupted at medium distance

This (should be) a very well-known issue by now, as it's been reported many times. Planet city lights shine through the planet surface and all objects in-between the planet and the camera when the planet is at a certain distance from the camera. This has been the case since game launch.
by dostillevi
Wed May 18, 2022 10:15 pm
Forum: Distant Worlds 2
Topic: Why is my Tourism practically zero?
Replies: 10
Views: 1062

Re: Why is my Tourism practically zero?



I loaded your save and it looks like your passenger ships are erroneously setting your Homeworld as their tourism destination, rather than your Homeworld's resort. They should say they are taking tourists to "Holiday Lounge" instead of to "Imperia".


As per the galactopedia (in Tourism entry ...
by dostillevi
Wed May 18, 2022 1:27 am
Forum: Distant Worlds 2
Topic: Ambassadors always in transit
Replies: 1
Views: 274

Re: Ambassadors always in transit

Recommend submitting this as a bug in the technical support sub-forum.

I've observed similar behavior, particularly with automated ambassadors being moved constantly from one spot to another, seemingly randomly. I'd submit it myself but I'm no longer playing the game, and prior to that turned off ...
by dostillevi
Wed May 18, 2022 1:22 am
Forum: Distant Worlds 2
Topic: Why is my Tourism practically zero?
Replies: 10
Views: 1062

Re: Why is my Tourism practically zero?

I recommend submitting this as a bug report. There's a thread with instructions on how to do this in the technical support sub-forum.

I loaded your save and it looks like your passenger ships are erroneously setting your Homeworld as their tourism destination, rather than your Homeworld's resort ...
by dostillevi
Wed May 18, 2022 1:07 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.4.3] Second empire on my starting planet
Replies: 0
Views: 231

[1.0.4.3] Second empire on my starting planet

When starting a new game in 1.0.4.3 as Zenox, I immediately encountered another Zenox empire located at my homeworld. They appear to have no population but want a trade agreement.

Bug report submitted. Here's a save https://drive.google.com/file/d/1vhf_2p ... sp=sharing
by dostillevi
Thu May 05, 2022 6:14 pm
Forum: Distant Worlds 2
Topic: Slowboating iddle ships bug?
Replies: 5
Views: 589

Re: Slowboating iddle ships bug?

Can you check if they're actually moving at speed, or just drifting? I had a bug somewhat like this, but much less severe, that seemed like a collision avoidance issue - ships in queue to dock would bump each other, and in some circumstances the bump would cause a ship to drift indefinitely and not ...
by dostillevi
Mon May 02, 2022 8:10 pm
Forum: Distant Worlds 2
Topic: [1.0.3.9] Suggested improvement to colony ship behavior
Replies: 6
Views: 821

Re: [1.0.3.9] Suggested improvement to colony ship behavior


I think colony ships are to large to esacpe a planets gravity.


Something different about gravity at your colonized planets vs independent colonies?


There are enough other more important improvements to do.


Agreed, but since the devs are currently working on colony ship behavior, this ...
by dostillevi
Mon May 02, 2022 8:09 pm
Forum: Distant Worlds 2
Topic: [1.0.3.9] Suggested improvement to colony ship behavior
Replies: 6
Views: 821

Re: [1.0.3.9] Suggested improvement to colony ship behavior



Later on, I hope the entire mechanism for integrating independent colonies is revamped, since in most cases the practical thing to do right now is immediately migrate the primary colonizing species off of the independent colony as fast as possible, since it's usually not a good fit for that ...
by dostillevi
Sun May 01, 2022 6:22 pm
Forum: Distant Worlds 2
Topic: Invading fleet auto options to work?
Replies: 5
Views: 746

Re: Invading fleet auto options to work?


I saw Scott's videos and tried to do that setup but apparently it works only if you still manual every fleet. So basically it's pointless to let the auto management on fleets right now, until there are some serious reworks on how it manages fleets.


This is not accurate. Automated defensive ...
by dostillevi
Sun May 01, 2022 5:19 pm
Forum: Distant Worlds 2
Topic: [1.0.3.9] Suggested improvement to colony ship behavior
Replies: 6
Views: 821

[1.0.3.9] Suggested improvement to colony ship behavior

With 1.0.3.9, it's now possible to unload passengers from a colony ship onto an existing planet, without destroying the colony ship. Based on this behavior, I suggest that colonizing an independent world should also be done without dismantling the colony ship.

Thematically, this reflects whether ...
by dostillevi
Sun May 01, 2022 4:53 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.9] little Zenox Ship-Design-Bugs
Replies: 6
Views: 545

Re: [1.0.3.9] little Zenox Ship-Design-Bugs



I've wondered if there's meant to be separate limits for vectoring and main engines. At least playing the Zenox, I've never found a scenario where I'd prefer a vectoring engine over a main engine. Maybe those engine limits are accurate, but the vectoring limit isn't being handled separately ...
by dostillevi
Sun May 01, 2022 1:34 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.9] little Zenox Ship-Design-Bugs
Replies: 6
Views: 545

Re: [1.0.3.9] little Zenox Ship-Design-Bugs


In the design-templates for some the Zenox ships are some little bugs that make it impossible to use the default engine-component-bays (or don't limit them at all):

- <ShipHullId>572, <Role>Escort -> <EngineLimit>2 for 3 (!) engine-component-bays
- <ShipHullId>581, <Role>Escort -> <EngineLimit>2 ...
by dostillevi
Fri Apr 29, 2022 10:24 pm
Forum: Design and Modding
Topic: Extended Skip Drive
Replies: 3
Views: 1156

Re: Extended Skip Drive

Played a few games with this, and I like the concept. I have a few suggestions:

1. When upgrading from the initial skip drive manually, the advanced skip drive doesn't automatically replace the skip drive. Normally components that are direct upgrades will replace older versions during the upgrade ...
by dostillevi
Fri Apr 29, 2022 2:23 am
Forum: Distant Worlds 2: Tech Support
Topic: Extremely slow response of miner ships to resource shortages
Replies: 2
Views: 351

Re: Extremely slow response of miner ships to resource shortages

Hi WiZz,

I was dealing with a similar situation in my last game, and I carefully watched my miners. It seems that miners take a pretty long time to fill up their holds, and they'll keep mining whatever they're working on until then. In the early game, this is challenging because the miners will get ...
by dostillevi
Thu Apr 28, 2022 8:01 pm
Forum: Distant Worlds 2: Tech Support
Topic: Attack without declaring war
Replies: 5
Views: 524

Re: Attack without declaring war

I'm a big fan of this mechanic, mainly because it doesn't enforce black and white views of conflict. Without bringing contemporary politics into it, there's a recent example of a country attempting to occupy another without declaring war - which might well have succeeded if circumstances had been a ...
by dostillevi
Tue Apr 26, 2022 11:14 pm
Forum: Distant Worlds 2
Topic: Fleets have no "respect" for manual orders
Replies: 7
Views: 944

Re: Fleets have no "respect" for manual orders

This feels like another case related to the lack of objective queuing. I don't think there's a mechanism for a fleet to "remember" what it was doing - so once it sees the fleet and changes objectives to fight that fleet, it can't go back to it's previous order because that order can't be stored.
by dostillevi
Mon Apr 25, 2022 11:00 pm
Forum: Distant Worlds 2
Topic: Stealing this subject - Herding Cats (solved - sort of)
Replies: 21
Views: 2388

Re: Stealing this subject - Herding Cats (solved - sort of)

I've had some luck doing the following for managing manually controlled fleets:

1. Set manually controlled fleets so that ships follow the fleet engagement rules. This keeps individual ships from wandering off.
2. Set the fleet stance to same location or same system depending on the objective.
3 ...
by dostillevi
Sat Apr 23, 2022 2:55 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.7] highly opaque and saturated exploration map overlay
Replies: 5
Views: 605

[1.0.3.7] highly opaque and saturated exploration map overlay

I've already submitted via the bug form.

Also note the blurry text of the badge, which has been mentioned in other bug reports.
by dostillevi
Sat Apr 23, 2022 2:33 am
Forum: Distant Worlds 2: Tech Support
Topic: Jittery ship on close up.
Replies: 1
Views: 207

Re: Jittery ship on close up.

Yup it's a known issue by devs, but low priority. I look forward to and expect the game to get more polished, but it'll come after the crashes and performance issues are fixed, and then after major gameplay issues like fleet formations are fixed. Might be a while.
by dostillevi
Fri Apr 22, 2022 2:15 am
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 12764

Re: Customizable mega mod pack. Tweak your gameplay how you want.

I've put myself on hard mode with this mod!

Looking at the "resources get eaten" mod, does that scale based on planet population? The file seems to just give a fixed consumption amount. If it doesn't scale, would that be possible based on what's currently moddable?

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