Search found 53 matches

by Ardilus
Mon Mar 03, 2014 1:26 am
Forum: Design and Modding
Topic: Does anyone have a phaser mod and death ray mod?
Replies: 3
Views: 125

RE: Does anyone have a phaser mod and death ray mod?

<r> Check out the awesome death ray from <LINK link="http://www.matrixgames.com/forums/tm.asp?m=3038273&mpage=1&key=gloom&#3170433"><s>[link=http://www.matrixgames.com/forums/tm.asp?m=3038273&mpage=1&key=gloom&#3170433]</s>tyrador's (excellent) gloom effects<e>[/link]</e></LINK> (The original link ...
by Ardilus
Fri Feb 28, 2014 9:20 pm
Forum: Design and Modding
Topic: Does anyone have a phaser mod and death ray mod?
Replies: 3
Views: 125

RE: Does anyone have a phaser mod and death ray mod?

<t> Hi Antarian. Unfortunately the phaser graphics are hard-coded into the engine and cannot be modded. I believe this will be changed in the Universe standalone expansion. As for Death Rays, the color at least is easily changed by altering the hue of ...\Distant Worlds\images\effects\weapons\beam_4 ...
by Ardilus
Tue Feb 25, 2014 2:46 pm
Forum: The War Room
Topic: Proximity Arrays useless?
Replies: 19
Views: 1186

RE: Proximity Arrays useless?

<t> What is odd is that ships without proximity arrays can still track targets moving in hyperspace. The range appears to work as described above, but what exactly is the % figure figuring? I've been wondering if this has to do with accuracy of jump destination, as in how close ships will be to ...
by Ardilus
Tue Feb 25, 2014 2:34 pm
Forum: Distant Worlds 1 Series
Topic: Can't create new fleets?
Replies: 5
Views: 170

RE: Can't create new fleets?

<t> Hey noah^3,<br/>
<br/>
I have 28 fleets in one game right now, so I don't think that you've hit the limit if there is one. I usually assign ships to fleets using the "Ships & Bases" screen F11. From there, filter military, sort as needed (usually by role or by fleet), shift or control-click to ...
by Ardilus
Sun Feb 23, 2014 10:21 pm
Forum: Distant Worlds 1 Series
Topic: Did I overlook something or is it a bug?
Replies: 8
Views: 217

RE: Did I overlook something or is it a bug?

Hi HTG,

I am not convinced this is an update issue. My 1.9.0.13 version also shows 1.9.0.0 policy files, but I do not share your problem, and have not had this issue in previous versions either.
by Ardilus
Tue Feb 18, 2014 7:51 pm
Forum: The War Room
Topic: Fuel Problems?
Replies: 15
Views: 433

RE: Fuel Problems?

<t> Robots are found along the construction tree under energy. These used to be much more useful before shadows, especially for weaker species, but in my personal view are now more or less useless as there is no tech tree providing bonuses such as there is for infantry. Even the weakest species now ...
by Ardilus
Tue Feb 18, 2014 7:39 pm
Forum: The War Room
Topic: Fuel Problems?
Replies: 15
Views: 433

RE: Fuel Problems?

<t> Pag, cloning is found along the medical tree under high-tech. Clones are useful when you are spending a lot of time at war, but elite troops ("planetary defense" along transport tree under high-tech) are guaranteed to be much stronger in the earlier years. Both facilities cost the same to build ...
by Ardilus
Mon Feb 17, 2014 8:08 pm
Forum: Distant Worlds 1 Series
Topic: Approaching the mid-game. Couple of questions
Replies: 34
Views: 921

RE: Approaching the mid-game. Couple of questions

<t> They do tend to pick on select, frontier colonies more than others. In my games, pirates tend become even more of a nuisance after those in my immediate, early-game proximity have been destroyed or suppressed. Often it's a combination of their isolation allowing them to build-up resources and ...
by Ardilus
Mon Feb 17, 2014 5:45 pm
Forum: Distant Worlds 1 Series
Topic: Approaching the mid-game. Couple of questions
Replies: 34
Views: 921

RE: Approaching the mid-game. Couple of questions

<r> <QUOTE><s>[quote]</s>I seem to have noticed that while pirate battles rage, a mine in the system of a new colony is not likely to survive. Stopping the raiders early on is hard. So I would try build mines outside colony systems, but close, at the start. And defend the capital system properly. <e ...
by Ardilus
Mon Feb 17, 2014 5:39 pm
Forum: Distant Worlds 1 Series
Topic: So, What is the point of common resources
Replies: 17
Views: 370

RE: So, What is the point of common resources

<t> So, in curiosity, I've tested a few maps from "quick start" with fully developed empires, and galactic price inflation is definitely an issue for late games. Perhaps intuitively, it is a matter of how developed the galaxy is (which will depend on system count), and in these games almost all ...
by Ardilus
Mon Feb 17, 2014 5:24 pm
Forum: Distant Worlds 1 Series
Topic: More options for colonies?
Replies: 13
Views: 469

RE: More options for colonies?

<r> Hello Crusader. <br/>

<QUOTE><s>[quote]</s>I also saw that automated constructor ships go and build bases on their own in the middle of a cluster of systems 2-3 sectors away.<e>[/quote]</e></QUOTE>
<br/>
This can be a pain to defend, but can be necessary at times. A couple of thing to keep ...
by Ardilus
Mon Feb 17, 2014 4:21 am
Forum: Distant Worlds 1 Series
Topic: So, What is the point of common resources
Replies: 17
Views: 370

RE: So, What is the point of common resources

Yeah you're right, now I'm stumped. It looks like the figure might show gross output at that location. Colonies do eventually generate resource exhaustion events; are these random with increasing probability over time?
by Ardilus
Mon Feb 17, 2014 4:11 am
Forum: Distant Worlds 1 Series
Topic: Stealing Super Beam Weapons
Replies: 6
Views: 176

RE: Stealing Super Beam Weapons

Didn't they used to become visible when discovered in RoTS? I remember devastator pulse hanging off the end of area weapons.
by Ardilus
Mon Feb 17, 2014 12:22 am
Forum: Distant Worlds 1 Series
Topic: Stealing Super Beam Weapons
Replies: 6
Views: 176

RE: Stealing Super Beam Weapons

Hi Hstio. Super weapons do not have a tech branch, but the appropriate component will be available on the design screen when these are acquired.
by Ardilus
Fri Feb 14, 2014 3:44 pm
Forum: Design and Modding
Topic: Vivid Projectiles (v2 Update)
Replies: 9
Views: 752

RE: Vivid Projectiles (fx)

Hey everyone. I've updated this set to make (most) everything much brighter and richer. A huge improvement, the link and screenshot have been replaced to version 2 above. I am sorry the jpeg does not do justice to the in-game detail. Please update and enjoy!
by Ardilus
Thu Feb 13, 2014 4:16 pm
Forum: Distant Worlds 1 Series
Topic: Money
Replies: 14
Views: 360

RE: Money

<r> Challenge <I><s>[i]</s>is<e>[/i]</e></I> the essence of fun <E>:)</E> I enjoy the role-playing experience of DW quite a bit, and ship design plays into that considerably for me. I started winning on normal by outrageous margins by the time RoTS came out, so, yeah, very hard or extreme with ...
by Ardilus
Thu Feb 13, 2014 3:31 pm
Forum: Distant Worlds 1 Series
Topic: Money
Replies: 14
Views: 360

RE: Money

<r> <QUOTE><s>[quote]</s>People give advice that are fit the hardest possible settings.<e>[/quote]</e></QUOTE>
<br/>
I am probably very guilty [:)] Your advice is excellent and appropriate for someone who does not want to design ships.<br/>

<QUOTE><s>[quote]</s>They make perfect ship design ...
by Ardilus
Thu Feb 13, 2014 3:17 am
Forum: Distant Worlds 1 Series
Topic: So, What is the point of common resources
Replies: 17
Views: 370

RE: So, What is the point of common resources

<r> <QUOTE><s>[quote]</s>Yes, Ardilus, I am yet to get there, the middle game, but did it make any real difference for economy?<e>[/quote]</e></QUOTE>
<br/>
Undoubtedly. There is the obvious direct effect of paying more for assets, though most price fluctuations are admittedly minor. On rare ...
by Ardilus
Thu Feb 13, 2014 2:36 am
Forum: The War Room
Topic: Please help
Replies: 30
Views: 805

RE: Please help

Heh, well I suppose at 100 years in, that was inevitable. New game starts are also exciting!
by Ardilus
Thu Feb 13, 2014 2:25 am
Forum: Distant Worlds 1 Series
Topic: Money
Replies: 14
Views: 360

RE: Money

<t> Ah yes, research stations. Look at how your output is way under capacity -- these are expensive and overbuilt. Capacity should total around 600k (a little over your potential) for all three fields, however you want to slice it. Right now you have built around 1100k capacity. At 3.3k maintenance ...

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