Search found 17 matches

by kenright
Thu Apr 27, 2023 6:28 pm
Forum: Distant Worlds 2
Topic: Keeping CasIon in stock
Replies: 3
Views: 607

Re: Keeping CasIon in stock

It turns out the answers was a) more casion mines and b) researching the more advanced reactors since the auto-design shoved quantum reactors on every civilian ship. Still running low, but it's less awful.
by kenright
Wed Apr 26, 2023 11:11 pm
Forum: Distant Worlds 2
Topic: Keeping CasIon in stock
Replies: 3
Views: 607

Keeping CasIon in stock

Heyo so I have something like 80+ CasIon mines, and hundreds upon hundreds of thousands stored across my empire, but my primary shipyards consistently have 0 CasIon available.

It seems the merchant fleet is just fully unwilling to ensure shipyards have enough fuel in port. Is there any way to fix ...
by kenright
Wed Jun 10, 2015 2:27 pm
Forum: Distant Worlds 1 Series
Topic: max capacity capacities cap caps & stackable components in 1.9.5.12
Replies: 16
Views: 520

RE: max capacity capacities cap caps in 1.9.5.12

<t> Resort passengers don't take up much space, but migrants tend to be numerous. Its up to you. There's generally about 1 to 2 passenger ships per planet, maybe a total passenger amount of 10 million early game and 50 million late game? Each compartment can carry a lot of migrants. It depends on ...
by kenright
Tue Jun 09, 2015 9:19 am
Forum: Distant Worlds 1 Series
Topic: max capacity capacities cap caps & stackable components in 1.9.5.12
Replies: 16
Views: 520

RE: max capacity capacities cap caps in 1.9.5.12

<t> You just need enough to cover the energy requirements.<br/>
<br/>
Let's say you have a base with the following requirements:<br/>
<br/>
Static: 60<br/>
Energy Drain from All Weapons Firing: 232<br/>
Shield Recharge: 10<br/>
<br/>
Your Energy Collectors have a max potential of 32, and you ...
by kenright
Tue Jun 09, 2015 12:05 am
Forum: Distant Worlds 1 Series
Topic: construction ships won't build anything
Replies: 9
Views: 1250

RE: construction ships won't build anything

Does it have enough cargo space for all the components required for building a base?
by kenright
Tue Jun 09, 2015 12:01 am
Forum: Distant Worlds 1 Series
Topic: Mining Stations, Fuel and Energy
Replies: 13
Views: 583

RE: Mining Stations, Fuel and Energy

<t> From a realism standpoint, yes, the station should be dead and useless until "repaired."<br/>
<br/>
From a "we're playing a game and the AI isn't perfect about keeping things stocked up" standpoint it makes sense to treat stations and such as you would ships without fuel; i.e., considerably ...
by kenright
Mon Jun 08, 2015 8:50 pm
Forum: Distant Worlds 1 Series
Topic: max capacity capacities cap caps & stackable components in 1.9.5.12
Replies: 16
Views: 520

RE: max capacity capacities cap caps in 1.9.5.12

Oh, and it seems that energy collectors CAN charge the capacitor, and thus allow for weapons to fire, but they are space-inefficient.
by kenright
Mon Jun 08, 2015 8:46 pm
Forum: Distant Worlds 1 Series
Topic: max capacity capacities cap caps & stackable components in 1.9.5.12
Replies: 16
Views: 520

RE: max capacity capacities cap caps in 1.9.5.12

Energy collectors only work when something is stationary, and power generation is dependent on distance and star type.

So yes, reactors + weapons + fuel = firing weapons. Energy collectors do not seem to be useful except for shields sand static requirements.
by kenright
Mon Jun 08, 2015 8:38 pm
Forum: Distant Worlds 1 Series
Topic: Mining Stations, Fuel and Energy
Replies: 13
Views: 583

RE: Mining Stations, Fuel and Energy

It shouldn't be zero, but it DEFINITELY shouldn't be producing materials at the same rate.
by kenright
Mon Mar 25, 2013 9:42 pm
Forum: Distant Worlds 1 Series
Topic: Game Settings
Replies: 2
Views: 92

RE: Game Settings

I realize overbearing challenge is individual, which is why I asked for others settings to see what has worked in the past for them :P

Thank you, I'll try that out next time.
by kenright
Mon Mar 25, 2013 5:03 pm
Forum: Distant Worlds 1 Series
Topic: Anyone using this?
Replies: 17
Views: 455

RE: Anyone using this?

<t> This is a video game? They don't come with warranties? Its a licensed product. You can do whatever you want to it. If you managed to reverse engineer the engine and rebuilt the thing, so long as you didn't sell it you'd be fine.<br/>
<br/>
The developers are under no legal obligation to do ...
by kenright
Mon Mar 25, 2013 4:06 pm
Forum: Distant Worlds 1 Series
Topic: Game Settings
Replies: 2
Views: 92

Game Settings

<t> So I was wondering what game settings you guys tend to play on. I find myself expanding too quickly and becoming unstoppable pretty much right off the bat, because the AI is not quite as aggressive at expanding and everything.<br/>
<br/>
How do you guys set up your games, so that there is ...
by kenright
Mon Mar 25, 2013 3:21 pm
Forum: Distant Worlds 1 Series
Topic: Sorry, we do not want to make good diplomatic decisions.
Replies: 5
Views: 133

RE: Sorry, we do not want to make good diplomatic decisions.

I would consider that pretty high, and well within the area of "uhh errmmm meeeeyyyybeeee we should consider allowing the empire with a fleet six times the size of ours and vastly more technologically advanced to enter into a protective treaty with us."
by kenright
Mon Mar 25, 2013 12:59 am
Forum: Distant Worlds 1 Series
Topic: Sorry, we do not want to make good diplomatic decisions.
Replies: 5
Views: 133

RE: Sorry, we do not want to make good diplomatic decisions.

<t> + 55 / +60, that realm.<br/>
<br/>
Ahh to have the ability to threaten war in exchange for better trading opportunities. We have to get our cheap tea and silk y'know, and we already made half your population addicted to opium, so those "trade restrictions" better go away or else.<br/>
<br ...
by kenright
Sun Mar 24, 2013 3:05 pm
Forum: Distant Worlds 1 Series
Topic: On Cost and Time.
Replies: 6
Views: 150

RE: On Cost and Time.

<t> Research time etc. - Could use more choices, and things are a bit fast. Reverse engineering is indeed rather swift, perhaps less options to reverse engineer found ships and have only the one occasional salvage project going (which should also tie up resources from your main research paths).<br ...
by kenright
Sun Mar 24, 2013 7:19 am
Forum: Distant Worlds 1 Series
Topic: Sorry, we do not want to make good diplomatic decisions.
Replies: 5
Views: 133

Sorry, we do not want to make good diplomatic decisions.

<t> Out of curiosity, beyond "hurr durr we don't want to rely on others even a little bit" is there a reason why an empire that I am ridiculously friendly with doesn't want to sign a protectorate treaty? Y'know, trading valuable resources, free trade agreement, enormous amounts of trade, similar ...
by kenright
Sun Mar 24, 2013 7:01 am
Forum: Distant Worlds 1 Series
Topic: Simple solution to unclog the AI?
Replies: 8
Views: 183

RE: Simple solution to unclog the AI?

<t> I have not noticed the AI lacking fuel sources... well, until there's war between us. But aside from that, the AI seems to be 'ok' fuel wise.<br/>
<br/>
As for the one ship not refueling, I've had that happen once before and I think it has to do with the lowest possible speed. It was happening ...

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