Search found 12 matches

by Crumplecorn
Mon Mar 14, 2022 1:39 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.1.8] Never ending salvage repair
Replies: 1
Views: 155

[1.0.1.8] Never ending salvage repair

I found another race repairing a derelict battleship, and attacked their construction ship to make it leave, and started repairing the battleship with my own construction ship. But it has made no progress, it is stuck at the 68% it was at when I took it over. After starting this repair, I started ...
by Crumplecorn
Mon Mar 14, 2022 1:32 am
Forum: Distant Worlds 2
Topic: Ship design woes
Replies: 105
Views: 10869

Re: Ship design woes

zgrssd wrote: Sun Mar 13, 2022 2:11 amPretty sure that in the same size category, the parts that make a plane turn better absolutely conflict with the parts that make it go faster.
If you want to add another engine to an aircraft design, you do not have to remove an aileron.
by Crumplecorn
Sun Mar 13, 2022 1:30 am
Forum: Distant Worlds 2
Topic: Ship design woes
Replies: 105
Views: 10869

Re: Ship design woes


Most of the thing you want to do is...

A: Just make the AI weak by exploiting loopholes. That's literally what you're doing every time you turn off automation and do something smarter. Yes, I want to be able to play smarter than the AI. No, I don't want to be railroaded into playing the same as ...
by Crumplecorn
Sat Mar 12, 2022 2:32 pm
Forum: Distant Worlds 2
Topic: Ship design woes
Replies: 105
Views: 10869

Re: Ship design woes

If you need hardpoints so the weapons appear in the right place on the model etc, you can just make each hardpoint capable of holding 4 weapons. Or 10. And leave it to the player to decide how many weapons to actually put on the ship, as it was in DWU.

As for ship hull size limits, DWU limited the ...
by Crumplecorn
Fri Mar 11, 2022 4:37 pm
Forum: Distant Worlds 2
Topic: How to queue ship orders?
Replies: 71
Views: 12442

Re: How to queue ship orders?

Doesn't it seem a little bizarre for a game whose selling point was the level of detail to which you can control things, to remove some ability to control things in detail to force more empire level management. It's not like we can't have both.
by Crumplecorn
Fri Mar 11, 2022 11:03 am
Forum: Distant Worlds 2
Topic: Nebulas, pathfinding and order queueing
Replies: 2
Views: 353

Nebulas, pathfinding and order queueing

I manually sent a ship on a direct course to a distant (by the standards of my tech) system for reasons. Realized on the way that a nebula was in the way (had the overlay turned off). So I backtrack out of the nebula, and now have to go around it.

Because we can't queue orders for ships, I can't ...
by Crumplecorn
Thu Mar 10, 2022 11:29 pm
Forum: Distant Worlds 2
Topic: No Full 3d rotate?
Replies: 14
Views: 1461

Re: No Full 3d rotate?

Came here to post basically what OP said. I'll add that the tracking/bridge cameras seem to break down when in hyperspace. The camera generally doesn't show the ship (but insists the camera is locked to it), and things get a bit wild when it arrives (camera zooming in and out wildly and then ...
by Crumplecorn
Wed Nov 20, 2013 7:46 am
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 16593

RE: How-To Fleet Posture

<t> For some reason the defensive postures started working for me when I started my latest real game rather than game-edited tests. But I have no idea why...<br/>
<br/>
All I can suggest is making sure you are running the latest version, because they never used to work at all for me, but with the ...
by Crumplecorn
Thu Nov 07, 2013 7:01 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 16593

RE: How-To Fleet Posture

<t> I finally got around to having another look at this. Running the latest version of Shadows, the postures almost work.<br/>
<br/>
Defensive postures sometimes do work correctly, other times they don't. When they don't work (i.e. there is a visible enemy ship in range of the posture but the ...
by Crumplecorn
Thu May 30, 2013 8:39 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 16593

RE: How-To Fleet Posture

<t> Yeah, it's kind of dawned on me since that the game has an easy-to-use editor, so I'll probably do some controlled experiments over the weekend. I did a quick test already; one fleet sent to attack a planet with sector range flew to the target planet, then disabled the posture and went home ...
by Crumplecorn
Thu May 30, 2013 3:08 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 16593

RE: How-To Fleet Posture

<t> Rereading my post I can see how it was unclear, apologies.<br/>
<br/>
When I said they change their attack target themselves, I meant the actual attack target posture setting, not that they were merely attacking another target. So, if I order them (using the posture setting) to attack a planet ...
by Crumplecorn
Sat May 25, 2013 5:51 pm
Forum: The War Room
Topic: How-To Fleet Posture
Replies: 106
Views: 16593

RE: How-To Fleet Posture

<t> Since this thread has been necro'd anyway, I'll ask this here:<br/>
<br/>
I've been having amazing trouble getting the postures to do anything useful. In particular, I want to send my fleets to attack an area of enemy space, so I don't have to send them to every individual system manually when ...

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