Search found 176 matches

by Fenrisfil
Sat Jun 21, 2014 6:47 pm
Forum: Distant Worlds 1 Series
Topic: The future of Distant Worlds - Is DW2 necessary?
Replies: 179
Views: 6466

RE: The future of Distant Worlds - Is DW2 necessary?

<r> <QUOTE><s>[quote]</s>ORIGINAL: Nanaki
<QUOTE><s>[quote]</s>ORIGINAL: Fenrisfil<br/>
<br/>
Second on my wish list would be a complete reworking of population, planet habitability and colonisation, allowing proper planetary terraforming, dome colonies, populations working and paying tax on ...
by Fenrisfil
Fri Jun 20, 2014 12:10 pm
Forum: Distant Worlds 1 Series
Topic: The future of Distant Worlds - Is DW2 necessary?
Replies: 179
Views: 6466

RE: The future of Distant Worlds - Is DW2 necessary?

<t> I think there are good reasons to do a sequel. Tweaking here and there is all well and good, but to make a significant step up from the current game would require adjusting and replacing fundamental game code, which would be extremely time consuming and simply wouldn't recoup itself financially ...
by Fenrisfil
Sun Jun 15, 2014 10:43 am
Forum: Distant Worlds 1 Series
Topic: Extermination
Replies: 10
Views: 202

RE: Extermination

<r>
<QUOTE><s>[quote]</s>ORIGINAL: ParagonExile<br/>
<br/>
We should be able to selectively exterminate/resettle/etc specific alien races and not just whole families.<br/>
<br/>
Then the Atuuk will feel my reckoning...
<e>[/quote]</e></QUOTE>
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I've always assumed the limitation was ...
by Fenrisfil
Sun Jun 15, 2014 8:38 am
Forum: Tech Support
Topic: People migrating to slave planets
Replies: 2
Views: 175

RE: People migrating to slave planets

<t> Well theoretically it could simply be unethical ship captains. What you have there is a slave trade. Of course if that was the case then the private economy of whatever race is selling their own people into slavery would get a substantial boost and I'm guessing that isn't happening so, yeah that ...
by Fenrisfil
Sun Jun 15, 2014 8:30 am
Forum: Distant Worlds 1 Series
Topic: Extermination
Replies: 10
Views: 202

RE: Extermination

<t> I suggest setting the policy to relocate on all your colonies except one and have that as a death camp, once population gets down to the minimum switch to exterminate and it should deal with the last clump. If you have a race with a growth rate bonus on extermination you may want to make the ...
by Fenrisfil
Sat Jun 14, 2014 3:34 pm
Forum: Distant Worlds 1 Series
Topic: Way of the Pictures
Replies: 1
Views: 178

RE: Way of the Pictures

<t> Short answer = No.<br/>
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Longer Answer: Not in a generic random agent way, but you can kinda do it if you don't mind having set names and doing a bit of work (which given the lazy fuk thing...).<br/>
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What you have to do is create a generic character text file, and then make a ...
by Fenrisfil
Mon Jun 02, 2014 9:05 am
Forum: Design and Modding
Topic: Computer robot virus for game; plagues.txt file
Replies: 2
Views: 150

RE: Computer robot virus for game; plagues.txt file

<t> It could work in a mod with a single mechanical race (i.e. droids). You will actually need to modify every other virus however so that the droids aren't affected by organic viruses (otherwise it would be a bit silly). If you have more than one mechanical race or an organic virus that affects a ...
by Fenrisfil
Sun Jun 01, 2014 1:23 pm
Forum: Design and Modding
Topic: Special components question
Replies: 3
Views: 132

RE: Special components question

<t> Indeed, it caused much confusion with all of us I think. <br/>
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Basically, just remember that only races assigned that component will have access to it and when starting at lower tech levels that will also block all research paths that require that technology. <br/>
<br/>
Best example I ...
by Fenrisfil
Wed May 28, 2014 5:56 pm
Forum: Distant Worlds 1 Series
Topic: Looking for clarification of the abilities line in research?
Replies: 4
Views: 200

RE: Looking for clarification of the abilities line in research?

<t> Yes that doesn't really make that much sense. For component improvements the level normally matches the tech level of the project, so it could be that at some point those numbers matched where the relative research projects were in the tree, but then they were moved around and no one corrected ...
by Fenrisfil
Tue May 27, 2014 8:10 pm
Forum: Distant Worlds 1 Series
Topic: Looking for clarification of the abilities line in research?
Replies: 4
Views: 200

RE: Looking for clarification of the abilities line in research?

<t> The "level" parameter is simply a way of deciding which version of the (in this case) population growth multiplier to utilise. So a higher level will be favoured over a lower one.<br/>
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Yes, they could probably have just used the highest growth bonus, but I guess either this is to provide ...
by Fenrisfil
Tue May 27, 2014 6:51 pm
Forum: Design and Modding
Topic: Who's Working on Which Mods?
Replies: 14
Views: 311

RE: Who's Working on Which Mods?

<t> I have been too busy to post much (and these forums seem busier than ever), but I am almost done on my "Many Worlds" cross franchise mod. I will post details when I have enough time to do a proper announcement, but in short it involves Trek, Wars, B5, BSG and has a number of extra cameos (Daleks ...
by Fenrisfil
Sun May 25, 2014 3:50 pm
Forum: Design and Modding
Topic: Quick guides for upgrading mods to Universe
Replies: 0
Views: 131

Quick guides for upgrading mods to Universe

<r> I made a text document to help a friend upgrade their mod from Shadows to universe, I thought I'd share it. If I missed anything let me know.<br/>
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This is just talking about the race text files, I may deal with other things later (or anyone else can feel free to jump in. I suppose the ...
by Fenrisfil
Sat May 24, 2014 7:07 pm
Forum: Design and Modding
Topic: Tips, Tricks and things you might miss in DW:U
Replies: 2
Views: 167

RE: Tips, Tricks and things you might miss in DW:U

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Shark7<br/>
<br/>
OK, this thread is for anybody to post into, and maybe we can get Matrix to pin it (HINT HINT). [;)]<br/>
<br/>
Now we all know that while DW:U is pretty straight forward on the modding issues, there are always things you can miss or do ...
by Fenrisfil
Sat May 24, 2014 9:05 am
Forum: Design and Modding
Topic: Please help a noob (potential) modder ...
Replies: 3
Views: 191

RE: Please help a noob (potential) modder ...

<t> I think the strange spacing is probably just due to the way different programs translate the tab information. I have always added in/taken away tabs to make things more readable on my own system and it has never caused problems.<br/>
<br/>
Basically, I think you can do what you want in regards ...
by Fenrisfil
Mon May 19, 2014 7:52 am
Forum: Distant Worlds 1 Series
Topic: DW:U - Questions now that the modding documents have been released
Replies: 10
Views: 102

RE: DW:U - Questions now that the modding documents have been released

<t> On point 4, you can't set a random trigger event (in other words it will always be triggered by the same event) but you can create a list of reactions to that event and have the computer do one randomly. For example, if you wanted a specific ruin to trigger the creation of a new empire in the ...
by Fenrisfil
Sun May 04, 2014 8:12 am
Forum: Distant Worlds 1 Series
Topic: Modding - some things I'd really like to know
Replies: 23
Views: 773

RE: Modding - some things I'd really like to know

The ability to enhance terraformers to increase the quality up to X% higher than its natural state would be awesome.
by Fenrisfil
Sun Apr 27, 2014 9:36 pm
Forum: Distant Worlds 1 Series
Topic: Construction Woes
Replies: 8
Views: 187

RE: Construction Woes

<t> I don't think having so few manufacturing plants (compared to ship yards) is a good idea. Each component has to be constructed in a plant first and if your building 30 of the same ship type they will all be trying to tap the same plant at the same time. Even with 5 of each your going to have 15 ...
by Fenrisfil
Sun Apr 27, 2014 9:16 pm
Forum: Design and Modding
Topic: Questions about Independent Races.
Replies: 3
Views: 155

RE: Questions about Independent Races.

<t> On the second question, in theory a colony that flips over to a new empire can expand, but they tend to be so far behind everyone else (not much cash, minimum technology level and often not enough resources available) that they pretty much just sit there and wait to be conquered. <br/>
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I ...
by Fenrisfil
Wed Apr 23, 2014 3:12 pm
Forum: Distant Worlds 1 Series
Topic: So..
Replies: 21
Views: 602

RE: So..

To be fair you don't have to go to extremes to get an advantage and/or keep ahead of the pirates in this game. It never hurts to have a few more explorers early on however.
by Fenrisfil
Mon Apr 21, 2014 9:03 am
Forum: Distant Worlds 1 Series
Topic: So..
Replies: 21
Views: 602

RE: So..

<t> Pirates will always pick up super ships. No way to avoid it, though it will scale down without Shakturi/Original plot events. Even without those graveyards and story events, random deserted ships spawn that while not insanely powerful will be considerably better than a standard start (and way ...

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