Search found 9 matches

by Hyena Grin
Thu Feb 06, 2014 11:31 pm
Forum: Distant Worlds 1 Series
Topic: Auto-Scrapping vs Boarding
Replies: 6
Views: 135

RE: Auto-Scrapping vs Boarding

<t> I can't tell if that's a joke. =P So I'll just assume it's not.<br/>
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So we need to research passenger compartments in Shadows, and basic armor, etc etc, but mass teleportation of individuals across star systems is a gimme? Why do we even need troop transportation if we can just beam ...
by Hyena Grin
Thu Feb 06, 2014 8:23 pm
Forum: Distant Worlds 1 Series
Topic: Auto-Scrapping vs Boarding
Replies: 6
Views: 135

Auto-Scrapping vs Boarding

<t> The scrapping mechanic in general was fine until boarding became a thing. Since you can just immediately detonate any ship that gets boarded and typically you know when you are going to lose, it feels somewhat cheap. I find it hard to believe that most crews would be willing to commit suicide ...
by Hyena Grin
Tue Nov 12, 2013 8:22 pm
Forum: The War Room
Topic: Mixing Shield Types?
Replies: 2
Views: 206

RE: Mixing Shield Types?

<t> Ahh, that makes sense. I assumed the shield recharge worked as a proportionate value rather than a flat regen rate.<br/>
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On the face of it, it looks like adding fast regen shields to a spaceport might be very valuable by increasing the regen rate of the existing heavy shields. Which is ...
by Hyena Grin
Sun Nov 10, 2013 8:33 pm
Forum: The War Room
Topic: Mixing Shield Types?
Replies: 2
Views: 206

Mixing Shield Types?

<t> How does shield damage/regeneration work when you have multiple shield types?<br/>
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For example, if I have heavier/slower recharge shields on the same station as lighter/faster recharge shields, how does the game handle the recharge of shields that take damage?<br/>
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How do you ...
by Hyena Grin
Sun Nov 10, 2013 8:28 pm
Forum: The War Room
Topic: How to attack Homeworld Spaceport?
Replies: 14
Views: 770

RE: How to attack Homeworld Spaceport?

<t> The easiest way to take down a spaceport is to have longer range weapons than the station, and then dedicate a design to simply putting as much of that weapon on the spaceport as possible. You can handle early pirate spaceports really easily with 6-8 ships with nothing but 5-8 concussion missile ...
by Hyena Grin
Sat Nov 09, 2013 12:05 pm
Forum: The War Room
Topic: Playing with fewer habitable worlds
Replies: 2
Views: 211

Playing with fewer habitable worlds

<t> Does anyone play with scarce or rare habitable worlds? This has a huge effect on the game, where colony worlds are much more valuable and prized, but the outcome of games tends to get skewed toward those lucky enough to start with good worlds nearby. Also the AI can get a little confused if they ...
by Hyena Grin
Sat Nov 09, 2013 11:41 am
Forum: The War Room
Topic: Preventing sabotage
Replies: 11
Views: 1607

RE: Preventing sabotage

<t> One (of the small number) of things I really liked about MoO3 was the way the game handled espionage. You would send a spy out on a mission, and the game would feed you reports of their status once in a while. Events would take place in which the character's varying stats would come into play. A ...
by Hyena Grin
Tue Sep 03, 2013 3:56 pm
Forum: Tech Support
Topic: Pirates Not Honoring Agreements
Replies: 5
Views: 119

Pirates Not Honoring Agreements

<t> Twice now I have started a Shadows game near a pirate faction that would show up, demand payment, and then attack me anyway, destroying my construction ship and station before I can complete them and then raiding my planet. <br/>
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While this isn't exactly unexpected behavior for pirates ...
by Hyena Grin
Tue Sep 03, 2013 3:52 pm
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 57908

RE: Master Wishlist Thread

<t> I would love the option in the Fleet Menu to set fleets as 'invisible' to the quick-menu on the left side of the screen.<br/>
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Basically, I want to be able to create dozens of small (three to five ship) fleets for defending planets or stations without them cluttering up the quick-menu and ...

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