Search found 22 matches

by Omena
Thu Nov 16, 2023 2:23 pm
Forum: Distant Worlds 2
Topic: This game is being mis-sold.
Replies: 10
Views: 1890

Re: This game is being mis-sold.

The core counts can be a bit deceiving. I have played this game with a i7-6700k and GTX 1080 on a 3440x1440 screen and had little problems with performance (even with the max size galaxies). The only hiccups occurred when zooming into many ships, but that has also gotten a lot better now. For super ...
by Omena
Thu Nov 16, 2023 2:07 pm
Forum: Distant Worlds 2
Topic: Any chance of making Espionage an option?
Replies: 2
Views: 456

Re: Any chance of making Espionage an option?

You can edit policy-files ("Ackadarin.xml" ) in the "policy"-folder. Each file has rules regarding what intelligence missions they use:
<IntelligenceMissionAllowSabotageConstruction>true</IntelligenceMissionAllowSabotageConstruction>
<IntelligenceMissionAllowStealTerritoryMap>true ...
by Omena
Wed May 18, 2022 5:29 pm
Forum: Distant Worlds 2
Topic: Disappointed in my last game - AI stillborn.
Replies: 7
Views: 998

Re: Disappointed in my last game - AI stillborn.

The colony prevalence settings adjust all colony qualities by a a fixed multiplier. Setting low colony prevalence basically removes all high quality planets. Since income is very tightly bound with planet quality/suitability, you are going to have a lot less credits to work with.

The setting does ...
by Omena
Tue May 10, 2022 4:13 am
Forum: Distant Worlds 2
Topic: Reserved credits and funding levels question
Replies: 5
Views: 585

Re: Reserved credits and funding levels question

The answer is: no.

Reserving 10% of income is generally a bad idea and you should only do it if you desperately need a small sum of credits and your private sector is in a bad spot.

You have to micromanage your spending in the early-game (I try to make sure that research is always at 100 ...
by Omena
Sat May 07, 2022 5:48 am
Forum: Distant Worlds 2
Topic: Radiated Planet High Support Cost - Need tips
Replies: 6
Views: 1003

Re: Radiated Planet High Support Cost - Need tips

Glad things improved.

One note on the terraformer: it has a high support cost, but you only have to pay it for a few years. Once it has finished terraforming, you can scrap it and keep the quality bonus.
by Omena
Tue May 03, 2022 5:23 pm
Forum: Distant Worlds 2
Topic: Radiated Planet High Support Cost - Need tips
Replies: 6
Views: 1003

Re: Radiated Planet High Support Cost - Need tips

It's the low suitability. Colonisation and terraforming techs make a big difference and you should get them as soon as you are able (no imminent military threat). There are also buildings that can boost income, but they don't matter so much for smaller planets (800M is still small).

However, the ...
by Omena
Sun Apr 24, 2022 7:13 am
Forum: Distant Worlds 2
Topic: The game is way to easy (Very hard AI controlled victory)
Replies: 22
Views: 3308

Re: The game is way to easy (Very hard AI controlled victory)

Well, invasions do cause damage to planets (quality + pops), but that is very seldom significant enough to warrant a a large defensive army. Colonies also get militia based on pops, but since ground combat is pretty much all-or-nothing, they end up not doing much. The invading troops can just ...
by Omena
Sat Apr 23, 2022 7:27 am
Forum: Distant Worlds 2
Topic: The game is way to easy (Very hard AI controlled victory)
Replies: 22
Views: 3308

Re: The game is way to easy (Very hard AI controlled victory)

Yeah, the basic problem is just that the AI is wasting a ton of income. Mostly on troops (trying to protect all planets from invasions, which is very inefficient) and ships (they are fast to build so you only need a lot of ships during difficult wars). It also wastes a lot of credits on crashing ...
by Omena
Thu Apr 14, 2022 9:04 am
Forum: Distant Worlds 2
Topic: Exploration (and other) Ships Continually Running Out of Fuel
Replies: 9
Views: 2009

Re: Exploration (and other) Ships Continually Running Out of Fuel

This depends on what the explorer is doing. If it is actively exploring a system, it should not go back to re-fuel (a return trip with no fuel takes 3X longer, but having a re-fuel trip means that you have to make at least three trips and you also have to take in docking times). Also, a lot of ...
by Omena
Tue Apr 12, 2022 5:21 am
Forum: Distant Worlds 2
Topic: Scott's Guide to DW2 available to download (version 4.0)
Replies: 145
Views: 125420

Re: Scott's Guide to DW2 available to download (version 2.6)

Some nice testing. I've also stayed away from missiles due to too low max damage values.

However, there should be a chance that damage bypassing shields can also damage hull/components. This should missiles some more usability by potentially taking out components. Have you noticed this happening ...
by Omena
Tue Apr 12, 2022 4:54 am
Forum: Distant Worlds 2
Topic: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?
Replies: 38
Views: 4928

Re: Poll: Should the Civil and non-Combat Ships loose all or most of their weapon slots?

Well, the PD weapons can sometimes help (shoot down torpedoes/missiles/bombers before warping out) and there is at least one use for the heftier weapons (harass AI construction ships in debris fields without having to bring military ships). They should definitely not be prioritised over reactors ...
by Omena
Mon Apr 04, 2022 8:44 am
Forum: Distant Worlds 2
Topic: Asteroid Mining is tedious on Manual, expensive on Automatic
Replies: 17
Views: 2811

Re: Asteroid Mining is tedious on Manual, expensive on Automatic



Fair points, but the problem is mostly mid and early game, where resources are few and constructors even rarer. I've seen this happen: I needed Silicon for my shipbuilding, but my wonderful automated constructors instead of building a mine at the neighboring Silicon planet, they went to the other ...
by Omena
Mon Apr 04, 2022 8:25 am
Forum: Distant Worlds 2
Topic: A Few Essential UI Improvements
Replies: 17
Views: 1895

Re: A Few Essential UI Improvements



Note how I said *manually manage my fleets" then you say "automatically make their way to the new fleet".

I want you to try and move 4 Frigates from fleet A to fleet B. That's all you need to do to know what I'm talking about.

You can't multi-select ships within a fleet and give orders to them ...
by Omena
Sun Apr 03, 2022 9:56 am
Forum: Distant Worlds 2
Topic: A Few Essential UI Improvements
Replies: 17
Views: 1895

Re: A Few Essential UI Improvements


3) In DW1, adding/removing specific ships to/from fleets was pretty straightforward. In current DW2, moving ships from one fleet into another is a complete micromanagement mess. I dont need to expand on this point to anyone that tries to manually manage any amount of their fleets, which begs the ...
by Omena
Sun Apr 03, 2022 9:45 am
Forum: Distant Worlds 2
Topic: [1.0.2.8] Diplomacy - Envy makes peace impossible
Replies: 28
Views: 3045

Re: [1.0.2.8] Diplomacy - Envy makes peace impossible

The name "Envy" is a bit misleading since it's more about being concerned that some empire will overpower others. It's suppose to bring some challenge to empires that grow too powerful (get close to victory). As is, it's not really doing what it is supposed to do.

It gets going way too early (it ...
by Omena
Sun Apr 03, 2022 9:30 am
Forum: Distant Worlds 2
Topic: Asteroid Mining is tedious on Manual, expensive on Automatic
Replies: 17
Views: 2811

Re: Asteroid Mining is tedious on Manual, expensive on Automatic

This can indeed cause some frustration. However, the situation is not quite as bad as it might seem.

First of all, you can change the mining ranges. Go to the ComponentDefinitions.xml file in the "Data"-folder. All large mining engines have an "ExtractionRangeAsteroid"-setting. If you set it to ...
by Omena
Sun Mar 27, 2022 6:55 am
Forum: Distant Worlds 2
Topic: Spaceport on every colony ?
Replies: 10
Views: 2929

Re: Spaceport on every colony ?

Es78 wrote: Sun Mar 27, 2022 1:32 am Always build space port. I am playing on the hardest difficulty and you need them for one reason.

Reseach
This. Research potential is limited and gives stacking benefits. You want to maximize it at every opportunity.
by Omena
Sat Jun 07, 2014 3:09 am
Forum: Distant Worlds 1 Series
Topic: Version .52 really does turn racial growth rates into an abstraction?
Replies: 88
Views: 1974

RE: Version .52 really does turn racial growth rates into an abstraction?

<t> In terms of game mechanics, you really need to have some kind of feedback between taking resources from the planet and using the resources for the planet. That is the strategic choice the player makes and if it's not possible, then planetary development is effectively trivial.<br/>
<br/>
Yes ...
by Omena
Sun Jun 01, 2014 5:51 am
Forum: Distant Worlds 1 Series
Topic: Distant Worlds 2 Melting Pot
Replies: 45
Views: 1694

RE: Distant Worlds 2 Melting Pot

<t> I personally would not pay for just bigger and prettier. Such things can be nice, yes, but it's the inside that counts...<br/>
<br/>
DW has many things right. Details of space determine your strategic actions. There aren't many artificial constraints (like sudden unhappiness after some ...
by Omena
Mon Oct 21, 2013 3:14 pm
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 57095

RE: Master Wishlist Thread

<t> I have been thinking about planet development and how to make it more interesting without compromising playability. Here is a few thoughts.<br/>
<br/>
In DW, planet development is highly idealized. The planet uses it resources as efficiently as possible to improve itself and the player just ...

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