Search found 455 matches

by Spidey
Mon May 02, 2022 9:56 am
Forum: Distant Worlds 2
Topic: [1.0.3.9] Suggested improvement to colony ship behavior
Replies: 6
Views: 824

Re: [1.0.3.9] Suggested improvement to colony ship behavior

This makes sense logically but it does perhaps present a gameplay problem.

If you can just dump your 30 million whatevers, then immediately lift them back up again and enjoy a nice new world, and then move the diplomatic "delegation" onto the next independent world, then there's potentially not a ...
by Spidey
Tue Apr 19, 2022 8:02 pm
Forum: Distant Worlds 2
Topic: Colonisation clear as black tar mud.
Replies: 9
Views: 859

Re: Colonisation clear as black tar mud.

The formula is as you wrote earlier.

Suitability = (Planet Quality - Race Minimum suitability level for planet) + race suitability for planet.

PQ is what you see on the planet.

Race minimum suitability level defaults to 50, but some races have suitability bonuses off the bat and the planet type ...
by Spidey
Tue Apr 19, 2022 7:25 pm
Forum: Distant Worlds 2
Topic: Colonisation clear as black tar mud.
Replies: 9
Views: 859

Re: Colonisation clear as black tar mud.



The percentages aren't actually percentages. They're all just flat numbers treated additively.

I don't know how your humans get to 16 on a quality 51 forest planet, though. It should be 51 - 50 + 10, as I recall the human bonuses.


So that would be suitability 11, not worth colonising, 17 if ...
by Spidey
Tue Apr 19, 2022 6:16 pm
Forum: Distant Worlds 2
Topic: [Discussion] Stock distribution and dumping
Replies: 11
Views: 1445

Re: [Discussion] Stock distribution and dumping

I have not paid attention to whether they get refueled over time, to be honest. They tend to start with a full tank and then maintain energy with energy collection, so the only fuel drain is from combat, which really shouldn't happen too much. And if they run dry then it only appears to affect ...
by Spidey
Tue Apr 19, 2022 6:09 pm
Forum: Distant Worlds 2
Topic: Colonisation clear as black tar mud.
Replies: 9
Views: 859

Re: Colonisation clear as black tar mud.

The percentages aren't actually percentages. They're all just flat numbers treated additively.

I don't know how your humans get to 16 on a quality 51 forest planet, though. It should be 51 - 50 + 10, as I recall the human bonuses.
by Spidey
Tue Apr 19, 2022 4:46 pm
Forum: Distant Worlds 2
Topic: [Discussion] Stock distribution and dumping
Replies: 11
Views: 1445

Re: [Discussion] Stock distribution and dumping

What I do to handle this, and it's not optimal at all, is rename all my caslon mines to use "*" as prefix. Then all other mines get some other symbol, say "+". Those mines also have automatic stock switched off and caslon stock set to 0.

It's some work, of course, but this way all caslon mines ...
by Spidey
Sun Apr 17, 2022 12:59 am
Forum: Distant Worlds 2
Topic: [Suggestion] Set stock levels and behavior in the base design
Replies: 4
Views: 776

Re: [Suggestion] Set stock levels and behavior in the base design

That would affect all mining stations, then. Including the gas mines where it isn't a problem to have big stockpiles since they refill automatically and thus serve as a forward fueling base.
by Spidey
Sat Apr 16, 2022 3:43 pm
Forum: Distant Worlds 2: Tech Support
Topic: The Colony Planner is braindead
Replies: 7
Views: 751

Re: The Colony Planner is braindead



It is always problematic when "why not just use automation?" becomes the answer to a badly designed UI. One might take that reasoning just a tiny step further and ask why one should even play the game at all, since it's perfectly capable of running by itself on full auto? Just switch that on ...
by Spidey
Fri Apr 15, 2022 9:39 pm
Forum: Distant Worlds 2: Tech Support
Topic: The Colony Planner is braindead
Replies: 7
Views: 751

Re: The Colony Planner is braindead

It is always problematic when "why not just use automation?" becomes the answer to a badly designed UI. One might take that reasoning just a tiny step further and ask why one should even play the game at all, since it's perfectly capable of running by itself on full auto? Just switch that on, turn ...
by Spidey
Fri Apr 15, 2022 7:11 pm
Forum: Distant Worlds 2
Topic: Anyone have a picture of the opaque sensor range change?
Replies: 5
Views: 627

Re: Anyone have a picture of the opaque sensor range change?

Taken from 1033. When I patch to beta 1035, I have the same result you do.

sensors 1033.png
sensors 1033.png (1.93 MiB) Viewed 621 times
by Spidey
Fri Apr 15, 2022 3:06 pm
Forum: Distant Worlds 2
Topic: [Suggestion] Center view on target
Replies: 4
Views: 523

Re: [Suggestion] Center view on target

Yeah, a center without zoom option wouldn't be a bad thing.

Lacking that, I've come up with binding the center and zoom, region zoom, and system zoom keys to c, x, and z. That way the zoom buttons are very close to where my left hand is and I don't have to wear out my scroll wheel because I just ...
by Spidey
Fri Apr 15, 2022 3:03 pm
Forum: Distant Worlds 2
Topic: [Suggestion] Idle Ship Indicator or Quick Selector
Replies: 4
Views: 689

Re: [Suggestion] Idle Ship Indicator or Quick Selector

Having an idle ship iterator would be nice, but showing control groups should preferably be optional. There's already so much stuff on the screen already. Personally, I'd rather not have even more data that I might not even need.
by Spidey
Fri Apr 15, 2022 3:00 pm
Forum: Distant Worlds 2: Tech Support
Topic: The Colony Planner is braindead
Replies: 7
Views: 751

Re: The Colony Planner is braindead

I want to say that your language is over the top but, well, it is and yet it sort of isn't. This is another aspect of the UI that really could do with some polish.

Frankly, the entire UI is a bit on the clunky side. There's no drag and drop anywhere, a lot of scrolling with small scrollbars, no ...
by Spidey
Fri Apr 15, 2022 2:46 am
Forum: Distant Worlds 2: Tech Support
Topic: Glitchy LOD on asteroid field?
Replies: 4
Views: 383

Re: Glitchy LOD on asteroid field?

I think it's on purpose that asteroid fields are shown as a "big rock" when zoomed out, but obviously it's supposed to look like a rock rather than a flashlight.

I initially thought, because the brightness was so high, that the LOD texture had gone missing or been corrupted, but I think something ...
by Spidey
Fri Apr 15, 2022 2:16 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.6] Badges are blurry; Solved:[1.0.3.5] Basic Badges not really working
Replies: 3
Views: 489

Re: [1.0.3.5] Basic Badges not really working

Can confirm. Experiencing the same thing with basic badges. Except it's not just the basic badges that have pointing issues. I can provoke those with badges off as well.

Edit: Tried to return to 1.0.3.3 but that didn't fix the pointing issue. Verified files, rebooted, verified files again, and that ...
by Spidey
Fri Apr 15, 2022 2:07 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.5] Basic badges blurry font and long range scanners invisible
Replies: 3
Views: 1620

[1.0.3.5] Basic badges blurry font and long range scanners invisible

Two immediate observations.

1) Font on basic badges is a bit blurry. Looks to me like anti-aliasing but what do I know. But it makes my eyes hurt to look at that font. I'd much rather have razor sharp text with rough edges than nicely rounded but blurry text. Maybe that's just me.

Also, one might ...
by Spidey
Tue Apr 12, 2022 6:17 am
Forum: Distant Worlds 2
Topic: Docking Bay Questions: Plz help!
Replies: 8
Views: 1654

Re: Docking Bay Questions: Plz help!

Given how ass backwards it would be that fighter bays somehow work despite being internal but docking bays don't, I feel this question could do with some clarification.

The ship designer recognizes docking bays items in non-external slots and it makes very little sense that space ports, places ...
by Spidey
Sun Apr 10, 2022 9:00 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.3.4] Extremely frustrating fuel issues
Replies: 8
Views: 816

Re: [1.0.3.4] Extremely frustrating fuel issues

It seems like using the context menu and selecting "attack" will lead to a regular attack without the refueling problem, but the regular right click default action appears to be "prepare and attack".

I could not see any difference in behavior with or without automatic refueling of manual ships and ...
by Spidey
Fri Apr 08, 2022 12:34 am
Forum: Distant Worlds 2
Topic: Pirate levels are nuts
Replies: 21
Views: 2303

Re: Pirate levels are nuts

That would explain a lot. I checked the log file and it says that 59 pirate factions were spawned in my size 10 2k stars game. That was a bit more than I expected but I did enable race storylines.

And a thing I'm noticing is that the pirates are visiting from relatively far away too. In this game ...
by Spidey
Wed Apr 06, 2022 11:18 pm
Forum: Distant Worlds 2
Topic: Pirate levels are nuts
Replies: 21
Views: 2303

Re: Pirate levels are nuts


In all my play throughs I end up just doing the “protection agreement” with the pirates and it works out fine. Try just doing the treaty with them and waiting to get technology. You get bonus income from private sector when they build ships

Edit:unless they changed the game so pirates are ...

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