Search found 47 matches

by ChildServices
Wed Oct 26, 2016 4:28 am
Forum: Design and Modding
Topic: Modding Tool [1.1.0 Released!]
Replies: 438
Views: 29110

RE: Modding Tool

Ah, cheers! Reinstalled it and it works now.
by ChildServices
Wed Oct 26, 2016 3:48 am
Forum: Design and Modding
Topic: Modding Tool [1.1.0 Released!]
Replies: 438
Views: 29110

RE: Modding Tool

<r> Is anybody else having the same problem as me where their anti-virus absolutely refuses to let them run this?<br/>
<br/>
Edit: This started happening after it finally did let me run them<br/>

<QUOTE><s>[quote]</s>PLATFORM VERSION INFO<br/>
Windows : 6.1.7601.65536 (Win32NT)<br/>
Common ...
by ChildServices
Tue Oct 06, 2015 11:35 am
Forum: Distant Worlds 1 Series
Topic: My subjegate is attacking my protectorate?!
Replies: 4
Views: 219

RE: My subjegate is attacking my protectorate?!

I think when Distant Worlds 2 is made they need to make the game handle protectorates and dominions similar to the way "sphere of influence" and satellite states/dominions are handled in Victoria 2.
by ChildServices
Tue Oct 06, 2015 11:26 am
Forum: Design and Modding
Topic: Designing a Modding tool
Replies: 155
Views: 6752

RE: Designing a Modding tool

How many of those Windows XP machines do you think are used for gaming, though? Seems like they'd mostly be office computers to me.
by ChildServices
Tue Aug 04, 2015 9:29 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 13331

RE: Research Unleashed

You're welcome! Your mod's been one of my favourites for awhile now. I only just got the chance to try the most recent version of it a few days ago and that was the only problem I could think of with it (aside from the Extended races, but that's not your fault), so well done!
by ChildServices
Tue Aug 04, 2015 6:55 am
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 13331

RE: Research Unleashed

<r> The mechanic is there, but the actual behaviour of a pirate kingdom in empire mode is different to the way standard empires function, and the reformed independents would be a standard empire if they changed over naturally. It's not that big of a deal, but when I'm playing as the Dhayuts and I ...
by ChildServices
Mon Aug 03, 2015 5:47 pm
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 13331

RE: Research Unleashed

<t> The way pirates are handled now has the knock-on effect of "pirate" variants of the races having independent colonies now, and this leaving the possibility of those colonies becoming empires where they probably weren't intended to, especially on the largest maps. I know why you implemented this ...
by ChildServices
Sat Aug 01, 2015 11:54 am
Forum: Design and Modding
Topic: Race Bias Modding
Replies: 2
Views: 178

RE: Race Bias Modding

<r> Well that's cool to know going forward.<br/>
<br/>
I don't feel like I should make another thread since we're already here, so I'm going to leave my two feature requests for the map editor here:<br/>
<B><s>[b]</s>1.<e>[/b]</e></B> Make it possible to change the date to a specific year. The ...
by ChildServices
Sat Aug 01, 2015 7:22 am
Forum: Design and Modding
Topic: Race Bias Modding
Replies: 2
Views: 178

Race Bias Modding

<t> If I make a race hate itself in the biases file, will that have any undesired side-effects such as that race being unhappy in its own empire? I'm creating a scenario, and in it the only circumstance in which a race will have more than one empire is out of an "empire splits" event. I want to make ...
by ChildServices
Sat Nov 22, 2014 10:19 am
Forum: Distant Worlds 1 Series
Topic: Two suggestions
Replies: 0
Views: 163

Two suggestions

<r> For current Distant Worlds<br/>
1) In the policy screen when you set a colony's minimum number of troops, that should tell the automation AI to <B><s>[b]</s>garrison<e>[/b]</e></B> that number of troops so that it doesn't have to repeatedly build more every time your fleets come and steal ...
by ChildServices
Fri Jun 20, 2014 5:24 pm
Forum: Distant Worlds 1 Series
Topic: A preview of the v1.9.5.4 Change List
Replies: 28
Views: 986

RE: A preview of the v1.9.5.4 Change List

Could you add a similar "allowed races" line to governments?
by ChildServices
Mon Jun 16, 2014 1:11 pm
Forum: Design and Modding
Topic: GSP: Galactic Starmap Project
Replies: 97
Views: 4220

RE: GSP: Galactic Starmap Project

<t> You could just have the ancestral homeworlds of each (other) race be surrounded with stars that're named in a way similar to how that race would name them. <br/>
<br/>
You'd have to take some artistic liberty with a lot of it. That would be okay though considering several of these stars might ...
by ChildServices
Fri Jun 13, 2014 3:20 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 36502

RE: Distant Worlds Extended

<r> That's still not really a good example, though. Fascist Italy went through numerous rewrites of its economic policy during the ~20 years that it existed.
<QUOTE><s>[quote]</s>ORIGINAL: Benito Mussolini<br/>
"We want to be aristocrats and democrats, conservatives and liberals, reactionaries ...
by ChildServices
Thu Jun 12, 2014 11:02 pm
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 36502

RE: Distant Worlds Extended

<r> Except it's not fascism. The Nazis actually encouraged free enterprise and for the most part let the market do its thing, as long as it didn't do anything that was bad for national or cultural health. They just, uh, "requisitioned" stuff from corporations when they needed it.<br/>
<IMG src ...
by ChildServices
Mon Jun 09, 2014 3:36 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 11321

RE: [DWU] Balance Mod (extended TechTree) [WIP]

<r> Engine problems aside preventing you from doing much more with reactors, you can still definitely at least balance the other aspects of this mod.<br/>
[ol]<br/>
[*]Shields: <br/>
The Zenox racial shield has the exact same stats as the stock "fast" shield at the final upgrade for both, the ...
by ChildServices
Mon Jun 09, 2014 1:01 pm
Forum: Distant Worlds 1 Series
Topic: Lustin' for some planet kersploding... but nothing :(
Replies: 5
Views: 195

RE: Lustin' for some planet kersploding... but nothing :(

Explore the galaxy. A planet destroyer usually spawns as a wreck.
by ChildServices
Mon Jun 09, 2014 3:36 am
Forum: Design and Modding
Topic: [WIP][DWU][Tools] DW-GENERATOR
Replies: 96
Views: 2836

RE: [WIP] [Tools] - GM

Who else is in favour of this thread being made a sticky when it's released?
by ChildServices
Sun Jun 08, 2014 11:32 am
Forum: Design and Modding
Topic: Distant Worlds Extended Universe 1.0.3 released 40 races
Replies: 750
Views: 36502

RE: Distant Worlds Extended

<r> <QUOTE><s>[quote]</s>ORIGINAL: Kulin<br/>
<br/>
Hi,<br/>
<br/>
i really like your mod but there are still a few problems, i've encountered:<br/>
<br/>
1. I wanted to start a game as Lemeresh. They have the special technology "super laser". This laser is already researched when i start the ...
by ChildServices
Thu Jun 05, 2014 12:53 am
Forum: Design and Modding
Topic: Mini-Mod - Unlock Colonization
Replies: 9
Views: 334

RE: Mini-Mod - Unlock Colonization

<r> It totally could. Although you'd clutter the tech-tree significantly. I've been thinking about this myself for one of my own mods, and I'd already come up with the following:<br/>
<br/>
For race types native to continental/marsh, your tech tree would look exactly the same as it does in vanilla ...
by ChildServices
Sun Jun 01, 2014 4:50 pm
Forum: Design and Modding
Topic: [WIP/REL] Realistic Resource Revamp v0.2.1
Replies: 71
Views: 2319

RE: [WIP] Realistic Resource Revamp v0.1.0

Narcotics would only be really a reasonable resource if they had drawbacks (negative production possibly?) as well as benefits, and were only able to be produced by pirate empires (so they have to be smuggled)

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