Search found 47 matches

by Varlun
Wed Jul 10, 2024 8:32 pm
Forum: Design and Modding
Topic: Bacon Mod
Replies: 1417
Views: 72581

Re: Bacon Mod

Hello! I realize this thread is very old, and that DW 2 is out and everything. I still prefer this game. Anyway, just wanted to report on a pretty severe problem I've noticed with the terraforming. I love the feature, but the problem is it slowly (and constantly) increases the population cap... whic...
by Varlun
Sat Sep 25, 2021 5:42 pm
Forum: Distant Worlds 1 Series
Topic: Clone Troops + Infantry Tactics?
Replies: 1
Views: 323

Clone Troops + Infantry Tactics?

Does it have any effect? I wouldn't think it does. I tried Google already and didn't turn up any results.
by Varlun
Sat Sep 25, 2021 5:41 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

<t> Yeah, Torpedoes work very well. They actually home in a bit, unlike the physical projectiles. Even on 4x speed they find their mark. And they seemed to do just as much damage as the phasers, if not more. And this was only with 100 torpedoes, vs 200 phasers! 200 torpedoes would be very very good....
by Varlun
Sat Sep 25, 2021 5:16 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

Yes, well I've figured out that the Death Ray is terrible because it's considered a projectile... it misses, a lot. Just like the rail guns. I'm worried the torpedoes will do the same thing but I finally got them teched so I'm about to try them.
by Varlun
Sat Sep 25, 2021 4:42 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

I have to run it at 0.25 sometimes (basically, if it's lagging, you're gonna be missing shots), but I'm able to take on several carriers now. Even if they get through my shields, my max tech armor is doing God's work.
by Varlun
Sat Sep 25, 2021 4:40 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

Oh yeah, phasers do good work. When those suckers fire, the carrier goes from fully healthy to badly damaged. I'm curious to see how the torpedoes will compare.
by Varlun
Sat Sep 25, 2021 4:27 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

Interesting point, the Rail Guns are twice the size for roughly the same amount of damage. I suppose that's because they bypass shields. I will still do a 200 v 200 comparison.

But they use SEVERAL TIMES the power, requiring more reactors, so that's the balance I suppose.
by Varlun
Sat Sep 25, 2021 4:24 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

Alright, I removed the phasers and tried 200 Massive Rail Guns. They are very disappointing. Can barely damage a single carrier. Trying 200 phasers next.
by Varlun
Sat Sep 25, 2021 4:11 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

<t> 0.25 doesn't seem strictly necessary, but 0.5 does seem a bit better than 1x. Now that 500 point defense is absolutely CHEWING through their fighters. Now I'm trying to figure out what main weapon I want to use. I'm trying rail guns, phasers... it will be a while before I can tech those torpedoe...
by Varlun
Sat Sep 25, 2021 3:59 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

I've just noticed something else! The speed you're running the game at has an effect on projectile accuracy. Specifically the point defense. If I run it at normal speed, it absolutely destroys the fighters. But if I bump it up faster, those fighters just keep flying through my station.
by Varlun
Sat Sep 25, 2021 3:54 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

<t> Well, my space ports are like 95% combat oriented at this point. I have 10 docking bays and 25 construction yards, small change compared to everything else I have on them. I'm not really concerned about that. I'm just glad I'm actually getting somewhere with the point defense. I'm continuing my ...
by Varlun
Sat Sep 25, 2021 3:47 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

I tell you what, 500 Terminator AutoCannons is doing an absolute number to those fighters! I guess I just needed more of them. That's an absolutely absurd number though. It takes 30 hyperfusion reactors to power this base. I just watch the fuel fall as it operates lol
by Varlun
Sat Sep 25, 2021 3:33 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

I mean 100 of anything is already completely overkill, right? Do I need to stack even more?
by Varlun
Sat Sep 25, 2021 3:32 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

<t> Right now I'm trying to figure out what will even effectively do damage, to anything. I have a lot of hours in this game (609), but these carrier swarms have always been the bane of my existence.<br/> <br/> So far it seems like my fighters are the only things really doing effective damage. I've ...
by Varlun
Sat Sep 25, 2021 3:19 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

RE: Help with station design vs fighters

<t> Hmm no I haven't messed with the defense bases. I've just been trying to design a single OP space port. One problem I've run into is that tractor beams will only pull things in to the edge of your model/selection circle. So if you have a huge circle, i.e. a massive space station, then it won't p...
by Varlun
Sat Sep 25, 2021 2:16 pm
Forum: Distant Worlds 1 Series
Topic: Help with station design vs fighters
Replies: 21
Views: 865

Help with station design vs fighters

<t> Hey everyone. So I'm playing with the Beyond Extended Universe mod. I have already tried using Google and looking up other threads of people talking about this. I have tried several things already. I've got a game going which I'm just using to experiment with. I have a station that's under const...
by Varlun
Wed Jan 27, 2021 1:22 pm
Forum: Tech Support
Topic: Game Crashing from revolution
Replies: 2
Views: 560

RE: Game Crashing from revolution

<t> No, it's an issue with the mod.<br/> <br/> I finally got the idea that regardless of what I changed in the files, the reason it didn't work is because everything was already set into motion. I'm 99% confident it's because of an intelligence mission completing to incite a revolution. Obviously, t...
by Varlun
Tue Dec 22, 2020 7:02 pm
Forum: Tech Support
Topic: Game Crashing from revolution
Replies: 2
Views: 560

Game Crashing from revolution

<t> Hey all. So first I'll admit that yes my game is modded (Beyond Extended Universe Alpha) and I know the mod is the problem.<br/> <br/> I've been using this mod for about 5 years. This is the 2nd time I've had this issue in all that time. Maybe because I kept restarting games before they got too ...
by Varlun
Mon Dec 01, 2014 10:18 pm
Forum: Tech Support
Topic: [SOLVED] Missing ship/base "highlights"?
Replies: 0
Views: 85

[SOLVED] Missing ship/base "highlights"?

<t> Edit: Well what do you know. A simple restart is all it took to fix it. I probably should have bothered to at least do that first. Still though, I wonder why they disappeared. I had tried saving and reloading, straight from ingame and again from the main menu. Neither of those fixed the problem....
by Varlun
Mon Dec 01, 2014 5:01 pm
Forum: Design and Modding
Topic: [DWU] Balance Mod v0.9 (extended TechTree) [Cancelled in protest]
Replies: 232
Views: 8549

RE: [DWU] Balance Mod v0.9 - 171 new projects (extended TechTree) [WIP]

<r> Thank you as well for your response.<br/> <br/> I'm actually going to try and keep this one fairly short.<br/> <br/> I'm not going to try to specifically refute your points. Because really- and I almost said this at the end of my last post- everything we've both been saying has been nothing more...

Go to advanced search