Search found 43 matches

by spiralaxis
Tue Sep 09, 2014 10:42 am
Forum: After Action Reports
Topic: YouTube Collaborative Series
Replies: 274
Views: 8681

RE: YouTube Collaborative Series

<r> Das<br/>
Year 26.1: <URL url="http://m.youtube.com/#/watch?v=Ylu90wyu51c">http://m.youtube.com/#/watch?v=Ylu90wyu51c</URL><br/>
Year 26.2: <URL url="http://m.youtube.com/#/watch?v=zI5yOGGwjTQ">http://m.youtube.com/#/watch?v=zI5yOGGwjTQ</URL><br/>
<br/>
Marcus Aurelius<br/>
Year 27.1: <URL ...
by spiralaxis
Wed Sep 03, 2014 11:15 pm
Forum: Tech Support
Topic: 1.9.5.6: Energy Collectors not being added as per description
Replies: 0
Views: 182

1.9.5.6: Energy Collectors not being added as per description

<r> Just a crosspost from the Modding forum.<br/>
<br/>
So, back to Energy Collectors. Contrary to what it says in the file intro it does not appear that the system is adding energy collectors. There's definitely room for them on all the stations -- it's just not doing it. I'll crosspost it to bug ...
by spiralaxis
Wed Sep 03, 2014 11:09 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

<r> So, back to Energy Collectors. Contrary to what it says in the file intro it <B><s>[b]</s><I><s>[i]</s>does not<e>[/i]</e></I><e>[/b]</e></B> appear that the system is adding energy collectors. There's definitely room for them on all the stations -- it's just not doing it. I'll <URL url="http ...
by spiralaxis
Mon Sep 01, 2014 10:37 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

I just did that in my own game (to 12).
by spiralaxis
Tue Aug 26, 2014 10:22 am
Forum: Distant Worlds 1 Series
Topic: 1.9.5.8 Requests
Replies: 16
Views: 475

1.9.5.8 Requests

<t> Hey Elliott and Erik. In the last patch you changed construction ships so that the proximity of a resource is more important. This is an awesome and much appreciated change! Could you do something similar for exploration ships? Microing 2 dozen explorer ships for the first 30 minutes to ensure ...
by spiralaxis
Sat Aug 23, 2014 1:45 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

Yeah, I was editing to mention that it was a lack of ship shrinking issue but my phone's browser barfed.
by spiralaxis
Sat Aug 23, 2014 12:18 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

BUG: A couple of yeard into a Ackdarian/Hard/Starting universe the only civilian ship that could be built was the passenger ship. All 3 freighters were size 333.

Took me a while to figure out why my economy was in the crapper.
by spiralaxis
Wed Aug 20, 2014 4:40 pm
Forum: Distant Worlds 1 Series
Topic: Stealing research from pirates is still too easy!
Replies: 19
Views: 674

RE: Stealing research is still too easy!

Tanaka: What difficulty, mods, patch version? My experience echoes that above: anything under 83% borders on a suicide mission in my experience. I believe smarter/+spying races are much more dangerous. What's the intelligence of your race?
by spiralaxis
Tue Aug 19, 2014 11:26 am
Forum: Design and Modding
Topic: Race families - collection & ideas
Replies: 16
Views: 883

RE: Race families - collection & ideas

I've been debating "Eldritch" for weirder aliens -- energy beings, slime molds, etc
by spiralaxis
Thu Aug 14, 2014 6:03 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

Icemania: My phone browser crashed when I tried to post it but I turned up something called orangedox for dropbox that may let you count downloads. Know nothing else about it though.
by spiralaxis
Thu Aug 14, 2014 5:53 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: Possible AI Improvement Mod

<r> Would this redirect count trick for bit.ly work? <br/>
<br/>
<URL url="http://blog.bitly.com/post/58375278/change-gonna-come-to-bit-ly-today"><LINK_TEXT text="http://blog.bitly.com/post/58375278/cha ... t-ly-today">http://blog.bitly.com/post/58375278/change-gonna-come-to-bit-ly-today</LINK ...
by spiralaxis
Thu Aug 14, 2014 5:45 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: Possible AI Improvement Mod

Now that the patches are live and I've been able to install this, I've noticed an issue: none of the bases (Banoserit/Hard/Starting) have more than 1 energy collector. Just thought I'd raise a flag on it.
by spiralaxis
Wed Aug 13, 2014 9:01 am
Forum: After Action Reports
Topic: YouTube Collaborative Series
Replies: 274
Views: 8681

RE: YouTube Collaborative Series

Do we have another youtuber yet?[:)]
by spiralaxis
Sat Aug 09, 2014 12:05 am
Forum: Distant Worlds 1 Series
Topic: Ambassador abilities
Replies: 0
Views: 152

Ambassador abilities

I'm a little perplexed by something. Do your ambassador's abilities apply to the planet you send them to? Would I be boosting my enemy's colony income if my ambassador has that ability/skill? Conversely, is a Demoralizing ambassador the white elephant you can curse your opponent with?
by spiralaxis
Fri Aug 08, 2014 1:58 pm
Forum: Design and Modding
Topic: [A.62] {WIP} Beyond Extended Universe (DW:U 1.9.5.9)
Replies: 758
Views: 37891

RE: {WIP} Beyond Extended Universe - ALPHA RELEASE IS UP!

<t> Question regardin: Ergreard(?) And governments.<br/>
<br/>
To make the 3 governments exclusive to them did you have to ban the governments for all the other races individually, or does the special government field accept multiple values?<br/>
<br/>
I'm working on an Ortain variant that uses ...
by spiralaxis
Thu Aug 07, 2014 9:26 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 43748

RE: AI Improvement Mod (1.01 Release)

Anyone have feedback on what happens when this is used with lower difficulties?

Is it possible to specify degrees and frequencies of randomness in the AI's research behaviour? That might be all you need to scale back difficulty.
by spiralaxis
Wed Aug 06, 2014 6:21 pm
Forum: The War Room
Topic: Research Question
Replies: 4
Views: 322

RE: Research Question

We, as a forum, need to put together a proper FAQ on this.
by spiralaxis
Wed Aug 06, 2014 9:01 am
Forum: Distant Worlds 1 Series
Topic: Small Space Port refitted to Large Space Port?
Replies: 14
Views: 425

RE: Small Space Port refitted to Large Space Port?

Select SSP. CTRL + right click. Retrofit to > (list of options)

Pretty sure Aeson is 100% right about population governing Spaceport size. It's one of the empire policy options. You can also design an ultra-small starbase and make it an autobuild at new colonies, I think.
by spiralaxis
Tue Aug 05, 2014 5:37 pm
Forum: Design and Modding
Topic: Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
Replies: 571
Views: 13326

RE: Research Reloaded - [DWU] [WIP] New tech tree with many new components, wonders...

<t> Any plans for new wonders or facilities?<br/>
<br/>
I've often felt Wonders should require a specific, separate research project instead of how it currently works.<br/>
<br/>
Facility ideas:<br/>
- Global surveillance network (-% corruption, -% happiness))<br/>
- Fertility centres (+% pop ...
by spiralaxis
Tue Jul 29, 2014 9:28 pm
Forum: Design and Modding
Topic: Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
Replies: 571
Views: 13326

RE: Research Extended - [DWU] [WIP] New tech and components to research

Should I say t this point that I would prefer not to have too many tiers of retrofits? I like it when existing components are improved.

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