Search found 9 matches

by Glymner
Sat Dec 06, 2014 5:51 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Mission where we have to take 5 bridge
Replies: 1
Views: 142

RE: Mission where we have to take 5 bridge

I got as many "Upgrade A Annihilators" as I could and took the bridges starting from the left. Don't fight units that can be bypassed.

EDIT: Start with left bridge. [8|]
by Glymner
Mon Jun 30, 2014 8:24 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 49933

RE: Warhammer 40k DW:U Mod

The Bad Moonz are the richest orks since they grow teeth faster, but I don't think that ork teeth are accepted as currency with none but orks.

The Blood Axes are considered unorky and trade with humans for weapons. They use tactics as well which is seen as very unorky :P
by Glymner
Sat Jun 28, 2014 6:31 am
Forum: Design and Modding
Topic: Star Wars: Ancient Fears Mod for DW:Universe (Version 1.0)
Replies: 49
Views: 4286

RE: Star Wars: Ancient Fears Mod for DW:Universe [WIP]

What's up with the systems with multiple 100% quality planets with planetless star names?
by Glymner
Mon Jun 23, 2014 4:00 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 49933

RE: Warhammer 40k DW:U Mod

No I was wondering if the ai was running around with overkill fuel capacity. But after checking their ships in the editor, that turned out not be the case.
by Glymner
Sun Jun 22, 2014 2:17 pm
Forum: Design and Modding
Topic: Warhammer 40k DW:U Mod
Replies: 618
Views: 49933

RE: Warhammer 40k DW:U Mod

<t> Wouldn't lowering the fuel consumption and the resource need for components, lower the amount of freighters needed? I think the ai is thinking about the amount fuel cells rather than the capacity and range, since my military ships never get any fuel when they are built.<br/>
<br/>
Plus, Larger ...
by Glymner
Thu Jun 19, 2014 4:26 pm
Forum: Design and Modding
Topic: WH40k?
Replies: 15
Views: 558

RE: WH40k?

Building the Energy Collection Systems or The State Sanctioned Black Markets, builds a pirate base.
by Glymner
Tue Jun 17, 2014 4:04 pm
Forum: Distant Worlds 1 Series
Topic: Being able to build ships directly for/into a fleet...
Replies: 33
Views: 715

RE: Being able to build ships directly for/into a fleet...

That is how I've been doing it. But it get very tedious later on, on fully manual.

It would be nice if you could select a fleet or create a new fleet in the build order menu and just put in the amount of new ships for that new or existing fleet.
by Glymner
Tue Jun 17, 2014 3:54 pm
Forum: Distant Worlds 1 Series
Topic: Being able to build ships directly for/into a fleet...
Replies: 33
Views: 715

Being able to build ships directly for/into a fleet...

from the fleet menu. Is this in there somewhere? If not I would love to be able to do it.
by Glymner
Fri Jun 13, 2014 3:59 pm
Forum: Tech Support
Topic: Ship not regenerating boarding pods.
Replies: 6
Views: 329

RE: Ship not regenerating boarding pods.

This happens to me sometimes when the order is changed to attack when the pods are in mid flight. As a pirate this continues until I have to make a new design without pods retrofit and then retro fit back.

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