Search found 13 matches

by Ikke
Sun Aug 10, 2014 7:51 am
Forum: Design and Modding
Topic: Why do you Mod Distant Worlds?
Replies: 15
Views: 354

RE: Why do you Mod Distant Worlds?

<t> I've long been looking for a game like DW - Real Time, vast map, civilisations. There are a number of concepts I'd like to try out, and building a game from scratch just is too much work. In the past I've modded various games, and I like to think game balancing & game mechanics is a strength of ...
by Ikke
Sat Aug 09, 2014 11:09 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 41070

RE: AI Improvement Mod (1.0 Release)

<t> Naw, my game said it was up to date, so I assumed it was. I got the game off steam, so I can't register the game on matrix's website (no key). Therefore, I cant access the beta updates which for some reason mandate registration.<br/>
<br/>
Oh what would we do without the pirate bay to survive ...
by Ikke
Sat Aug 09, 2014 9:48 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 41070

RE: AI Improvement Mod (1.0 Release)

I keep getting this error after playing for a bit:

Image
by Ikke
Fri Aug 08, 2014 9:57 am
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

<t> I'm rather adverse to the higher difficulty settings, not so much because it's harder, but because it's no new challenge. It's still the same old dumb AI, it just has been buffed up enough, and you're made correspondingly weaker, in the hopes that with enough bonuses it can brute force a win. It ...
by Ikke
Fri Aug 08, 2014 7:28 am
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

<t> @ Icemania: I read on some other thread you've got some expertise with AI. Is there any short way of explaining why RTS AI's don't go for the full resources offered by a computer?<br/>
<br/>
I mean, I can envision you re-evaluate the orders at shorter time intervals, throw more factors into ...
by Ikke
Thu Aug 07, 2014 7:39 pm
Forum: Distant Worlds 1 Series
Topic: Distant Worlds AI
Replies: 237
Views: 5760

RE: Distant Worlds AI

<t> Considering, you, the player has the option of automation, I don't fear an unbeatable AI. Rather, I am interested in seeing a game where you work together with the AI, guiding it along - the potential is there in DW. Imagine a game where you set the overall war strategy (attrition, blitz ...
by Ikke
Thu Aug 07, 2014 5:38 pm
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

<t> @feelotraveller: It is true I use smaller ships, minimal force to get the job done is economical force too. The AI uses that very poorly though. Not sure about requesting anything with regard to the AI - I can think of plenty of things there to be sure - but I am no expert in the field. <br ...
by Ikke
Thu Aug 07, 2014 4:18 pm
Forum: Distant Worlds 1 Series
Topic: Master Wishlist Thread
Replies: 1950
Views: 52039

RE: Master Wishlist Thread

<r> Simple, but maybe hard request:<br/>
<br/>
<B><s>[b]</s>The ability to write in modifiers to component stats.<e>[/b]</e></B><br/>
<br/>
Basically, I'd like the ability to make components interdependent on one another or present circumstances. Basically, the ability to write simple maths in ...
by Ikke
Wed Aug 06, 2014 3:02 pm
Forum: The War Room
Topic: How do you build your fleet?
Replies: 11
Views: 432

How do you build your fleet?

<r> For no particular reason, I'd like to share how I design my ships and conduct my military campaigns.<br/>
<br/>
For the most part, I rapidly discard the standard ship designs for my own preferences. The normal designs lack a clear purpose and/or tactical benefit in my experience, so we might ...
by Ikke
Wed Aug 06, 2014 9:48 am
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

Having thought about it some more...

How about removing shields and armour completely - or greatly reducing them? This way, components would fall off pretty equally regardless of ship size.
by Ikke
Wed Aug 06, 2014 7:51 am
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

<r> @ Icemania I tried your mod, I loved it for the challenge, and hated it for pretty much this reason. <E>;)</E> Not at all your fault of course.<br/>
<br/>
@ Nanaki yes, if we had just a little bit more access, we could implement tons of solutions. Not just economic, but for example, we could ...
by Ikke
Tue Aug 05, 2014 5:37 pm
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

RE: 'Fixing' Bigger = Better (open discussion)

<t> That might be true, but it's a tad inconsistent that the AI continues to build primarily frigates, destroyers and other small junk. It only builds a handful of bigger ships. <br/>
Also the ships designs are categorised by size, more or less stagnant at a certain size. Rather than say, role, and ...
by Ikke
Tue Aug 05, 2014 3:16 pm
Forum: Design and Modding
Topic: 'Fixing' Bigger = Better (open discussion)
Replies: 27
Views: 1321

'Fixing' Bigger = Better (open discussion)

<r> Greetings, <br/>
<br/>
for the past few years I've been playing distant worlds on and off, it's one of those games I like to pick up when I want to emerge myself in some far away universe and shut my door for half a week like a proper junkie. So lately, I've been thinking about modding some ...

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