Search found 22 matches

by Unbroken
Thu Jan 23, 2025 11:26 am
Forum: AAR
Topic: The Winds of Winter AAR (v1.26 j3) - Completed
Replies: 1
Views: 552

The Winds of Winter AAR (v1.26 j3) - Completed

Asisiria Dominus? Yeah, I 'member... cold enough ye'd freeze yer pecker off through yer suit. And yer better watch out for them froggies, I lost two good prospectors to 'em.. but I'll tell you hwat, I made a real king's bounty there, that I did...

- Anonymous miner, circa 7065 AD


There's FROGS ...
by Unbroken
Tue Nov 22, 2016 6:29 pm
Forum: Design and Modding
Topic: Stack Overflow Error with Modded research.txt
Replies: 5
Views: 118

RE: Stack Overflow Error with Modded research.txt

<t> Thanks for checking it!<br/>
<br/>
I did try noodling with it some more, namely by attempting to isolate what part of the file is causing issues. To this end, I copy-pasted the first 42 or so techs into the AI Improvement Mod 1.04's research file and still received the error. Even after ...
by Unbroken
Tue Nov 22, 2016 12:02 pm
Forum: Design and Modding
Topic: Stack Overflow Error with Modded research.txt
Replies: 5
Views: 118

RE: Stack Overflow Error with Modded research.txt

<t> There's no crash log for this problem, unfortunately. Otherwise, that'd provide me a better idea of what is going wrong. When the game crashes, it gives me the a Windows standard "Distant Worlds Universe has stopped working" appcrash citing clr.dll and a Stack Overflow Exception as the culprits ...
by Unbroken
Tue Nov 22, 2016 11:56 am
Forum: Design and Modding
Topic: Modding Tool [1.1.0 Released!]
Replies: 437
Views: 20647

RE: Modding Tool

<t> It seemed to occur mostly when I was adding/removing parents and then switching to different projects. The editor also seemed to not always remove the entire parent entry, as I'd run into parsing errors with the game and discover that there'd be an orphaned N or Y somewhere after I had removed a ...
by Unbroken
Mon Nov 21, 2016 10:42 pm
Forum: Design and Modding
Topic: Modding Tool [1.1.0 Released!]
Replies: 437
Views: 20647

RE: Modding Tool

<t> This has been pretty damn helpful for me in trying to rejig the research tree more towards what I wanted.<br/>
<br/>
However, there've been times where the editor inserts parents for various projects on its own. Also, the editor seems to be confusing the ID for Ocean and Deserts when modifying ...
by Unbroken
Mon Nov 21, 2016 1:14 am
Forum: Design and Modding
Topic: Stack Overflow Error with Modded research.txt
Replies: 5
Views: 118

Stack Overflow Error with Modded research.txt

<t> Hey folks,<br/>
<br/>
I recently decided to take a stab at modding, and I've hit a bug that has been befuddling me for several hours now.<br/>
<br/>
I was working on research.txt with the goal of consolidating/removing some of the filler techs and reorganizing other areas to provide less of ...
by Unbroken
Sat Sep 06, 2014 10:30 pm
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> From here on in, this is going to be pretty downhill.<br/>
<br/>
As of 2161/11/07, I am now bombarding the Teekans too, retiring Securan ships, and so on. Score is at 78%, so I'm almost there. It's literally a matter of razing enough colonies to inflate my share of the score.<br/>
<br ...
by Unbroken
Sat Sep 06, 2014 9:53 pm
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> With the Kiadians now defeated, my attention will now turn to the Securans. First, I have a lot of housekeeping to do. I picked up 51 Kiadian military ships, 22 constructors (!), 98 explorers (!!), and around 95 mining bases, as well as 14 60k research bases all over the place. The military ...
by Unbroken
Sat Sep 06, 2014 7:05 pm
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> A bonus image, just before I hit the pirate LSP. I could not resist it.<br/>
<br/>
<IMG src="https://www.matrixgames.com/forums/upfiles/49815/0587C87423FC4151B8FE0E750A94BDC1.jpg"><s>[img]</s><URL url="https://www.matrixgames.com/forums/upfiles/49815/0587C87423FC4151B8FE0E750A94BDC1.jpg"><LINK ...
by Unbroken
Sat Sep 06, 2014 7:04 pm
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> Before I start this part, I checked the Kiadians again: their mil. strength has fallen below 20k for the first time since they mass-upgraded their fleets some time ago. However, they pulled 80k credits out of their asses - not that it'll help them much.<br/>
<br/>
Overall, I am the closest ...
by Unbroken
Sat Sep 06, 2014 1:01 am
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> Continued from the last post:<br/>
<br/>
2151/01/01 - just noticed a Kiadian fleet jumping three of my destroyers before forced DoW. My four destroyers got demolished, but I took at least six of their capships with me. Also, Kiadians DoW the Ugnari. Wonderful.<br/>
<br/>
2151/02/17 - that ...
by Unbroken
Sat Sep 06, 2014 12:03 am
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> After a little bit of time scoping the situation out, I believe my best chance of winning is to hit the Kiadians with one hell of an invasion blitz, targetting their biggest colonies. I can assemble some troop transports, stuff them full of armor + a few SFs and they should be strong enough to ...
by Unbroken
Thu Sep 04, 2014 11:26 am
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<t> It's not so much that I've had to try and recover, it's more that I've been playing catch-up all game. I've never enjoyed having to go colony-collecting, and since my private economy is so much smaller than the AI's, I can't rely on that to help pad my victory %.<br/>
<br/>
I forsaw this ...
by Unbroken
Thu Sep 04, 2014 12:40 am
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

RE: My First Extreme: AI Improvement 1.01

<r> Here's another screenshot, this one of the empire statistics. Forgot to mention that I do not currently control the Zentabia Fluid, but I was going to dispatch a few destroyers to rectify that situation (read: if it's mining the fluid, it is going to die horribly).<br/>
<br/>
<IMG src="https ...
by Unbroken
Thu Sep 04, 2014 12:29 am
Forum: After Action Reports
Topic: My First Extreme: AI Improvement 1.01
Replies: 11
Views: 335

My First Extreme: AI Improvement 1.01

<r> I've played through my first game on Extreme as the Boskara, and I've gotten to the point where I'm not sure if I can actually win the game. AI colonies and fleets are popping up everywhere, and I'm not motivated to continue playing the game while in a permanent state of fire-fighting ...
by Unbroken
Sat Aug 23, 2014 11:11 am
Forum: Distant Worlds 1 Series
Topic: Weapons Balancing
Replies: 126
Views: 3639

RE: Weapons Balancing

<r> I played around with the DP a bit more, and friendly fire <I><s>[i]</s>does<e>[/i]</e></I> exist, but again, only if the area of effect is generated in the first place - the target <B><s>[b]</s>must<e>[/b]</e></B> be capable of surviving the initial 2400 damage. So unless you're fighting ...
by Unbroken
Fri Aug 22, 2014 1:52 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 33043

RE: AI Improvement Mod (1.01 Release)

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Icemania<br/>

<QUOTE><s>[quote]</s>ORIGINAL: Unbroken<br/>
I was playing on Hard. I can see how on Extreme it wouldn't run into a cash shortage, but I felt like seeing an Ackdarian empire with 20+ colonies and only 24B total population being spread a little ...
by Unbroken
Fri Aug 22, 2014 1:45 pm
Forum: Distant Worlds 1 Series
Topic: Weapons Balancing
Replies: 126
Views: 3639

RE: Weapons Balancing

<t> I've never properly tested the friendly-fire effects, but having liberally used DPs near my own ships, I haven't had a loss due to that happening though, but chances are I'd have to park ships at point-blank next to an enemy base, then hit it with the shockwave since it will not generate against ...
by Unbroken
Fri Aug 22, 2014 1:14 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 33043

RE: AI Improvement Mod (1.01 Release)

<t> I was playing on Hard. I can see how on Extreme it wouldn't run into a cash shortage, but I felt like seeing an Ackdarian empire with 20+ colonies and only 24B total population being spread a little thinly. Some empires didn't go colony-happy, but I think it was because they didn't get to build ...
by Unbroken
Fri Aug 22, 2014 12:45 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 33043

RE: AI Improvement Mod (1.01 Release)

<t> I checked a few other AI empires in that game, and most of them have gone a fair distance into their preferred weapon trees, but almost none of them bothered with decent reactors or shield tech. Only the Quameno seem to have gone some distance into critical branches, but they're the Quameno (and ...

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