Search found 24 matches
- by Vellarain
- Mon Jun 25, 2018 6:05 pm
- Forum: Design and Modding
- Topic: Bacon Mod
- Replies: 1417
- Views: 73890
RE: Bacon Mod
I like 2X speed, 4X at the start because prewarp can be a little bit of a slog. Guess I am just too damned impatient and normal speed feels like I am watching paint dry sometimes. I have the same issue with Stellaris, cant stand playing that game at anything but the fastest setting.
- by Vellarain
- Mon Jun 25, 2018 11:00 am
- Forum: Design and Modding
- Topic: Bacon Mod
- Replies: 1417
- Views: 73890
RE: Bacon Mod
<t> OK, serious question here.<br/>
<br/>
How the hell can anyone run this game with 2000 stars on a 15X15 map?<br/>
<br/>
I have an I7 Skylake, 6 cores running at 3.4 and I am using a solid state hard drive, though that could be the issue. Still, my game CRAWLS if I play at 400 stars on a 6X6 ...
<br/>
How the hell can anyone run this game with 2000 stars on a 15X15 map?<br/>
<br/>
I have an I7 Skylake, 6 cores running at 3.4 and I am using a solid state hard drive, though that could be the issue. Still, my game CRAWLS if I play at 400 stars on a 6X6 ...
- by Vellarain
- Thu Jun 14, 2018 5:53 pm
- Forum: Design and Modding
- Topic: Bacon Mod
- Replies: 1417
- Views: 73890
RE: "Hyping" my forthcoming mod (pun intended)
I think that was the only value I changed, yet I am getting this crash over it. I even changed it to false and it is still happening at the exact same moment. Heck, I haven't even used the boost yet myself.
- by Vellarain
- Thu Jun 14, 2018 4:48 pm
- Forum: Design and Modding
- Topic: Bacon Mod
- Replies: 1417
- Views: 73890
RE: "Hyping" my forthcoming mod (pun intended)
Ohh, I might have set it to 1.0, so my investments stick around... that could be the problem eh?
- by Vellarain
- Thu Jun 14, 2018 2:44 pm
- Forum: Design and Modding
- Topic: Bacon Mod
- Replies: 1417
- Views: 73890
RE: "Hyping" my forthcoming mod (pun intended)
<r> Alright,<br/>
<br/>
So I keep running into this error every single time at the same time in my current game.<br/>
<br/>
The only other mod I am running with Bacon is Beyond, nothing fancy, I think I only turned off the asteroid colonization and the infrastructure investment.<br/>
<br ...
<br/>
So I keep running into this error every single time at the same time in my current game.<br/>
<br/>
The only other mod I am running with Bacon is Beyond, nothing fancy, I think I only turned off the asteroid colonization and the infrastructure investment.<br/>
<br ...
- by Vellarain
- Thu Feb 04, 2016 2:11 am
- Forum: Design and Modding
- Topic: Modding gravity wells into Stars?
- Replies: 4
- Views: 207
RE: Modding gravity wells into Stars?
<t> Alright, I was willing to accept this outcome. So I might just add a new kind of gravity well equipment that will give stations a large zone of protection.<br/>
<br/>
Hopefully I can restrict it to bases only. It would be a available at the first warp stage and almost costless so that the Also ...
<br/>
Hopefully I can restrict it to bases only. It would be a available at the first warp stage and almost costless so that the Also ...
- by Vellarain
- Tue Feb 02, 2016 1:42 am
- Forum: Design and Modding
- Topic: Modding gravity wells into Stars?
- Replies: 4
- Views: 207
Modding gravity wells into Stars?
<t> Can it be done?<br/>
<br/>
I looked myself, but I could not even find a text file that dealt with stars.<br/>
<br/>
Would be nice to have more open combat and have ship speeds play a more dynamic role. The current well system relies too much on the AI building it and allows the players to ...
<br/>
I looked myself, but I could not even find a text file that dealt with stars.<br/>
<br/>
Would be nice to have more open combat and have ship speeds play a more dynamic role. The current well system relies too much on the AI building it and allows the players to ...
- by Vellarain
- Thu Apr 02, 2015 3:51 pm
- Forum: Design and Modding
- Topic: Brainstorming Weapons Overhaul
- Replies: 35
- Views: 1167
RE: Need someone to help think
<t> I know, I am hitting the same issue as well. This would seriously impact rail/blaster weapons meanwhile beams/missiles/torps will see no impact at all. the longer the range, the more brutal the spread.<br/>
<br/>
I see values added to the weapon types, that I cannon alter as well. Rail guns ...
<br/>
I see values added to the weapon types, that I cannon alter as well. Rail guns ...
- by Vellarain
- Thu Apr 02, 2015 12:59 pm
- Forum: Design and Modding
- Topic: Brainstorming Weapons Overhaul
- Replies: 35
- Views: 1167
RE: Need someone to help think
<t> With the input from Aeson, I think I am gonna take a swing at seeing what kind of hoops I can make this game jump through.<br/>
<br/>
Update: Welp, extended gravity wells work perfectly, moved their tech to be available at the hyper drive theory.<br/>
<br/>
I tried tinkering around with ...
<br/>
Update: Welp, extended gravity wells work perfectly, moved their tech to be available at the hyper drive theory.<br/>
<br/>
I tried tinkering around with ...
- by Vellarain
- Wed Apr 01, 2015 4:33 pm
- Forum: Design and Modding
- Topic: Brainstorming Weapons Overhaul
- Replies: 35
- Views: 1167
RE: Need someone to help think
<t> Adaptation for the majority part will be easy, excluding the two following.<br/>
<br/>
Torpedoes will be the harder one because the race that focuses them from the start will have a huge ship to ship advantage until more composite designs take shape.<br/>
<br/>
My personal biggest issue will ...
<br/>
Torpedoes will be the harder one because the race that focuses them from the start will have a huge ship to ship advantage until more composite designs take shape.<br/>
<br/>
My personal biggest issue will ...
- by Vellarain
- Wed Apr 01, 2015 3:34 pm
- Forum: Design and Modding
- Topic: Brainstorming Weapons Overhaul
- Replies: 35
- Views: 1167
RE: Need someone to help think
<t> I too have been looking into a weapons mod and combat rebalance!<br/>
<br/>
The one thing that annoys me most in the current state of the game, is how enemy fleets can jump in point blank on your worlds. This makes almost all early combat a simple matter of who brought the most shields and ...
<br/>
The one thing that annoys me most in the current state of the game, is how enemy fleets can jump in point blank on your worlds. This makes almost all early combat a simple matter of who brought the most shields and ...
- by Vellarain
- Tue Sep 30, 2014 6:41 pm
- Forum: Design and Modding
- Topic: Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
- Replies: 571
- Views: 8228
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
That has gotta be your best bet, but as far as finding that single line of code... I would rather look for a stick of hay in a stack of needles.
- by Vellarain
- Fri Sep 26, 2014 5:23 pm
- Forum: Design and Modding
- Topic: Research Reloaded - [DWU][WIP][beta soon] New huge research tree, new everything
- Replies: 571
- Views: 8228
RE: Research Reloaded - [DWU] [WIP] New huge research tree, new everything...
Take your time man, even though I am drooling for this mod I will gladly wait for a stable and functional beta to play around with.
- by Vellarain
- Fri Sep 26, 2014 5:20 pm
- Forum: Distant Worlds 1 Series
- Topic: What is next for DW?
- Replies: 23
- Views: 447
RE: What is next for DW?
ORIGINAL: Deomrve
I hope they go straight to DW2 and make it 64 bit and multithreaded.
Oh man, even if it was the exact same game I would be all over that like a fat kid on cake.
- by Vellarain
- Fri Sep 26, 2014 1:55 am
- Forum: Distant Worlds 1 Series
- Topic: Meaning of halos and circles on map?
- Replies: 6
- Views: 142
RE: Meaning of halos and circles on map?
<r> <QUOTE><s>[quote]</s>ORIGINAL: Nikratio<br/>
<br/>
<br/>
Hmm. So how is that different from the (much bigger) blue overlay that I get when I enable "Show Empire Influence" (rightmost button above the minimap)?<br/>
<br/>
<e>[/quote]</e></QUOTE>
<br/>
Oh... well, shit now I have no clue ...
<br/>
<br/>
Hmm. So how is that different from the (much bigger) blue overlay that I get when I enable "Show Empire Influence" (rightmost button above the minimap)?<br/>
<br/>
<e>[/quote]</e></QUOTE>
<br/>
Oh... well, shit now I have no clue ...
- by Vellarain
- Thu Sep 25, 2014 6:45 pm
- Forum: Distant Worlds 1 Series
- Topic: Research base retrofitting forever...
- Replies: 12
- Views: 439
RE: Research base retrofitting forever...
Try and get damage control on all your investments as soon as possible, once you get the repair robot component, they will fix a damaged component every 5/3 seconds saving you from a massive headache and the constant whining of stranded ships from combat damage.
- by Vellarain
- Thu Sep 25, 2014 6:38 pm
- Forum: Distant Worlds 1 Series
- Topic: Meaning of halos and circles on map?
- Replies: 6
- Views: 142
RE: Meaning of halos and circles on map?
<t> The hard ring of color does not do much else, but it does seem to indicate the value of a system. Larger systems with more colonies will usually have larger halos around them, home world systems will usually have the largest halo. But there is no real noticeable effect from it.<br/>
<br/>
But ...
<br/>
But ...
- by Vellarain
- Thu Sep 25, 2014 6:27 pm
- Forum: Distant Worlds 1 Series
- Topic: Just Me or Are Fighter Bays and Carriers OP?
- Replies: 18
- Views: 1130
RE: Just Me or Are Fighter Bays and Carriers OP?
Heh, the Ai improvement mod will mostly remedy your carriers ability to plow through every fleet.
- by Vellarain
- Thu Sep 25, 2014 6:25 pm
- Forum: Design and Modding
- Topic: Ruin Effects Moddable?
- Replies: 2
- Views: 97
RE: Ruin Effects Moddable?
You can see the value directly in the in game editor when you double click the planet in question to view the tech bonus and alter it if you feel it is required.
- by Vellarain
- Mon Sep 08, 2014 12:40 am
- Forum: Distant Worlds 1 Series
- Topic: Auto upgrading a Manual Design
- Replies: 3
- Views: 177
RE: Auto upgrading a Manual Design
<t> Ugh, figured out my problem. I thought I had saved the design AI to manual but it was still set as automatic.<br/>
<br/>
The auto update button works fine on swapping out superior components, but will not tinker with the quantity of the component being upgraded.<br/>
<br/>
Now, getting the ...
<br/>
The auto update button works fine on swapping out superior components, but will not tinker with the quantity of the component being upgraded.<br/>
<br/>
Now, getting the ...
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