Search found 31 matches

by UnfriendlyBG
Sat Jan 17, 2015 3:43 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Beta)

<t> just so you know everything is looking fine in 1.05beta for colonization. I love you how put 60 then 100 mil so theres still a reason to get one of the advanced techs even if the double growth rate is broken. As for the caleph. You could probably just put the tech back to where it was or you can ...
by UnfriendlyBG
Fri Jan 16, 2015 10:25 am
Forum: Distant Worlds 1 Series
Topic: How to increase trade volume between empires?
Replies: 9
Views: 250

RE: How to increase trade volume between empires?

by the way, I ran into the fact that ships do indeed take resources to build and I ran into it HARD. Glad to see the guy who told me that was mistaken =P
by UnfriendlyBG
Thu Jan 15, 2015 9:39 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.05 Beta)

I just want to say this mod is really good
by UnfriendlyBG
Thu Jan 15, 2015 5:41 pm
Forum: Distant Worlds 1 Series
Topic: How to increase trade volume between empires?
Replies: 9
Views: 250

RE: How to increase trade volume between empires?

That's what I was told when I started playing the game. That you just paid the price for the resources when building the ships, not that actual resources were consumed in the production of ships... If im wrong, good!
by UnfriendlyBG
Thu Jan 15, 2015 2:49 pm
Forum: Distant Worlds 1 Series
Topic: How to increase trade volume between empires?
Replies: 9
Views: 250

RE: How to increase trade volume between empires?

<t> just a comment about that. I could be mistaken but I dont think you need spareports to have large cargo. They share the cargo of the planet they are on. I'm not sure if that is unlimited or what but you don't need ANY cargo bays to build a spaceport thats built at a planet. I'm not sure about ...
by UnfriendlyBG
Thu Jan 15, 2015 1:27 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.05 Beta)

<t> will do later today, im streaming some beyond earth at the moment. i always have tech trading off, i usually turn the shakturi off too to make it more of a traditional 4x game but ill definitely leave them on at your wishes. Is there anything in particular that you would like my to test? A ...
by UnfriendlyBG
Thu Jan 15, 2015 11:28 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Icemania<br/>
<br/>
As a result of the concerns raised on the Caleph I've run some test games with 1.04. Full Auto, 4X speed and all pop-ups suppressed, Normal difficulty so a level playing field, Restless Aggression, Very Cheap Research so the game moves as ...
by UnfriendlyBG
Thu Jan 15, 2015 11:18 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

I'll gladly help test changes, and with anything else you would want!
by UnfriendlyBG
Thu Jan 15, 2015 12:44 am
Forum: Design and Modding
Topic: RELEASED!! Star Trek The Picard Era Mod for DW:Universe
Replies: 249
Views: 12698

RE: Star Trek The Picard Era Mod for DW:Universe

well for one thing hes using a version of the mod that isn't released to the public yet....
by UnfriendlyBG
Wed Jan 14, 2015 11:41 pm
Forum: Distant Worlds 1 Series
Topic: How to increase trade volume between empires?
Replies: 9
Views: 250

RE: How to increase trade volume between empires?

<t> i agree with a lot of what you said. I may be ignorant but I find the exploitation part of this 4x to be pretty lacking. It's one of the reasons I consider this game more to be a grand strategy game than a 4x game. Are strategic resources even used when you build ships? I don't believe so, right ...
by UnfriendlyBG
Wed Jan 14, 2015 10:27 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<t> just some quick math regarding the colonization while im waiting for my hair to dry before walking out in the 15 degree F weather to go to the liquor store lol.<br/>
<br/>
The double growth rate is MUCH more powerful than the colonization tech that starts at 100m (if it worked =P).<br/>
<br ...
by UnfriendlyBG
Wed Jan 14, 2015 6:03 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<t> im not the mod creator but... maybe try first installing the AI mod as linked in the first post. Then try unzipping/copying the files over from the mod that you want to splice in (the one youre asking about). If it tries to overwrite anything say no. That will keep the AI mod intact by ...
by UnfriendlyBG
Wed Jan 14, 2015 1:01 pm
Forum: Distant Worlds 1 Series
Topic: When should you stop building mining stations?
Replies: 11
Views: 354

RE: When should you stop building mining stations?

<t> Ok thanks. I'm only rolling with like 5 constuction ships on a default map and I have all the story events turned off so theres no need to repair large fields of ships or anything and I can still queue them to repair my ships etc it's probably safe to turn them on auto. 20-30 construction ships ...
by UnfriendlyBG
Wed Jan 14, 2015 12:41 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<t> actually I found my post but I can't post links. This illustrates what im talking about. The caleph are the strongest empire in this game, yes. But they aren't THAT strong militarily. Economy is what drives your military, the economy rankings should more or less run along the military strength ...
by UnfriendlyBG
Wed Jan 14, 2015 12:28 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Icemania<br/>
<br/>
Something like this perhaps BG.<br/>
<br/>
Apart from the structural changes, the research for each planet type is half the cost. I've reduced the storage research required by one tier. So colonisation of different planet types will be ...
by UnfriendlyBG
Wed Jan 14, 2015 12:12 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<t> i didn't mean i was ranting about you man, i meant i was ranting about the guy not getting around to fixing the tech or even acknowledging the bug in 6 months. I don't have a single problem with you, but stuff like that is frustrating. When I said creator I meant the creator of distant worlds ...
by UnfriendlyBG
Wed Jan 14, 2015 7:42 am
Forum: Distant Worlds 1 Series
Topic: When should you stop building mining stations?
Replies: 11
Views: 354

RE: When should you stop building mining stations?

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Bebop Cola<br/>
<br/>
While the player controls how many mining stations are built, maintenance for the stations are paid for by the Civilian side of the economy.<br/>
<br/>
I'm no expert on the economics of the game, but here is how I understand it:<br ...
by UnfriendlyBG
Wed Jan 14, 2015 7:36 am
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Release)

<t> Im recording a 2nd lets play with your mod and I rant pretty hard about the fact that there was not even an acknowledgement of a bug that shouldnt take much more than adding a "2*" somewhere in the code (if its more complicated than that then theres much much much bigger problems with the game ...
by UnfriendlyBG
Tue Jan 13, 2015 3:37 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 36121

RE: AI Improvement Mod (1.04 Beta)

<t> oh and also, re: the double growth bug.<br/>
<br/>
I'm going to assume modding isn't this flexible in the game (considering the effect is broken to begin with) but could you do something like:<br/>
<br/>
Each of those adv colonization techs unlock a building that can be built for 1 credit ...
by UnfriendlyBG
Tue Jan 13, 2015 3:35 pm
Forum: Tech Support
Topic: [1.9.5.5] Double Population Growth Bug
Replies: 6
Views: 226

RE: [1.9.5.5] Double Population Growth Bug

I think this is an important issue that should be looked at. If it is indeed broken it makes 5 expensive techs in the AI mod completely useless (aside from terraforming). I'm not familiar with the vanilla tech tree off hand but its making at least 1 tech there completely useless as well.

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