Search found 458 matches

by CaesarAug
Fri Oct 17, 2025 1:11 pm
Forum: MODS and Scenarios
Topic: TRP - World at War Released v0.8.20c
Replies: 580
Views: 75786

Re: TRP - World at War Released v0.8.20c



Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss


Their are 1000s of played hours with the current AP and 100s of hours of videos on youtube. The current ...
by CaesarAug
Fri Oct 17, 2025 9:18 am
Forum: MODS and Scenarios
Topic: Multiple strikes?
Replies: 1
Views: 62

Multiple strikes?

For some time I have been thinking about the possibility of leaving the unit combat parameters permanently at a some sort of game-start values, and have manual research only increase the number of strikes and automatic research increase damage evasion parameters.

It would certainly alter the game’s ...
by CaesarAug
Fri Oct 17, 2025 9:06 am
Forum: MODS and Scenarios
Topic: TRP - World at War Released v0.8.20c
Replies: 580
Views: 75786

Re: TRP - World at War Released v0.8.20c


Okay, but I suggest increasing the tank and related unit attacks to have a higher probability of forcing enemy units to retreat. The French human wall defense has left me somewhat at a loss


Interesting. I tinker and tweak settings in the editor quite often. But I do not recall any specific ...
by CaesarAug
Sat Sep 27, 2025 10:18 pm
Forum: Tech Support
Topic: Bug
Replies: 10
Views: 445

Re: Bug

I think a temporary workaround of sorts is to retain the modified scripts for the latest SC patches but use the respective game’s previous .exe; i.e., for WaW 1.20.00, for WWI 1.15.00 and ACW 1.10.00, as needed.

It’s always wise to retain previous working patches. :mrgreen:
by CaesarAug
Thu Sep 25, 2025 10:00 am
Forum: Strategic Command: World War I
Topic: Artillery Not Making Defensive-Fire Properly since upgrade!!
Replies: 12
Views: 342

Re: Artillery Not Making Defensive-Fire Properly since upgrade!!





How odd. Yes, I was getting that error message. The game continued to start up so it wasn’t altogether game-breaking.

Yes, I added those two lines and the error message disappeared.


Yes, those messages are annoying rather than game breaking.

However, St. Petersburg doesn't exist in the ...
by CaesarAug
Thu Sep 25, 2025 8:03 am
Forum: Strategic Command: World War I
Topic: Artillery Not Making Defensive-Fire Properly since upgrade!!
Replies: 12
Views: 342

Re: Artillery Not Making Defensive-Fire Properly since upgrade!!

Ah, correction Bill! I'm sorry for this heads up. I've tried starting up a 1.16.00 game-default 1914 Call to Arms, and no such error message comes up.

I have just realised that it was my own modded version of the same scenario where I had changed Petrograd to St. Petersburg and added the settlement ...
by CaesarAug
Wed Sep 24, 2025 9:59 pm
Forum: Strategic Command: World War I
Topic: Artillery Not Making Defensive-Fire Properly since upgrade!!
Replies: 12
Views: 342

Re: Artillery Not Making Defensive-Fire Properly since upgrade!!





By the way, I should point out that the 1.16.00 version of default 1914 Call to Arms has an error at startup: Text/EN/resources requires lines #848 St. Petersburg and #849 Weij. Easily edited so no problem, just needs correction for the next hotfix or patch.


I'm not getting such errors, nor ...
by CaesarAug
Wed Sep 24, 2025 2:25 pm
Forum: Strategic Command: World War I
Topic: Artillery Not Making Defensive-Fire Properly since upgrade!!
Replies: 12
Views: 342

Re: Artillery Not Making Defensive-Fire Properly since upgrade!!

Interesting. In the new 1.16.00 patch game, a quick play-testing of my previously modded 1.15.00 version of 1914 Call to Arms had artillery seemingly working with defensive fire as expected.

When playing with the 1.16.00 default 1914 Call to Arms, I have noticed in the same play-testing conditions ...
by CaesarAug
Sun Sep 14, 2025 9:53 pm
Forum: Strategic Command WWII: World at War
Topic: Q: loss evasion
Replies: 2
Views: 263

Re: Q: loss evasion

Loss evasion parameters refer to avoiding any damage when defending or attacking, depending on the corresponding values which can be modified in the game editor.

So loss evasion does not refer to any damage reduction but rather damage avoidance in each strike.
by CaesarAug
Fri Sep 05, 2025 5:50 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod

Alvek wrote: Fri Sep 05, 2025 5:03 pm [05.09.2025]
Version 2.1.0.5-beta:
Possible fix for crash on some events with beta version effect player.

https://github.com/DW-UX/DistantWorldsE ... ag/2.1.0.5
Thank you, Alvek. An incredible effort, your dedication to this excellent mod. :-)
by CaesarAug
Thu Aug 28, 2025 8:47 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod

Thought to ask in this forum as well…

There are two categories of targeting and countermeasures, Fleet vs. non-Fleet or “Combat.”

What’s the difference between versions and how are each applied in the game?
by CaesarAug
Thu Aug 28, 2025 8:44 am
Forum: Distant Worlds 1 Series
Topic: Fleet Combat Targeting & Countermeasures vs. non-Fleet versions
Replies: 1
Views: 111

Fleet Combat Targeting & Countermeasures vs. non-Fleet versions

There are two categories of targeting and countermeasures, Fleet vs. non-Fleet or “Combat.”

What’s the difference between versions and how are each applied in the game?
by CaesarAug
Sun Aug 24, 2025 2:02 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod



Yes, I see what you mean. But I don’t understand the last paragraph: how can you make such a “planetary” fighter base, given the current game engine? There is no way now to make a true planetary fighter base.


DWU game engine mostly non existent, it all written in C# code, no separate game ...
by CaesarAug
Sat Aug 23, 2025 3:55 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod

Yes, I see what you mean. But I don’t understand the last paragraph: how can you make such a “planetary” fighter base, given the current game engine? There is no way now to make a true planetary fighter base.

The closest “simulation” is using a very small scale defense base image, like I described ...
by CaesarAug
Sat Aug 23, 2025 1:36 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod

Well, thank you for your insight. I see your point but it’s not really a “new” unit at all. Using a scaled 0.05 to 0.10 image size of, say, any defense base makes the base appear so small that it “looks” like it could be a ground base for fighters/bombers, in addition to “look” like planetary beam ...
by CaesarAug
Sat Aug 23, 2025 9:06 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod

With current game mechanics, there is a sort of workaround to get fighter/bomber bays stationed “on planets.”

It’s actually quite simple to simulate: just design a space station or defensive base, but at a scale of 0.05 or 0.10. And there you have it!

It’s such a small station that it “looks” like ...
by CaesarAug
Fri Aug 22, 2025 9:51 am
Forum: Scenario Design and Modding
Topic: Strategic Roman Empire
Replies: 5
Views: 475

Re: Strategic Roman Empire

Looks quite good! Most impressive! Ave, Cæsar! :mrgreen:
by CaesarAug
Wed Aug 20, 2025 12:32 pm
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod




I should point out that although the 2.1.0.3 and 2.1.0.4 DistantWorlds.exe were being flagged by Windows Defender because of the PowerToys PowerLauncher process (now successfully excluded), as I recall the game did manage to start anyway. It was being flagged but the game played.

The game now ...
by CaesarAug
Wed Aug 20, 2025 8:38 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod


CaesarAug check Virus & threat protection tab, check if there is journal for detected threats and if there is info more about DWU or PowerRun.

Also have you tried to exclude PowerToys PowerRun util? Because as far as I can tell your screen shot says it blocks PowerRun app, not DWU. DWU blocked ...
by CaesarAug
Wed Aug 20, 2025 8:26 am
Forum: Design and Modding
Topic: Expansion mod
Replies: 389
Views: 65164

Re: Expansion mod


CaesarAug check Virus & threat protection tab, check if there is journal for detected threats and if there is info more about DWU or PowerRun.

Also have you tried to exclude PowerToys PowerRun util? Because as far as I can tell your screen shot says it blocks PowerRun app, not DWU. DWU blocked ...

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