Search found 16 matches

by Mercbeast
Thu Apr 07, 2022 11:44 pm
Forum: Distant Worlds 2
Topic: Pirate levels are nuts
Replies: 21
Views: 2200

Re: Pirate levels are nuts

Race story lines add a bunch of extra pirates.

If you play with few, you will typically only end up with 2-3 making contact somewhat early. If you play with none, you need to turn off racial story lines, or else you will get annoyed by all the pirates that those stories spawn.

I think, pretty much ...
by Mercbeast
Sun Apr 03, 2022 9:19 am
Forum: Distant Worlds 2
Topic: [1.0.2.8] Diplomacy - Envy makes peace impossible
Replies: 28
Views: 2874

Re: [1.0.2.8] Diplomacy - Envy makes peace impossible

I don't believe this is related to economy. I believe this is related to fleet power? I've had games where my economy is nowhere near number 1, but the AI is still diddling around with tier 1 tech 150 years into the game, and my fleet power is 15-20x theirs, and they are showing that envious modifier.
by Mercbeast
Thu Mar 31, 2022 6:46 am
Forum: Distant Worlds 2
Topic: Suggestion Thread
Replies: 209
Views: 19458

Re: Suggestion Thread



So far I have "cash researched" every single technology.

Make money more scarce or make cash research more expensive!


Man, how? Explain please! My militaristic empire in dare need of money mostly


I never really have any problems with money either. I don't think I do anything special. I ...
by Mercbeast
Thu Mar 31, 2022 6:37 am
Forum: Distant Worlds 2
Topic: [1.0.2.8] Retiring ships bugged / too slow
Replies: 8
Views: 891

Re: [1.0.2.8] Retiring ships bugged / too slow

It takes a long time in earlier patches as well. I found battleship in one game, that it must have taken 25 years to repair it with a construction ship, and then I decided to see if I could farm tech from it by retiring it until all the modules are destroyed, and then repairing it back to full (you ...
by Mercbeast
Tue Mar 29, 2022 4:25 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.2.1]Not enough Ion Protection
Replies: 10
Views: 1437

Re: [1.0.2.1]Not enough Ion Protection

It may be worth while, in the short term, to quickly mod armor to provide ion protection all the way through the armor tree. Just give specific ion armor even more ion protection. This will hurt ion weapons to some degree I expect, but, it might be worth the trade-off of potentially nuking an AI ...
by Mercbeast
Tue Mar 29, 2022 3:45 am
Forum: Distant Worlds 2
Topic: Any Tips on using Different Designs with the Same Role?
Replies: 15
Views: 2597

Re: Any Tips on using Different Designs with the Same Role?

What would be a fantastic QOL addition, would be the ability to set ships to only retrofit in-line with the current templates upgrade path. As one of the posters was highlighting, he was having issues with his boarding frigates upgrading into a generic template, until he set the fleet template to ...
by Mercbeast
Mon Mar 28, 2022 6:44 am
Forum: Distant Worlds 2
Topic: Suggestion Thread
Replies: 209
Views: 19458

Re: Suggestion Thread

More granularity on auto construction of bases.

I'd like to be able to set the range out to where they will build. I'd like to toggle which types of bases on or off. IE, I'm OK with the auto builder building mining stations, but I don't want it to build resorts or science stations. I also don't ...
by Mercbeast
Sat Mar 26, 2022 8:39 am
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 12162

Re: Customizable mega mod pack. Tweak your gamplay how you want.



Might I suggest for ultimate try-hard resource scarcity mode, once this works on save games, you add +1% colony development to all the construction resources and possibly even caslon? This would be a terrible idea to start a fresh game with on anything but an advanced start. However, toggling ...
by Mercbeast
Fri Mar 25, 2022 8:50 pm
Forum: Design and Modding
Topic: Customizable mega mod pack. Tweak your gameplay how you want.
Replies: 53
Views: 12162

Re: Customizable mega mod pack. Tweak your gamplay how you want.

Might I suggest for ultimate try-hard resource scarcity mode, once this works on save games, you add +1% colony development to all the construction resources and possibly even caslon? This would be a terrible idea to start a fresh game with on anything but an advanced start. However, toggling this ...
by Mercbeast
Fri Mar 25, 2022 7:43 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.2.2]Automatic Fleet suicides into enemy 5 times their strenght
Replies: 9
Views: 587

Re: [1.0.2.2]Automatic Fleet suicides into enemy 5 times their strenght

I'm pretty sure this is because space monsters are not in fleets? So the fleet is technically stronger than each individual (or within the retreat parameters) monster. It doesn't consider that all these seperate entities are together. So it's like 900 vs 500? Ok. 900 vs 600? Ok. 900 vs 1100? Ok. All ...
by Mercbeast
Thu Mar 24, 2022 2:09 am
Forum: Distant Worlds 2
Topic: how come this game has such good performance vs stellaris
Replies: 18
Views: 6900

Re: how come this game has such good performance vs stellaris




this musst be from the thread creator an pure fanboy or troll posting ....
Stellaris "have" an problem with the performance on late game (the root are the many "mostly senseless as anyway no impact have" citizens calculations ...) - have played stellaris for years - it is a medicore 4X game at ...
by Mercbeast
Wed Mar 23, 2022 10:22 pm
Forum: Distant Worlds 2
Topic: how come this game has such good performance vs stellaris
Replies: 18
Views: 6900

Re: how come this game has such good performance vs stellaris


this musst be from the thread creator an pure fanboy or troll posting ....
Stellaris "have" an problem with the performance on late game (the root are the many "mostly senseless as anyway no impact have" citizens calculations ...) - have played stellaris for years - it is a medicore 4X game at ...
by Mercbeast
Wed Mar 23, 2022 3:36 am
Forum: Distant Worlds 2
Topic: Suggestion Thread
Replies: 209
Views: 19458

Re: Suggestion Thread


That increased population and colonized planets adds demand for more Luxury goods.

Bases should also have constant demand for strategic goods for maintenance. More bases means more need to supply these resource that, otherwise, sit there and do nothing.

Civilian supply and demand for all ...
by Mercbeast
Wed Mar 23, 2022 3:25 am
Forum: Design and Modding
Topic: Can I split up Weapon Categories without breaking Automatic design?
Replies: 6
Views: 716

Re: Can I split up Weapon Categories without breaking Automatic design?

No. It's the policy folder inside the data folder. That defines their component preferences for autodesign I think.
by Mercbeast
Tue Mar 22, 2022 12:10 am
Forum: Design and Modding
Topic: Can I split up Weapon Categories without breaking Automatic design?
Replies: 6
Views: 716

Re: Can I split up Weapon Categories without breaking Automatic design?

I believe you can change the auto-design behavior for each race through the race policies. Zenox are especially bad at auto design. Their heaviest weight seems to be on point defense weapons. So you end up with fun scenarios where your stations and ships equip 75% of their weapon slots with point ...
by Mercbeast
Mon Mar 21, 2022 7:09 am
Forum: Design and Modding
Topic: "You are a spy" WE WILL PROTECT OURSELF
Replies: 29
Views: 3714

Re: "You are a spy" WE WILL PROTECT OURSELF

It may be easier to just leave the counter intelligence race settings as is, and go into the policy settings in data/policy and just disable the espionage types you don't want the AI to use? The way this mod is set up currently, the moment you assimilate any other race into your empire, you get ...

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