Search found 24 matches

by FlawlessResponse
Fri Dec 13, 2024 9:11 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Empire borders dont get updated on independent colony breakaway and get stuck
Replies: 2
Views: 123

Re: [1.2.7.7] Empire borders dont get updated on independent colony breakaway and get stuck

You can use the attached save to reproduce the issue. Just make sure to watch from the galaxy view, and then when the revolt happens on the 25'th day, you will see the border not get cleaned up.
by FlawlessResponse
Fri Dec 13, 2024 9:02 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Spaceports vanish when their worlds become independent. They just blink out of existence.
Replies: 1
Views: 136

[1.2.7.7] Spaceports vanish when their worlds become independent. They just blink out of existence.

I see no reason why an independent colony cant have a spaceport. Additionally, if it cant for some reason, then the spaceport should be scuttled, instead of just vanishing. Attached is a save that demonstrates this behavior. You start on day 21 looking at the spaceport. Play 4 - 5 days and the colon...
by FlawlessResponse
Fri Dec 13, 2024 8:28 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Empire borders dont get updated on independent colony breakaway and get stuck
Replies: 2
Views: 123

[1.2.7.7] Empire borders dont get updated on independent colony breakaway and get stuck

See below image for a stuck border. Basically, I (blue) had a border with (cyan) from Kurrubah down to Kuan, when cyan had a colony at Kuristar. However, *before* I invaded Kuristar, they broke away from their cyan empire and become independent. This resulted in a border change, and their cyan terri...
by FlawlessResponse
Fri Dec 13, 2024 12:27 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Xenox Defense Bases and Small Space Port(s) have incorrect weapon facing.
Replies: 2
Views: 164

[1.2.7.7] Xenox Defense Bases and Small Space Port(s) have incorrect weapon facing.

As seen in the image for Xenox Space Bastion, weapon #6 seems to face the the opposite direction that it should.
This affects the following bases.

Space Bastion
Space Bastion v2
Small Space Port
Small Space Port v2
Small Space Port v3
XenoxWrongWeaponFacing.png
XenoxWrongWeaponFacing.png (1.87 MiB) Viewed 164 times
by FlawlessResponse
Fri Dec 13, 2024 12:11 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Troop Transports assigned to capture dont move towards their objective to capture it.
Replies: 1
Views: 88

[1.2.7.7] Troop Transports assigned to capture dont move towards their objective to capture it.

They will just sit there and wait. They do this until the target's shields go down, and *then* they move towards it. This typically results in the other ships in the fleet slowly finishing the target off as it gains/loses shields/weapons, and the fleet will fail the capture objective. Troop Transpor...
by FlawlessResponse
Thu Dec 12, 2024 11:55 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Construction ships will not build stations even when they have all required materials, and fly to base instead
Replies: 1
Views: 103

[1.2.7.7] Construction ships will not build stations even when they have all required materials, and fly to base instead

This is extremely frustrating and drastically increases build times. This typically happens when a constructor arrives at a build site to find a station already there. Even when it is automatically assigned to build the same exact station nearby, like a mining station, it will not go to build that s...
by FlawlessResponse
Wed Dec 11, 2024 11:12 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Ships get stuck attempting to salvage things way off map in the up/down Z direction
Replies: 1
Views: 94

[1.2.7.7] Ships get stuck attempting to salvage things way off map in the up/down Z direction

Image below is of a Construction ship that automatically decided to salvage a Computer Core. The problem is that apparently, this item is extremely far down below the normal playing area. I had to zoom in all the way, and then some more till my 'wasd' map controls became reversed, to get this image ...
by FlawlessResponse
Wed Dec 11, 2024 11:01 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Fighter beam weapons dont render as beams, but as weird slow bolts.
Replies: 1
Views: 99

[1.2.7.7] Fighter beam weapons dont render as beams, but as weird slow bolts.

This has been an issue in Distant Worlds 2 as far as I can remember. See below image. Ideally fighter beam weapons would render just as beams on ships, but perhaps would linger less. Currently they just show up as these dot like things halfway between themselves and the target, and very slowly (much...
by FlawlessResponse
Tue Dec 10, 2024 4:44 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.7.7] Unable to repair Abandoned Shakturi Ship
Replies: 4
Views: 224

[1.2.7.7] Unable to repair Abandoned Shakturi Ship

See below. I had already reconned the ship after the aliens came through the rifts and got the messages about investigating the ship and then finding the ship and then bla bla it can be repaired and and be an asset etc. However, i do not get the option to build even with a construction ship right on...
by FlawlessResponse
Mon Mar 18, 2024 2:12 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew
Replies: 7
Views: 818

Re: [1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew

Just to be sure, I validated the game files through Steam. 2 files failed validation and were reacquired.

On 1.2.0.5, i started a new game, checked the tech tree, and it still had 0 crew requirement. So maybe it was only fixed on later versions.
by FlawlessResponse
Thu Mar 14, 2024 4:46 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew
Replies: 7
Views: 818

Re: [1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew

NOT FIXED

As of 1.2.0.5 Proton Engine V3 still uses 0 crew. See screenshot. This *could* be an intentional thing though.. It's not crazy for a V3 thing to get an interesting benefit like being fully automated and using 0 crew but need to know from devs.
ProtonV3.jpg
ProtonV3.jpg (129.08 KiB) Viewed 622 times
by FlawlessResponse
Wed Mar 06, 2024 6:10 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.2.0.5] Bombers choose nonsense targets
Replies: 1
Views: 676

[1.2.0.5] Bombers choose nonsense targets

In the attached screenshot, you can see my 1'st fleet which was ordered to destroy a spaceport. This fleet has a core of carrier Frigates. Now, here is what i imagine the priority of the bombers would be, considering the mission of the Fleet. 1) Attack Fleet Target (Spaceport) 2) Attack ship (carrie...
by FlawlessResponse
Wed Mar 06, 2024 5:56 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Defense Platforms join my empire after destroying 1
Replies: 3
Views: 397

Re: [1.1.8.1] Defense Platforms join my empire after destroying 1

As of 1.2.0.5 I have seen this happen again. This time I got a Defense platform after destroying a pirate base.

I dont have a game save.
by FlawlessResponse
Wed Jan 31, 2024 5:17 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew
Replies: 7
Views: 818

[1.1.8.1] Proton Engine v3 and same fighter version uses 0 Crew

The crew requirement seems to be 0 for proton engines after researching Advanced Proton Ionization.

This seems unintentional.
by FlawlessResponse
Wed Jan 31, 2024 4:12 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Empire not eliminated when losing last colony
Replies: 1
Views: 200

[1.1.8.1] Empire not eliminated when losing last colony

I invaded and captured the homeworld of the Tuderoim Conscioussness which was their last planet.

Even so, they remain an Empire that just has its leader assasinated every now and then.

Attached screenshot and savegame.
ZombieEmpire.jpg
ZombieEmpire.jpg (513.68 KiB) Viewed 200 times
by FlawlessResponse
Wed Jan 31, 2024 3:58 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Pirates offering to sell me Admiral I already have
Replies: 1
Views: 177

[1.1.8.1] Pirates offering to sell me Admiral I already have

Title. Screenshot attached. The admiral they are offering me is happily commanding my first fleet and always has been.
admiralSale.jpg
admiralSale.jpg (523.22 KiB) Viewed 177 times
by FlawlessResponse
Wed Jan 31, 2024 3:49 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.1.8.1] Defense Platforms join my empire after destroying 1
Replies: 3
Views: 397

[1.1.8.1] Defense Platforms join my empire after destroying 1

So i sent a fleet to Destroy some defense platforms that belong to Automated Defenses, and after I destroyed 1, i got a notification that some Defense Platforms have joined my empire. These were platforms around other unrelated planets. This does not seem intentional or sensible. Not that im complai...
by FlawlessResponse
Mon Nov 21, 2022 4:04 am
Forum: Distant Worlds 2: Tech Support
Topic: 1083 Gerax Speed, why?
Replies: 2
Views: 323

Re: 1083 Gerax Speed, why?

I have seen this before. It is because the ship is part of a fleet which has that as its speed. If you remove the ship from the fleet, and reissue the move order, it will fly at its maximum speed. However, ideally, ships not moving together with the fleet would move at their maximum speed instead of...
by FlawlessResponse
Wed Nov 16, 2022 6:03 am
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.8.3] Abandoned ships given to player even though AI is the one repairing them
Replies: 2
Views: 315

[1.0.8.3] Abandoned ships given to player even though AI is the one repairing them

I have a few construction ships repairing abandoned ships. Nearby are some neutral AI construction ships repairing *other* ships. A ship the AI is repairing is completed. I would expect the AI would then be the owner of the ship, however for some reason I, the player, then suddenly discover this aba...

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