I had reported this before and was it was not supposed to show up here anymore.
It shows up still and is still unbuildable, soo.. it probably shouldnt show up here.
https://drive.google.com/drive/folders/ ... drive_link
Search found 31 matches
- Mon Dec 22, 2025 11:54 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Shakturi ship shows up in build screen for abandoned ships
- Replies: 0
- Views: 5703
- Mon Dec 22, 2025 11:53 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Radiation damage on game pause and zoom in - in nebula
- Replies: 0
- Views: 5611
[1.3.3.6] Radiation damage on game pause and zoom in - in nebula
So basically there is an Automated Defense in a radiation nebula.
Pause the game. Zoom In.
The station begins to take damage until eventually exploding.
If you zoom out it stops taking damage.
If you unpause, it begins to repair itself.
This seems wrong.
https://drive.google.com/drive/folders ...
Pause the game. Zoom In.
The station begins to take damage until eventually exploding.
If you zoom out it stops taking damage.
If you unpause, it begins to repair itself.
This seems wrong.
https://drive.google.com/drive/folders ...
- Mon Dec 22, 2025 11:52 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Galaxy map borders broken to infinity
- Replies: 1
- Views: 5529
[1.3.3.6] Galaxy map borders broken to infinity
As you can see, the border at the edge of the galaxy just stretches out to infinity.
This is not resolved on reload.
This also gets worse and something else is colonized close to the edge of the map, and more infinite borders are created.
https://drive.google.com/drive/folders ...
This is not resolved on reload.
This also gets worse and something else is colonized close to the edge of the map, and more infinite borders are created.
https://drive.google.com/drive/folders ...
- Mon Dec 22, 2025 11:51 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Cant repair, retire, or scuttle my own ship
- Replies: 0
- Views: 5635
[1.3.3.6] Cant repair, retire, or scuttle my own ship
When you load this save, zoom out just a tad at first for the ship to render (23'rd Invasion Fleet, Dagger of Girax Major)
So One of my troop transports got into a pickle. It's warp drive is down, and it is between two stars.
It's Torrent Drive shows as 0%, Unbuilt. Damage control is not repairing ...
So One of my troop transports got into a pickle. It's warp drive is down, and it is between two stars.
It's Torrent Drive shows as 0%, Unbuilt. Damage control is not repairing ...
- Mon Dec 22, 2025 11:50 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Cant destroy Shakturi Beacons after the first one.
- Replies: 0
- Views: 5483
[1.3.3.6] Cant destroy Shakturi Beacons after the first one.
Obviously bad. Im assuming this is unintended.
So after I captured the first one, i got the research options to investigate and then destroy them
I completed that research. The first one was destroyed.
Then i found a second one. Captured it. The wormhole closed, but the beacon was not destroyed ...
So after I captured the first one, i got the research options to investigate and then destroy them
I completed that research. The first one was destroyed.
Then i found a second one. Captured it. The wormhole closed, but the beacon was not destroyed ...
- Mon Dec 22, 2025 11:45 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] No option to build research station at colonized planet at Research Screen
- Replies: 0
- Views: 5600
[1.3.3.6] No option to build research station at colonized planet at Research Screen
This one is pretty annoying and detrimental. I depend on this screen to know where I can build research stations, and colonized planets that have research bonuses do not show up here.
I have to manually check each and every colonized planet, go to the build base screen, and see there if I can build ...
I have to manually check each and every colonized planet, go to the build base screen, and see there if I can build ...
- Mon Dec 22, 2025 10:28 pm
- Forum: Distant Worlds 2: Tech Support
- Topic: [1.3.3.6] Continuous Fleet suicide attempts 5k vs 32k Vordikar location
- Replies: 2
- Views: 1181
[1.3.3.6] Continuous Fleet suicide attempts 5k vs 32k Vordikar location
So I have a 5k fleet that really badly want to attack a location with 32k strength and does non stop recommendations to try it.
I thought this was previously fixed where fleets will also consider the other threats at a location instead of just 1?
Anyway, you can also take one of my Strike fleets ...
I thought this was previously fixed where fleets will also consider the other threats at a location instead of just 1?
Anyway, you can also take one of my Strike fleets ...
- 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: 472
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.
- 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: 488
[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 ...
Attached is a save that demonstrates this behavior. You start on day 21 looking at the spaceport. Play 4 - 5 days and the ...
- 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: 472
[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 ...
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 ...
- 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: 1117
[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
This affects the following bases.
Space Bastion
Space Bastion v2
Small Space Port
Small Space Port v2
Small Space Port v3
- 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: 671
[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 ...
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 ...
- 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: 777
[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 ...
- 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: 750
[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 ...
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 ...
- 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: 758
[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 ...
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 ...
- 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: 1095
[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 ...
However, i do not get the option to build even with a construction ship right ...
- 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: 1130
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.
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.
- 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: 1130
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.
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.
- 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: 846
[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 ...
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 ...
- 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: 589
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.
I dont have a game save.