Search found 35 matches

by Siljanus
Fri Apr 02, 2010 9:13 pm
Forum: Distant Worlds 1 Series
Topic: Solar panels on ships
Replies: 22
Views: 381

RE: Solar panels on ships

<t> A ramscoop would be a nice way for a ship to slowly replenish fuel.&nbsp; Of course if engines are strictly tied to a particular element this may not work.&nbsp; And I guess bases actually refine elements into a form usable by ships but I don't know if I need that much realism in my 4X game ...
by Siljanus
Fri Apr 02, 2010 9:04 pm
Forum: Distant Worlds 1 Series
Topic: Research labs on ships
Replies: 21
Views: 303

RE: Research labs on ships

Well think of this class of ship as a cheap alternative to a full fledged starbase until you can afford to build one near an anomaly.&nbsp; And what do I care as the Emperor if I'm ordering a crew to orbit an anomaly for a few months?&nbsp; Not my problem...[;)]
by Siljanus
Fri Apr 02, 2010 8:45 pm
Forum: Distant Worlds 1 Series
Topic: Research labs on ships
Replies: 21
Views: 303

RE: Research labs on ships

<t> Perhaps this could be added in a later patch or a mod?&nbsp; I'd love to build large explorer ships with tech labs.&nbsp; Make it so much of the space has to be devoted to research lab and power instead of weaponry in order to have it more in an explorer role.&nbsp; The amt of research generated ...
by Siljanus
Fri Apr 02, 2010 8:37 pm
Forum: Distant Worlds 1 Series
Topic: Massive upgrading, can it really be done?
Replies: 16
Views: 281

RE: Massive upgrading, can it really be done?

<r>
<QUOTE><s>[quote]</s>ORIGINAL: BigWolf<br/>
<br/>
I believe some form of mass retrofitting is needed... but not a "retrofit all" only button, we need abit more control than that<br/>
IMO, if you were to select multiple ships, you can still right click -> retrofit -> select upgrade<br/>
The ...
by Siljanus
Tue Mar 30, 2010 10:37 pm
Forum: Distant Worlds 1 Series
Topic: Update Plans...
Replies: 75
Views: 1461

RE: Update Plans...

<t> With a game with this much complexity there are bound to be bugs and ways to improve it.&nbsp; What made this game worth taking a chance on is the commitment that Matrix and the developer have shown in addressing our concerns and listening to player input.&nbsp; Thanks for the hard work and ...
by Siljanus
Fri Mar 26, 2010 8:18 pm
Forum: Distant Worlds 1 Series
Topic: Pirates and exploring
Replies: 13
Views: 200

RE: Pirates and exploring

Thanks, Erik!&nbsp; The expansion planner is a nice streamlined way to filter colony prospects and send ships to found new worlds...or to their doom.&nbsp; But it is a nice feature.
by Siljanus
Fri Mar 26, 2010 8:14 pm
Forum: Distant Worlds 1 Series
Topic: how does it match upto expectation?
Replies: 51
Views: 675

RE: how does it match upto expectation?

<r> <br/>

<QUOTE><s>[quote]</s>ORIGINAL: Citriz<br/>
I was a bit concerned about the real time aspect of it, but I could not have been more unjustified. The real time is great, it isnt to fast, and if it ever is, you can slow it down to a crawl, <br/>

<e>[/quote]</e></QUOTE>
<br/>
<br ...
by Siljanus
Fri Mar 26, 2010 8:02 pm
Forum: Distant Worlds 1 Series
Topic: Pirates and exploring
Replies: 13
Views: 200

RE: Pirates and exploring

<t> Hi!<br/>
<br/>
So an automated colony ship arrived at a planet which was infested with space scorpions (forget the actual game name).&nbsp; Seeing that it was probably not a good idea to stick around it was hightailing it out of there.&nbsp; Will the colony ship get new orders automatically to ...
by Siljanus
Fri Mar 26, 2010 7:43 pm
Forum: Distant Worlds 1 Series
Topic: Requests
Replies: 5
Views: 151

RE: Requests

<t> Hi!<br/>
<br/>
Was wondering if it's possible to have new ships "spawn" away from the planet/spaceport they are being built from.&nbsp; Was trying to give some orders to individual ships and they were rather lost among a pile of ships on top of the planet.<br/>
<br/>
Just starting to dig ...
by Siljanus
Fri Aug 12, 2005 6:37 pm
Forum: FlashPoint Germany
Topic: Suggestions for new Scenarios / Maps for FPG v2.0
Replies: 14
Views: 247

RE: Suggestions for new Scenarios / Maps for FPG v2.0

<r> <QUOTE><s>[quote]</s>ORIGINAL: Brolin<br/>
<br/>
"Flashpoint: USA" - Yeah, great idea! Throw in some european NATO-Units and I'm with you.
<e>[/quote]</e></QUOTE>
<br/>
<br/>
Task Force Churchill: In the hour of America's greatest need, the English come to the aid of their American cousins ...
by Siljanus
Wed Aug 10, 2005 9:48 pm
Forum: FlashPoint Germany
Topic: If you had a magic wand...
Replies: 32
Views: 638

RE: If you had a magic wand...

<r> <QUOTE><s>[quote]</s>ORIGINAL: Poliorcetes<br/>
<br/>
<br/>
I'd also like ghost markers or something on the screen indicating recent contacts. Nothing more frustrating than "spotting" enemy units, and then the screen shifts to another unit before you can memorize where on the map that unit ...
by Siljanus
Wed Aug 10, 2005 9:37 pm
Forum: FlashPoint Germany
Topic: Suggestions for new Scenarios / Maps for FPG v2.0
Replies: 14
Views: 247

RE: Suggestions for new Scenarios / Maps for FPG v2.0

<t> Just started playing FPG again after a bit of a pause and having fun with it. As for future scenarios, I'd like to see hypothetical US invasion scenarios featuring National Guard level units and equipment with "partisan" resistance units vs Soviet airborne and tank units. It would be kind of ...
by Siljanus
Fri May 27, 2005 2:48 am
Forum: FlashPoint Germany
Topic: Who still play FPG ?
Replies: 11
Views: 415

RE: Who still play FPG ?

Haven't played for a bit but once 1.03 is released I'll probably start playing again. I play single player, no PBEM...for now anyway.
by Siljanus
Tue Mar 29, 2005 1:54 am
Forum: FlashPoint Germany
Topic: Please post reasonable thoughts on improvements.
Replies: 55
Views: 986

RE: Please post reasonable thoughts on improvements.

<t> Apologies if this has been suggested already but would it be possible to have some sort of delay hostile force order a la Highway to the Reich? I'd like to be able to set up a delayed fighting withdrawal with specific waypoints that my unit should follow. You could possibly link the probability ...
by Siljanus
Thu Mar 10, 2005 3:33 am
Forum: Supremacy: Four Paths To Power
Topic: Very Smooth...
Replies: 8
Views: 183

RE: Very Smooth...

Ahh, so there is a tutorial. Sigh, where's my wallet...
by Siljanus
Thu Mar 10, 2005 2:07 am
Forum: Supremacy: Four Paths To Power
Topic: Questions
Replies: 80
Views: 1219

RE: Questions

<t> Hmm, this game wasn't on my radar screen but after some reading I'm pretty intrigued. Apologies if this was asked already but is there a tutorial to ease the player into the game? I don't know how complex or easy the game controls are. The game is at a nice price point for digital download but ...
by Siljanus
Mon Mar 07, 2005 4:44 pm
Forum: Flashpoint Germany Support
Topic: Blown bridges. Is there an icon to mark them?
Replies: 2
Views: 126

Blown bridges. Is there an icon to mark them?

<t> I don't know if this has been brought up or not but does the game have a blown bridge icon? I was playing the last British scn and had these engineer units. I was wondering what the heck am I gonna do with these units but then saw all the neat things they can do. So near the end of the game I ...
by Siljanus
Sat Feb 26, 2005 5:09 pm
Forum: FlashPoint Germany
Topic: WP use of arty support in 1.01
Replies: 0
Views: 66

WP use of arty support in 1.01

<t> So I played the "A Few Good Tanks" scenario after patching as NATO and was wondering about the WP use of arty in its attack. I had made the mistake of not moving my HQ one turn and it was enough for the WP to zone in on it. And it was a strangely pleasant surprise when I heard the "Gas! Gas! Gas ...
by Siljanus
Wed Feb 16, 2005 4:16 am
Forum: FlashPoint Germany
Topic: Please post reasonable thoughts on improvements.
Replies: 55
Views: 986

RE: Gas changes

<r> <QUOTE><s>[quote]</s>ORIGINAL: Poliorcetes<br/>
<br/>
Artillary is a big factor in this game, and changing the chemical dispersion time will have a lot of impact. <br/>
I'm just thinking of the problem of unlimited minelets in my Non-Staff rules games (the game quickly bogs down into a maze ...
by Siljanus
Tue Feb 15, 2005 12:10 am
Forum: FlashPoint Germany
Topic: Please post reasonable thoughts on improvements.
Replies: 55
Views: 986

RE: Please post reasonable thoughts on improvements.

<t> Excellent! I'm glad that the ability to change SOP at the HQ level will be in the upcoming update along with some AI tweaks.<br/>
<br/>
I posted this in a previous thread but I was wondering if there will be any changes to the way chemical attacks are modelled, specifically contaminated ...

Go to advanced search