Search found 179 matches

by Franky007
Tue Sep 26, 2023 12:15 pm
Forum: Distant Worlds 2
Topic: Is the Teekan victory condition of having the most trade working?
Replies: 7
Views: 735

Re: Is the Teekan victory condition of having the most trade working?

There is a thread about this from more than one year ago:
https://www.matrixgames.com/forums/view ... 0#p5060180

I don't understand why the devs don't want to look into it!
by Franky007
Tue Mar 28, 2023 12:12 pm
Forum: Distant Worlds 2
Topic: Low-hanging fruit suggestions
Replies: 15
Views: 972

Re: Low-hanging fruit suggestions

6. Option to enable/disable components in the tech tree.
This would prevent researching/stealing and using components in ship designs.
by Franky007
Sat Mar 04, 2023 1:25 am
Forum: Design and Modding
Topic: Smaller diameter for suns and planets
Replies: 60
Views: 5111

Re: Smaller Radii for Suns and Planets

I have seen two problems while playing with this mod:

- I had a station built inside a small moon.
- I have seen a constructor attempting to start the construction of a station around a small moon, but without success, and repeating the process endlessly.
by Franky007
Fri Mar 03, 2023 4:33 pm
Forum: Distant Worlds 2
Topic: Stealing technology automation...
Replies: 5
Views: 547

Re: Stealing technology automation...

@Jorgen_CAB: These are two great ideas, that should be easy to do.
;)
by Franky007
Thu Feb 02, 2023 2:32 pm
Forum: Distant Worlds 2
Topic: Diplomatic and Espionage Empire Policies
Replies: 18
Views: 1542

Re: Diplomatic and Espionage Empire Policies

I agree that the espionage part of the game need an overhaul.

;)
by Franky007
Thu Dec 08, 2022 8:53 pm
Forum: Distant Worlds 2: Tech Support
Topic: [1.0.2.4]Victory Condition "Trade Income" is not tracked
Replies: 8
Views: 616

Re: [1.0.2.4]Victory Condition "Trade Income" is not tracked

I know this is an old thread, but in my game playing the teekan, i see the same problem.

Is that problem been addressed ?

(also the tech from salvage stay at 0 too).
by Franky007
Thu Dec 08, 2022 1:34 pm
Forum: Distant Worlds 2
Topic: [Suggestion] New policy needed
Replies: 3
Views: 453

Re: [Suggestion] New policy needed

StormingKiwi wrote: Thu Dec 08, 2022 8:12 am This is already intended, it just doesn't work
If this is true, it is disappointing
:cry:
by Franky007
Wed Dec 07, 2022 12:58 pm
Forum: Distant Worlds 2
Topic: [Suggestion] New policy needed
Replies: 3
Views: 453

[Suggestion] New policy needed

I know that it's been suggested before, but here it goes:

Could we have policies for constructor/explorer/freighter; to ignore locations with known threat.


:)
by Franky007
Sun Nov 27, 2022 1:49 pm
Forum: Distant Worlds 2
Topic: Steal Research Information
Replies: 8
Views: 858

Re: Steal Research Information

I agree, this UI is the worst part of the game.

I hope that the dev will take a look at this soon.
by Franky007
Thu Oct 27, 2022 6:56 pm
Forum: Design and Modding
Topic: DW2-XL v1.11.7 Available
Replies: 142
Views: 22842

Re: DW2-XL Alpha Available

mordachai wrote: Thu Oct 27, 2022 6:09 pm I'll post an update as soon as I adapt any changes needed for 1.0.8.3 out just now...
Thanks for your work.
:)
by Franky007
Fri Aug 12, 2022 11:08 am
Forum: Design and Modding
Topic: DW2-XL v1.11.7 Available
Replies: 142
Views: 22842

Re: DW2-XL Alpha Available

@Jorgen_CAB, would you post your 'ComponentDefinitions.xml' file here, i would try it.
by Franky007
Sun May 22, 2022 2:31 pm
Forum: Distant Worlds 2
Topic: [Suggestion] Repeat spy mission
Replies: 0
Views: 361

[Suggestion] Repeat spy mission

Could we have a repeat mission button for spy missions.

This would repeat a mission with the same parameters, when stealing tech:
by Franky007
Sat May 21, 2022 4:21 pm
Forum: Distant Worlds 2
Topic: 1.0.4.6 Manual Beta Update: Try at your own risk
Replies: 17
Views: 1507

Re: 1.0.4.6 Manual Beta Update: Try at your own risk

Crashed while saving the game.
note: game started with 1.0.4.3
DW2_CrashDump 21-05-2022 12-19-03.txt
(1.29 KiB) Downloaded 134 times
edit: Sorry, maybe it is because i am using the modloader...
by Franky007
Thu May 12, 2022 2:58 pm
Forum: Distant Worlds 2
Topic: Request: No auto-activation of exploration overlay
Replies: 9
Views: 1058

Re: Request: No auto-activation of exploration overlay

I agree, please remove this auto-activation.
by Franky007
Sun May 08, 2022 1:36 pm
Forum: Distant Worlds 2: Tech Support
Topic: Policy files are not used
Replies: 0
Views: 328

Policy files are not used

After modifying the values in the Policy files, like 'ConstructionMilitaryBuildRatioEscort', and deleting the file 'GameSettings'; when starting a new game, the value reset to 18%, not to the value that i put in the file.
by Franky007
Tue Apr 26, 2022 1:13 am
Forum: Design and Modding
Topic: Better Auto Design and other mods
Replies: 12
Views: 2163

Re: Better Auto Design and other mods

I resized another bay to size 100, to add another large extractor:

ShipHull:
- update:
ShipHullId: 25
ComponentBays:
(item.ComponentBayId is 13):
MaximumComponentSize: 100
by Franky007
Mon Apr 25, 2022 10:34 pm
Forum: Design and Modding
Topic: Better Auto Design and other mods
Replies: 12
Views: 2163

Re: Better Auto Design and other mods

Do you think there is a way to put small mining extractors on mining stations ?

I tried that without succes:
- add:
DesignTemplateId: 33 # Large Mining Station
Role: MiningStation
CargoBayCount: 2
CommerceCenterCount: 1
DockingBayCount: 1
MiningComponentCount: 4
EnergyCollectorCount: 1 ...
by Franky007
Sun Apr 24, 2022 10:08 pm
Forum: Distant Worlds 2
Topic: The game is way to easy (Very hard AI controlled victory)
Replies: 22
Views: 3044

Re: The game is way to easy (Very hard AI controlled victory)

Also maybe increase strength of armies but reduce their number, so you get less micro-management.
by Franky007
Sun Apr 24, 2022 12:54 am
Forum: Design and Modding
Topic: Better Auto Design and other mods
Replies: 12
Views: 2163

Re: Better Auto Design and other mods

I did some test with the small exploration ship template:

By removing the line
ScannerShortRangeCount: 1
the auto design will put both kind of exploration sensors if you have them.

But if you put the line
ScannerExplorationCount: 2
and remove the ScannerShortRangeCount, the auto design will put ...
by Franky007
Fri Apr 22, 2022 3:19 pm
Forum: Design and Modding
Topic: Better Auto Design and other mods
Replies: 12
Views: 2163

Re: Better Auto Design and other mods

You did a great job !

But i would suggest 2 things:

1) The colony ship has the worst design because of the energy consumption of the Colony module.
Instead of doubling the output of the Fission Reactor, i would decrease the StaticEnergyUsed of the colonization module from 50 to 30.

2) For those ...

Go to advanced search