Search found 329 matches

by Fishers of Men
Wed Mar 30, 2016 1:59 pm
Forum: Distant Worlds 1 Series
Topic: Polaris Sector
Replies: 85
Views: 2930

RE: Polaris Sector

<t> The Paradox grand strategy 4X game Stellaris allows the player to choose their empire's FTL technology during the game's setup phase. There are three types. One uses star lanes (fast but with some instability during travel), the second uses wormholes with star gates (very fast with more possible...
by Fishers of Men
Tue Sep 29, 2015 1:48 pm
Forum: Distant Worlds 1 Series
Topic: Flooded by messages and missions ...
Replies: 6
Views: 160

RE: Flooded by messages and missions ...

If you are playing any of the story lines, these locations could advance them forward.
by Fishers of Men
Tue Aug 18, 2015 3:46 pm
Forum: Design and Modding
Topic: Mod: Expanded Governments
Replies: 8
Views: 1147

RE: Mod: Expanded Governments

It will be good to see, after some testing, if you are getting the desired results. I will be watching this thread.
by Fishers of Men
Thu Aug 06, 2015 3:01 pm
Forum: The War Room
Topic: Pirates becoming Empires
Replies: 7
Views: 261

RE: Pirates becoming Empires

What you say is all true. Would you allow a pirate base to continue building to completion if you found one on any of your planets? I had more success building a pirate base on an independent colony. Their ground forces were not all that aggressive, if they had any.
by Fishers of Men
Mon Aug 03, 2015 6:38 pm
Forum: The War Room
Topic: Pirates becoming Empires
Replies: 7
Views: 261

RE: Pirates becoming Empires

There are three levels of secret pirate structures. The Criminal Network is the third level and final level that can exist on a planet. And though you can construct many of the first two levels throughout the galaxy, only one Criminal Network may exist for each pirate group.
by Fishers of Men
Wed Jul 29, 2015 5:03 pm
Forum: The War Room
Topic: Weapons and Where to go
Replies: 3
Views: 302

RE: Weapons and Where to go

<t> Having a plan for weapons development is good. What will be your style of attack? There are a certain combination of weapons that will work well together. But you also need to consider what the enemy will use against you. What research path is needed to defend against their weapons? Every alien ...
by Fishers of Men
Sat Jul 25, 2015 1:19 pm
Forum: Distant Worlds 1 Series
Topic: Resort Base Weirdness
Replies: 4
Views: 255

RE: Resort Base Weirdness

Is this construction ship on manual or automation?
by Fishers of Men
Mon Jun 29, 2015 1:01 pm
Forum: Design and Modding
Topic: Ship Assignment
Replies: 1
Views: 271

RE: Ship Assignment

Each race is assigned a particular ship model image set. This can be modified in the customization folder. You can change a race's ship set to a different one of your liking. Check the customization manual for instructions.
by Fishers of Men
Fri Jun 19, 2015 11:57 am
Forum: The War Room
Topic: Research Stations on Colony that has a spaceport?
Replies: 4
Views: 253

RE: Research Stations on Colony that has a spaceport?

You can build any research base at a planet you own with a space port by selecting the planet, then right clicking the mouse next to the chosen planet and selecting the type of base you wish to build from the menu. A construction ship is not needed for this location.
by Fishers of Men
Mon Jun 08, 2015 5:30 pm
Forum: After Action Reports
Topic: Extreme Shakturi LP w/ AI Improvement Mod (YouTube)
Replies: 26
Views: 1492

RE: Extreme Shakturi LP w/ AI Improvement Mod (YouTube)

Nice to have you back, and we will be patient as we wait(again) for your ISP to improve. You had many of us worried. So my advise to you is; DON'T EVER DO THAT AGAIN!! [:-]
by Fishers of Men
Sat Jun 06, 2015 1:38 pm
Forum: Distant Worlds 1 Series
Topic: Mining Stations, Fuel and Energy
Replies: 13
Views: 399

RE: Mining Stations, Fuel and Energy

<t> Energy collectors are important on mining stations, as RemoteLeg mentioned. But fulfilling the static needs of your station is only good when not under attack. That is when the reactors need lots of power to operate shields and weapons. This is when having enough fuel is also important and havin...
by Fishers of Men
Sat Jun 06, 2015 1:08 pm
Forum: Design and Modding
Topic: AI Improvement Mod (1.05 Extended Release)
Replies: 979
Views: 32140

RE: AI Improvement Mod (1.05 Extended Release)

<t> Hello kaien! I am guessing that you are using the AI Improvement Mod with your current game. As far as I know, this mod does not make any adjustments to the research formula or individual scientists. Someone else might jump in here if I am wrong on this.<br/> <br/> You might want to ask this que...
by Fishers of Men
Sat May 30, 2015 12:51 pm
Forum: Tech Support
Topic: Gamer Of 35 Years Remembering The Headaches
Replies: 19
Views: 712

RE: Gamer Of 35 Years Remembering The Headaches

<t> Excellent work, guys! It's very satisfying when the community can help a new member of the Distant Worlds forum. Welcome to the forum, wagtunes. I started playing P.C. games about the same time you did using 5 1/2 inch floppy disks. Enjoy many hours of fun and tell us how you are getting on with...
by Fishers of Men
Tue May 12, 2015 5:46 pm
Forum: Tech Support
Topic: Q re new system
Replies: 4
Views: 215

RE: Q re new system

<t> My P.C. has the 64 bit architecture and Windows 7 operating system. Distant Worlds: Universe works perfectly for me. Make sure you have all the latest support software that comes with the download installed on your computer.<br/> <br/> As for old save game files from your 32 bit system, I can no...
by Fishers of Men
Tue Apr 21, 2015 11:49 am
Forum: Tech Support
Topic: Bug: Constructor dumps cargo after building
Replies: 4
Views: 237

RE: Bug: Constructor dumps cargo after building

<t> When you order up any construction ship to build a base of any type, it will go to a space port and fill it's cargo hold with all necessary materials to build that particular base only. It will carry additional material if there is extra room on board. <br/> <br/> The reason the extra material i...
by Fishers of Men
Tue Apr 07, 2015 11:47 am
Forum: Tech Support
Topic: Link to Manual on Game Menu Doesn't Work
Replies: 8
Views: 299

RE: Link to Manual on Game Menu Doesn't Work

I created a stand alone icon on my desktop for both DW Modding Manual and regular manual, using Adobe.
by Fishers of Men
Sat Mar 07, 2015 2:50 pm
Forum: Distant Worlds 1 Series
Topic: Please welcome Icemania - New Community Moderator
Replies: 8
Views: 186

RE: Please welcome Icemania - New Community Moderator

Well alright, then! Congrats to the man from down under.
by Fishers of Men
Thu Feb 26, 2015 1:03 pm
Forum: Design and Modding
Topic: Research Unleashed - Version 2.2
Replies: 195
Views: 10608

RE: Research Unleashed

Solops, I unchecked the "latest only" box in the design screen and the High Powered Tractor Beam appeared next to the regular tractor beam. I believe the game evaluates the regular one to be the best available until the high powered one is ungraded to the next level.
by Fishers of Men
Mon Feb 02, 2015 6:48 pm
Forum: Design and Modding
Topic: Extended Human Characters Mod 1.0
Replies: 12
Views: 557

RE: Extended Human Characters Mod 1.0

It should work for the original game or any of the expansions. It is just a mod that replaces images.
by Fishers of Men
Sat Jan 24, 2015 2:32 pm
Forum: Distant Worlds 1 Series
Topic: Jeeves is not anymore...
Replies: 23
Views: 762

RE: Jeeves is not anymore...

A very nice gesture, Erik. Real life is ever present while our fantasy worlds can come and go. He will be missed.

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