Search found 147 matches

by Hazard151
Mon Nov 29, 2021 5:11 pm
Forum: Distant Worlds 2
Topic: Help for new player?
Replies: 12
Views: 410

RE: Help for new player?

<r> <QUOTE><s>[quote]</s>ORIGINAL: SirHoraceHarkness<br/> <br/> Thanks for that link. Odd that if its such a grey market rife with fraud that steam would be ok with it since they are losing sales too and also ponying up bandwidth for the downloads. [&:] <e>[/quote]</e></QUOTE> <br/> Steam doesn'...
by Hazard151
Sat Nov 27, 2021 12:06 am
Forum: Distant Worlds 2
Topic: Help for new player?
Replies: 12
Views: 410

RE: Help for new player?

<t> They're selling keys for less money than the developer. And I mean ludicrously less money than the developer.<br/> <br/> Which means that one of the following must be true; their business model is to run a loss on the keys and make their money in other ways, be it by advertising or otherwise exp...
by Hazard151
Fri Nov 26, 2021 6:43 am
Forum: Distant Worlds 2
Topic: Research in Distant Worlds 2
Replies: 18
Views: 1730

RE: Research in Distant Worlds 2

<t> Reading this, I am presuming that I will have to deactivate/obsolete designs I do not want to make use of right now and instruct the fleets to refit to the new standards.<br/> <br/> Or, you know, accept that the first wave is going to get relatively hard hit and hope new builds are launched fast...
by Hazard151
Fri Nov 26, 2021 6:40 am
Forum: Distant Worlds 2
Topic: Help for new player?
Replies: 12
Views: 410

RE: Help for new player?

I would strongly doubt that site is offering legitimately acquired keys, even with the current discout for DWU.
by Hazard151
Thu Nov 25, 2021 9:15 am
Forum: Distant Worlds 2
Topic: Research in Distant Worlds 2
Replies: 18
Views: 1730

RE: Research in Distant Worlds 2

<t> Will there be an advantage to using the different ship class layouts and does the game know and care about them?<br/> <br/> I mean, if I design Fast, Fleet and Heavy Destroyers, will the game shift construction and fleet creation priorities as different opponents are best faced with certain qual...
by Hazard151
Fri Nov 12, 2021 3:02 pm
Forum: Shadow Empire
Topic: No Energy Transfer
Replies: 2
Views: 105

RE: No Energy Transfer

Note that the size of your energy reserve capacity also matters here.
by Hazard151
Sat Nov 06, 2021 11:39 am
Forum: Distant Worlds 2
Topic: Distant Worlds 2 - Dev Diary #6
Replies: 74
Views: 4927

RE: Distant Worlds 2 - Dev Diary #6

<r> <QUOTE><s>[quote]</s>ORIGINAL: Erik Rutins<br/> Construction ships have one mission at a time, but if you order additional construction through one of the new mining/research location lists, it goes into a global queue and the next free construction ship will take its mission from that queue. Yo...
by Hazard151
Fri Oct 29, 2021 11:13 am
Forum: Distant Worlds 2
Topic: Distant Worlds 2 - Dev Diary #4
Replies: 60
Views: 4259

RE: Distant Worlds 2 - Dev Diary #4

Sounds to me like shorter jump range hyperdrives would be more likely to make use of nebula routes, than longer jump range drives, because the slowdown of nebulae on their jump speeds is less impactful on their average speed.
by Hazard151
Sat Sep 25, 2021 8:02 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 - Dev Diary #4
Replies: 60
Views: 4259

RE: Distant Worlds 2 - Dev Diary #4

<r> <QUOTE><s>[quote]</s>ORIGINAL: HeinzHarald<br/> <br/> While I do like the sound of this solution, it's honestly sounds just as contrived as star-lanes. Real nebulae aren't far off of a perfect vacuum. Luckily this is a game, not a real world simulator. <E>:)</E><e>[/quote]</e></QUOTE> <br/> But ...
by Hazard151
Wed Sep 15, 2021 8:03 pm
Forum: Distant Worlds 2
Topic: Distant Worlds 2 - Dev Diary #4
Replies: 60
Views: 4259

RE: Distant Worlds 2 - Dev Diary #4

Will there be engines that are (perhaps) on the average slower but faster than the average engine in nebulae?
by Hazard151
Fri Apr 30, 2021 8:15 pm
Forum: Tech Support
Topic: [1.09.00][Steam][solved]Atomic howitzer no longer firing
Replies: 7
Views: 192

RE: [1.09.00][Steam] Atomic howitzer no longer firing

<t> You are most likely dealing with an unintended side effect of a previous update that removed a rounding error in the munitions calculation for nuclear howitzer equipped monitor tanks. If Vic hasn't grandfathered those models in they're not getting radioactives because the model design/formation ...
by Hazard151
Tue Apr 20, 2021 11:52 am
Forum: Tech Support
Topic: [1.08.06] lack of power banks leads to energy unit starvation despite net positive energy production
Replies: 8
Views: 272

RE: [1.08.06] lack of power banks leads to energy unit starvation despite net positive energy production

<r> Note that powerbanks are actually <B><s>[b]</s>the<e>[/b]</e></B> most efficient storage system in the game. Other storage assets calculate their storage capacity as (level^2)*1000, but powerbanks calculate it as (level^2)*2000. Not having access to them is crippling due to the small energy stor...
by Hazard151
Thu Apr 01, 2021 3:15 pm
Forum: Shadow Empire
Topic: Most valuable tiles on the planet
Replies: 7
Views: 328

RE: Most valuable tiles on the planet

Ruins with resources beneath them tend to be pretty common in my experience. I mean, why else would you build a city there if not to exploit those resources?

(Although given that a single hex describes about 100 000 square kilometers of area, that's potentially a lot of people.)
by Hazard151
Sat Mar 27, 2021 9:15 pm
Forum: Tech Support
Topic: [1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition
Replies: 6
Views: 305

RE: [1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition

Yes. Micronuke equipped RPG forces, as well as nuclear missile and ICBM units.
by Hazard151
Sat Mar 27, 2021 1:44 pm
Forum: Tech Support
Topic: [1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition
Replies: 6
Views: 305

RE: [1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition

<t> A gaus equipped line infantry unit carries 3 munitions per sub unit, and spends 0.3 units of munitions per round on the attack, 0.1 units on the defense. A tac nuke monitor according to the stats spends 0.3 radioactives per round on the attack, and 0.2 on the defense.<br/> <br/> This would imply...
by Hazard151
Sat Mar 27, 2021 11:29 am
Forum: Tech Support
Topic: [1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition
Replies: 6
Views: 305

[1.08.01b] Tac Nuke equipped Monitors do no draw radioactive for munition

<r> Game started in 1.06.14.<br/> <br/> As stated, tactical nuke grenade launcher equipped monitor tanks do not draw radioactives for munition. As far as I can tell they don't draw <B><s>[b]</s>any<e>[/b]</e></B> munition at all, which results in them firing one shot and retreating.<br/> <br/> Now, ...
by Hazard151
Wed Mar 24, 2021 7:06 pm
Forum: Tech Support
Topic: [1.08.1b] Stuck in turn resolution.
Replies: 1
Views: 136

[1.08.1b] Stuck in turn resolution.

As title states. Game was started in 1.06.14, currently using version 1.08.1b, and also tested this problem in 1.08.05. Turn resolution proceeds Front 33 and stalls indefinitely.
by Hazard151
Mon Mar 08, 2021 8:24 am
Forum: Tech Support
Topic: [1.08.01b] Weird replacement behaviour
Replies: 4
Views: 240

RE: [1.08.01b] Weird replacement behaviour

<r> Start version was 1.06.14<br/> Troop type varies, but includes air forces waiting for replacements and infantry being shrunk down to a smaller formation. These forces are stationed literally <B><s>[b]</s>on[<e>[/b]</e></B> the supply line.<br/> It's the mainline trunk, there's something like hal...
by Hazard151
Sun Mar 07, 2021 11:00 am
Forum: Tech Support
Topic: [1.08.01b] Weird replacement behaviour
Replies: 4
Views: 240

[1.08.01b] Weird replacement behaviour

<t> I'm seeing some really weird replacement behaviour in my game. I've got a supply trunk with more than 4000 excess logistics points left over, but I have units at the end of the supply trunk not replacing fallen troops, not sending back excess troops and not replacing troops of Tolerated quality ...
by Hazard151
Wed Mar 03, 2021 7:55 am
Forum: Suggestions and Feedback
Topic: Destroy and outlaw specific private industries
Replies: 20
Views: 478

RE: Destroy and outlaw specific private industries

<t> Outlawing specific vices is possible, tobacco consumption has been outlawed in much of Europe in specific environments for example.<br/> <br/> Successfully dealing with vices means a lot of socio cultural engineering and a lot of time. The force of law can help, but if the population want to con...

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