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Author Topic: Distant Worlds (4x RTS)  (Read 128682 times)

Orb

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Re: Distant Worlds (4x RTS)
« Reply #795 on: June 08, 2014, 09:08:56 pm »

You could just pay them for protection. If you do that they'll just go back to hitting the other empires. If they're that strong you could also start paying them to do mercenary missions.

Only problem with paying for protection is they can still build pirate fortresses on your worlds. Though I don't think they'll get upset with you if you clear them out.
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Retropunch

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Re: Distant Worlds (4x RTS)
« Reply #796 on: June 09, 2014, 05:56:45 am »

I'm having a problem in that I don't seem to be able to build capital ships (there aren't any designs of them to build from) - what are the tech requisites for them?

I've always just seemed to randomly get them after a bit, but it's been ages and I haven't unlocked them yet!
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Re: Distant Worlds (4x RTS)
« Reply #797 on: June 09, 2014, 06:13:35 am »

I'm having a problem in that I don't seem to be able to build capital ships (there aren't any designs of them to build from) - what are the tech requisites for them?

I've always just seemed to randomly get them after a bit, but it's been ages and I haven't unlocked them yet!

Designs you can't build (build size limitation) don't show up in the list unless you select that option.
Once you increase your limit above the standard design for the capitol ship it shows. You could also design one lower then your build limit to make it show up.
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Tobel

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Re: Distant Worlds (4x RTS)
« Reply #798 on: June 09, 2014, 07:42:03 am »

A quick question that I'm not sure how to word in a search:

When an advisor recommends building a station (such as a research lab), the physical location is offset from the planet at a nice distance. When I build by right clicking on planet, build -> research lab, it builds directly on top. But if I right click in space, it anchors there and doesn't orbit. How can I manually build a station in near (but not ON) orbit?
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Biowraith

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Re: Distant Worlds (4x RTS)
« Reply #799 on: June 09, 2014, 07:52:10 am »

Right clicking in space should work, so long as you select the planet with left click first and choose Build at <planetname> from the right click menu.

Alternatively, when you select the planet there's small colour coded buttons at the bottom right.  One of those should have options for building most station types, and choosing it that way will auto-position it similar to when an advisor recommends.
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Puzzlemaker

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Re: Distant Worlds (4x RTS)
« Reply #800 on: June 09, 2014, 08:00:20 am »

i think there is also an "empire policy" (?) tab just for boarding... i.e. what tech/size ships they should board automatically and what then gets used and what scrapped etc.
maybe setting stuff there to "board everything no matter what" makes them board automatically everything and maybe stop fighting it then once boarded?

Yeah, there is.

See, I want to try to have my ships automatically board every single time.  However, I am having problems with getting my ships not to blow up the enemy, so I have been trying to figure out a weapon that will damage shields but not damage the ship itself.  Missles do less damage to armor, but they are long range and boarding is short ranged, so it doesn't work out.
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Re: Distant Worlds (4x RTS)
« Reply #801 on: June 09, 2014, 08:12:42 am »

i think there is also an "empire policy" (?) tab just for boarding... i.e. what tech/size ships they should board automatically and what then gets used and what scrapped etc.
maybe setting stuff there to "board everything no matter what" makes them board automatically everything and maybe stop fighting it then once boarded?

Yeah, there is.

See, I want to try to have my ships automatically board every single time.  However, I am having problems with getting my ships not to blow up the enemy, so I have been trying to figure out a weapon that will damage shields but not damage the ship itself.  Missles do less damage to armor, but they are long range and boarding is short ranged, so it doesn't work out.

Why not try ion?
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Puzzlemaker

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Re: Distant Worlds (4x RTS)
« Reply #802 on: June 09, 2014, 08:51:24 am »

i think there is also an "empire policy" (?) tab just for boarding... i.e. what tech/size ships they should board automatically and what then gets used and what scrapped etc.
maybe setting stuff there to "board everything no matter what" makes them board automatically everything and maybe stop fighting it then once boarded?

Yeah, there is.

See, I want to try to have my ships automatically board every single time.  However, I am having problems with getting my ships not to blow up the enemy, so I have been trying to figure out a weapon that will damage shields but not damage the ship itself.  Missles do less damage to armor, but they are long range and boarding is short ranged, so it doesn't work out.

Why not try ion?

Ion doesn't damage shields, only weapons and engines, sadly.  I tested it with a few ships equipped with only Ion, and they just stood there shooting at a ship for a few minutes with nothing happening.  If someone has gotten Ion to take out shields, let me know how!

Right now I am thinking long range missile frigates + close range Ion boarders might work.  Missiles do less damage to armor, so hopefully it will leave the ships alive long enough for the boarders to board them.  Still, one of the problems with that is, while they stop shooting at a ship after it's been boarded, the missiles they already fired will continue, potentially destroying the ship.

It's a conundrum.
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LoSboccacc

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Re: Distant Worlds (4x RTS)
« Reply #803 on: June 09, 2014, 10:23:41 am »

I wonder if a fast escort ship with ion and rail is going to be as annoying as it sounds to capitals and stuff

How ion damage vs ship size stack?
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jhxmt

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Re: Distant Worlds (4x RTS)
« Reply #804 on: June 09, 2014, 01:04:10 pm »

I haven't played an Ancient Galaxy game yet - I'm assuming (from what I've read) it doesn't actually lead into the Age of Shadows?

I.e. if you start an Age of Shadows game you can play into what is effectively the 'classic' gametype.  Ancient Galaxy I assume just ends up doing its own thing, and doesn't lead you into an age-of-shadows-type game?  Because that would be awesome, but I can't think of any way they'd sensibly implement it!  :P
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Re: Distant Worlds (4x RTS)
« Reply #805 on: June 09, 2014, 01:11:47 pm »

i think there is also an "empire policy" (?) tab just for boarding... i.e. what tech/size ships they should board automatically and what then gets used and what scrapped etc.
maybe setting stuff there to "board everything no matter what" makes them board automatically everything and maybe stop fighting it then once boarded?

Yeah, there is.

See, I want to try to have my ships automatically board every single time.  However, I am having problems with getting my ships not to blow up the enemy, so I have been trying to figure out a weapon that will damage shields but not damage the ship itself.  Missles do less damage to armor, but they are long range and boarding is short ranged, so it doesn't work out.

Why not try ion?

Ion doesn't damage shields, only weapons and engines, sadly.  I tested it with a few ships equipped with only Ion, and they just stood there shooting at a ship for a few minutes with nothing happening.  If someone has gotten Ion to take out shields, let me know how!

Right now I am thinking long range missile frigates + close range Ion boarders might work.  Missiles do less damage to armor, so hopefully it will leave the ships alive long enough for the boarders to board them.  Still, one of the problems with that is, while they stop shooting at a ship after it's been boarded, the missiles they already fired will continue, potentially destroying the ship.

It's a conundrum.
Possible solution: Don't put too much attack power on the ship.  Sure, you can probably melt those shields... but by the time the shields melt, your next volley is already on the way, at the same time your boarding crew is on the way too.  Don't use fighters either. (Make a mixed ship, rather then boarding+ion only ships.)

I don't really know how you are playing or building your ships(or your tech levels), so I can't really comment more then that.

Rail is not really a good idea for capture, since it partially bypasses shields... rather then hit em full on, but then, it might blow up a shield generator.  On the other hand, it may destroy the engine and you have a stranded ship or one that has to chug along across half the galaxy... or you have to tie up a construction ship from across half the galaxy.  (Oh right, it runs out of fuel midway and turns around to refuel.)

Another solution: Don't expect high capture rates, war is a chaotic thing, you capture some, you destroy some and some escape.


I wonder if a fast escort ship with ion and rail is going to be as annoying as it sounds to capitals and stuff

How ion damage vs ship size stack?
If I remember correctly, only the graviton beam gets effected by big ships.  Though... big ships with more components is less likely to get something critical disabled... and more likely to carry emp defense.
Yes, railguns are ALWAYS annoying for capital ships and other strong/big stuffeverything, unless they have auto-repair components.  Know how much of a pain it is to keep having to repair damaged ships?  Or the ships stationed in the outer rim of your empire having to go all the way back to a space port in the inner rim after getting into a fight with railguns?
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Re: Distant Worlds (4x RTS)
« Reply #806 on: June 09, 2014, 01:18:56 pm »

how do you get troop transport to fill with troops? I give the order but they insist in loading from a planet which has very few
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Re: Distant Worlds (4x RTS)
« Reply #807 on: June 09, 2014, 01:31:37 pm »

how do you get troop transport to fill with troops? I give the order but they insist in loading from a planet which has very few

Right click the planet. Or ctrl right click. Whatever it is, have the transport selected.
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jhxmt

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Re: Distant Worlds (4x RTS)
« Reply #808 on: June 09, 2014, 03:32:28 pm »

Huh.  I have another empire on my borders (I'm Wekkarus, other empire is Kiadian).  They strongly disliked my government type (I'm a republic, they were a military dictatorship).

Using one of my agents, I managed to incite a revolution in their empire, causing them to change to Feudalism government.  Now, my understanding is that a feudalist government has no problem with a republic, so they should like me more now, right?

But the -15 relationship malus due to "We dislike your government type" still remains.  Does anybody know if that fades over time, or is this likely to be a bug?  (Because I assume it's not behaviour-as-expected).

Edit: ah, it goes away after a few months.  Probably takes time to clean the throne. :P
« Last Edit: June 09, 2014, 03:46:43 pm by jhxmt »
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Re: Distant Worlds (4x RTS)
« Reply #809 on: June 09, 2014, 03:34:40 pm »

Would love to try this game, have to wait till it's on sale tough..
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