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Author Topic: Distant Worlds (4x RTS)  (Read 128807 times)

Grendus

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Re: Distant Worlds (4x RTS)
« Reply #210 on: April 09, 2010, 01:33:51 pm »

Alright, you've sold me, I'm going to buy this. However, I do have a quick question before I do - they're selling through Digital River. I tried to buy MOO2 through Digital River and they added DRM and gave me a bad code so I never got to use it. Has anyone had problems with the download?
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Tarran

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Re: Distant Worlds (4x RTS)
« Reply #211 on: April 09, 2010, 01:37:21 pm »

Alright, you've sold me, I'm going to buy this. However, I do have a quick question before I do - they're selling through Digital River. I tried to buy MOO2 through Digital River and they added DRM and gave me a bad code so I never got to use it. Has anyone had problems with the download?
Not me, It went perfectly, and if you are that phobic, then do the physical and download option. (and remember to bookmark the page with your code or write it down somewhere, you don't want to lose it, as you need it for updates and re-installing)
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Grendus

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Re: Distant Worlds (4x RTS)
« Reply #212 on: April 09, 2010, 02:29:35 pm »

Bought it just digital download. It was going to cost $20 extra for a physical copy. Installing now, and simultaneously burning the install file and a text file with the code to a back up DVD. Been meaning to do this for ages anyways.
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Zai

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Re: Distant Worlds (4x RTS)
« Reply #213 on: April 09, 2010, 07:01:35 pm »

This game looks very interesting. However, I'm going to avoid buying it until either it is on sale or money becomes less of a strain for me.
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DEATH has been waiting for you. He has poured you some TEA.

Grendus

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Re: Distant Worlds (4x RTS)
« Reply #214 on: April 09, 2010, 07:30:49 pm »

I have to say, I'm not all that impressed. When I order ships to go defend a mining base, half the time they sit there on their automated "wait at moon" order instead of immediately going off to... you know... hunt pirates. It just doesn't really feel like I'm doing much when things are automated, and it doesn't feel like I can do much when it's not. But maybe I missed some command that makes them work or something.
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Tarran

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Re: Distant Worlds (4x RTS)
« Reply #215 on: April 09, 2010, 08:03:03 pm »

Warships only act automated when in fleets and when the fleet gets an order, that's all the AI is designed to do, if you want them hunting pirates, order the fleet to attack the base. No, they will never hunt individual ships.

Escorts are what protects bases and stations, without them you will have to micromanage warships to be escorts, and that's not fun, the AI does a decent job with them, not a great job, but you should not expect too much from such a small game.

I usually have everything automated, and when I need things done my way the AI usually lets me do my dirty work myself.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Krelos

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Re: Distant Worlds (4x RTS)
« Reply #216 on: April 10, 2010, 12:29:00 am »

Did anyone else figure out how to build a worldship/deathstar? I did.

Its size 8082, has 100,800 shields, 24,000 fuel, can move at 25-40 (and uses 700-1225 energy to do it) and has an attack rating of 10k.
Ten. Thousand.

It destroys entire fleets before they know whats happening.

Spoiler (click to show/hide)
« Last Edit: April 10, 2010, 12:51:19 am by Krelos »
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Quote from: Ravenplucker
Quote from: Aklyon
Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

ductape

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Re: Distant Worlds (4x RTS)
« Reply #217 on: April 10, 2010, 12:50:25 am »

Alright, you've sold me, I'm going to buy this. However, I do have a quick question before I do - they're selling through Digital River. I tried to buy MOO2 through Digital River and they added DRM and gave me a bad code so I never got to use it. Has anyone had problems with the download?
Not me, It went perfectly, and if you are that phobic, then do the physical and download option. (and remember to bookmark the page with your code or write it down somewhere, you don't want to lose it, as you need it for updates and re-installing)

You can "register" the game on the Matrix website and then your serial will be stored there. The COMMUNITY page is where it's done. That's also where you get the beta downloads.

On automation, i have turned off fleet automation since before they fixed it and I prefer it that way. I usually have about 1/2 to 2/3 of my total ships in fleets that I control, the rest I leave automated to take care of pirates and stuff around my mining. If i want a pirate base dead, i send out one of my fleets manually. They fixed the fleet thing that made me go off automation, but I am used to things this way and I like it.
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Grendus

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Re: Distant Worlds (4x RTS)
« Reply #218 on: April 10, 2010, 11:55:21 am »

Every time I set victory conditions, I win by the time they're enabled. That's a little frustrating when you consider that, for example, if I have it set so I have to have 50% of the galaxy's population and don't set a start date, I win inside of half a month. I have a feeling it's not generating the other players correctly, but is that caused by a configuration set up or a bug?
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Krelos

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Re: Distant Worlds (4x RTS)
« Reply #219 on: April 10, 2010, 03:05:42 pm »

Every time I set victory conditions, I win by the time they're enabled. That's a little frustrating when you consider that, for example, if I have it set so I have to have 50% of the galaxy's population and don't set a start date, I win inside of half a month. I have a feeling it's not generating the other players correctly, but is that caused by a configuration set up or a bug?

Its AI deficiency more than anything else. ATM its extremely easy to out-manage all the AI empires.
It's actually harder to win if you use more automation, because then the same AI is controlling part of your empire and doing it just as badly.
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Quote from: Ravenplucker
Quote from: Aklyon
Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

ductape

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Re: Distant Worlds (4x RTS)
« Reply #220 on: April 10, 2010, 11:24:10 pm »

thats why the default setting for victory conditions is at 5 years. Early game, there is plenty of chance for imbalance and weak AI positions. The player is naturally expansion minded, so it might be easy to expand into 50% of the population in just a few short clicks.

I am not defending the quality of the ai, but it is better at some things than others.
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Grendus

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Re: Distant Worlds (4x RTS)
« Reply #221 on: April 10, 2010, 11:50:43 pm »

Yea. I learned the hard way about over-militarizing without expanding properly. I built a ton of escorts and three 8 ship fleets with pretty decent sized frigates and destroyers. I got stuck at 11k funds and couldn't get enough cash to do anything. My homeworld had been spending forever on three defense bases instead of building colony and construction ships, so I had almost no trade or taxes. Then I hit the 3 year mark and the game terminated. Now I start the AI civs a little ahead of myself. It's tougher, but it stops the insta-victory.
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A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

ductape

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Re: Distant Worlds (4x RTS)
« Reply #222 on: April 11, 2010, 01:24:24 am »

thats weird, i set all AI to have the most basic tech and progress, same as myself. BUt in my victory conditions (by default) is set to not allow a victory for 5 years. There is not insta-victory.
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Krelos

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Re: Distant Worlds (4x RTS)
« Reply #223 on: April 12, 2010, 12:40:15 pm »

Things I've learned about the AI:

Pirates - Annoying to you, deadly to the AI. Turn them all the way up and the AI will be stalled indefinitely. I recommend second to lowest setting to give the AI a chance.
Monsters - Same story. All the way down and the AI will do OK, all the way up... insta-victory.
Victory Conditions - Annoying to you, lifeblood of the AI. Giving the game vic-condits lets the AI know what to do and they are much more aggressive. Still, I hate having an end of the game, so I set them at absurd levels, 80-95%, with a 99 year start time.

I always give the AI's more stuff to start with as well, so I don't overtake them immediately. I find setting myself at 'Young' and the AIs at 'Expanding' works best, for me anyway.
I also make the aggressiveness setting the highest it will go. Anything below that and the whole galaxy will line up to be your love slaves.

About trading:

The more friendly and less intelligent a race is, the worse deals they will accept. In my current game I have a race that will give me 60k credits in return for me giving them 50k back, over and over. This is a middle-of-the-road race as well, it gets better.
« Last Edit: April 12, 2010, 01:02:10 pm by Krelos »
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Quote from: Ravenplucker
Quote from: Aklyon
Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #224 on: April 12, 2010, 07:30:26 pm »

I have a race that will give me 60k credits in return for me giving them 50k back, over and over. This is a middle-of-the-road race as well, it gets better.
This is actually a big and should have been fixed in the 1.0.3.0 patch I believe. If you're still able to do this, would you mind reporting it to them along with a save?
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