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Author Topic: Distant Worlds (4x RTS)  (Read 130431 times)

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #300 on: December 22, 2010, 02:49:40 pm »

If you don't leave the troop transports on automate they won't pick up troops on their own. I don't see why this is a problem though, didn't you want to use the troops to invade?
The problem is the extraneous troop bays the default destroyers and capships have. You only want fast, heavily shielded blockade runners loaded with troops, so you don't have to bother clearing the fleet and starport from your target planet.
So remove those troop bays.
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Brons

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Re: Distant Worlds (4x RTS)
« Reply #301 on: December 22, 2010, 03:00:10 pm »

I have shipbuilding on auto because I have no idea what ships I should build (or how to design them for that matter). The problem is that the AI builds a few troop transports, loads them up with troops and sends them out for pirate hunting. I guess having the AI handling stuff is a bigger hassle than the micro it takes away.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #302 on: December 22, 2010, 03:16:02 pm »

I have shipbuilding on auto because I have no idea what ships I should build (or how to design them for that matter). The problem is that the AI builds a few troop transports, loads them up with troops and sends them out for pirate hunting. I guess having the AI handling stuff is a bigger hassle than the micro it takes away.
I suggest you let the AI suggest ships to build instead, and keep all of your destroyers and troop transports (and maybe some frigates but not all) on manual control in a few fleets around your empire. The automated escorts and frigates will do peacekeeping duties and you can use the fleets to carry out specific objectives.

Honestly the expansion is worth the money just for the expanded research and increased control. I can open the list of enemy targets, select one of my fleets, click the target and they will go fight. It is that easy, select a fleet and two clicks and they're off to the attack. The enemy target list even gives you an estimation of the firepower of the enemy ships which are defending that objective.
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Sir Pseudonymous

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Re: Distant Worlds (4x RTS)
« Reply #303 on: December 22, 2010, 03:34:41 pm »

If you don't leave the troop transports on automate they won't pick up troops on their own. I don't see why this is a problem though, didn't you want to use the troops to invade?
The problem is the extraneous troop bays the default destroyers and capships have. You only want fast, heavily shielded blockade runners loaded with troops, so you don't have to bother clearing the fleet and starport from your target planet.
So remove those troop bays.
Right, that was one of the solutions he was recommending to the problem of not having enough troops ready. I'm not sure what you're arguing here.
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Paul

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Re: Distant Worlds (4x RTS)
« Reply #304 on: December 22, 2010, 03:49:45 pm »

I didn't realize troop transports would pirate hunt... I've always had mine in fleets, though - put yours in a fleet and they won't do that.

You'll still have the issue with destroyers though.


Anyone else notice that in the expansion the missile weapons are the absolute best weapon, outclassing everything else? I hope it gets balanced a bit in the next patch, maybe by increasing the speed a bit on the torpedoes and cutting down the damage dropoff at range on the beams a little bit.

The third missile (research level 5) is just better than everything, even the research level 7 stuff. The top tier torpedo weapon has longer range, but at max missile range the damage drops to 18 as opposed to 11 - which would be good except the torpedo travels at a speed of 180, and apparently your ships won't fire another volley until the first one hits. So the actual rate of fire is about once every 4.5 seconds instead of the listed 2, compared to the missile's 2.6 seconds. And if you fired at the max range of 990 it gets far worse. All the torpedoes suffer from this problem.

Then the beams are just way shorter range. The top tier titan beam is range 560, and at that range the damage would be about 6.6, with a fire rate of 1.4. This makes it a little bit better than the missile at that range, but a range advantage of 250 is pretty significant. And comparing it to the beam on the same tech level of the missile is just no contest. The beams still fill a niche role for very high damage at close range, but I rarely find my ships slugging it out point blank. Even with high speed, by the time you close the distance with a missile ship (especially if its flying away from you) you've probably taken too much damage to make it worthwhile.

Not only that, but missiles only have the 1 type - concussion. Ships you build at first tech level of missile are automatically upgraded to the best once you have it researched. All the other weapons are replaced by advanced models at the same tech level as the top tier missile, so once you reach that point you have to retrofit everything.



Oh and an update on my transport problem: It's still obviously there, but starting at a higher tech level (which I kinda hate because I like climbing the tech ladder...) helps the problem a great deal. They still go 5 sectors to deliver 200 units, but at least now they traverse those 5 sectors in half the time and have plenty of fuel left over. I failed to salvage the game I already had going though - I tried adding huge fleets of transport ships with newer hyper drives and such, and it did make my economy get a small boost, but apparently the entire galaxy is so screwed up that my ships are deciding to send packages of luxuries across the other side of the map instead of bringing them to my own colonies so they still aren't reaching their potential. The funny thing is even though my economy is still totally in the dump I'm still at the top of the economy ladder now because everyone else is even worse, even though some of them have a higher population. Even the Teekans with their trade bonuses are slightly behind my economy...
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MrWiggles

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Re: Distant Worlds (4x RTS)
« Reply #305 on: December 22, 2010, 10:16:13 pm »

Missiles, it seems for most space strategy games like this, seem to always be OP.

In RL, it seems like the reason why misisles aren't used as much as they are in games is because missiles munition and ordnance is much more expensive then ten gun ammo.
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hemmingjay

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Re: Distant Worlds (4x RTS)
« Reply #306 on: December 22, 2010, 11:25:49 pm »

Yeah, missiles use an enormous amount of scarce resources, hence the high price. Consider a Tomahawk cruise missile, arguably the most accurate current gen deliver system, costs $500,000 to make but with testing, development and various transport costs each missile costs $1,400,000 to deliver on target. Now imagine you have 1000's of craft that each carry 50-100 of any type of missile.

If humanity is going to continue to have wars we need new weapon delivery technology. I am hopeful for practical application of orbital bombardment of cobalt pellets.

sorry for the derail. I can't bring myself to delete it after all of that work.
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MrWiggles

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Re: Distant Worlds (4x RTS)
« Reply #307 on: December 22, 2010, 11:37:37 pm »

Cobalt tungsten pellets fired from rail guns would be probably some a fairly cheap and safe ordnance to have on ships.

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Sir Pseudonymous

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Re: Distant Worlds (4x RTS)
« Reply #308 on: December 22, 2010, 11:44:56 pm »

Cobalt tungsten pellets fired from rail guns would be probably some a fairly cheap and safe ordnance to have on ships.
Except for the "having to replace the barrel of the cannon after every shot" part...
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MrWiggles

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Re: Distant Worlds (4x RTS)
« Reply #309 on: December 22, 2010, 11:46:49 pm »

Cobalt tungsten pellets fired from rail guns would be probably some a fairly cheap and safe ordnance to have on ships.
Except for the "having to replace the barrel of the cannon after every shot" part...
Well, thats only if you dont have super conductive room temp mono rails. (Its totally possible. >.> Eventually.)
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hemmingjay

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Re: Distant Worlds (4x RTS)
« Reply #310 on: December 22, 2010, 11:51:02 pm »

we actually have the technology to drop them from orbit now, and a some people speculate there is something of the kind on that new "worlds largest spy satellite" just launched by the US. Accuracy is reported to be a theoretical 3 meter pattern.
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MrWiggles

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Re: Distant Worlds (4x RTS)
« Reply #311 on: December 22, 2010, 11:57:28 pm »

we actually have the technology to drop them from orbit now, and a some people speculate there is something of the kind on that new "worlds largest spy satellite" just launched by the US. Accuracy is reported to be a theoretical 3 meter pattern.

Link?

Also, isn't militarization of space a huge fuck off no-no?
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hemmingjay

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Re: Distant Worlds (4x RTS)
« Reply #312 on: December 23, 2010, 12:08:55 am »

that's why it's not "above board" as the expression goes. Money goes into the research and development of orbital weapon platforms but deploying them is a huge clusterfuck of international relations implications. Openly deploying a weapon system would certainly cause another arms race like we saw in the 1950's-90's. However, can you tell me why a spy satellite would have to be so much larger than any other previously, or why you would announce to the world that it is a spy satellite?
http://jalopnik.com/5696146/americas-largest-rocket-fires-secret-spy-satellite-into-orbit

Note that it has a huge antena array and advanced tracking systems. I'm not a conspiracy nut. I was trained in analyzing intelligence in the military and can make intelligent, reasoning speculation. My friends still have an active interest in this field.

http://en.wikipedia.org/wiki/Kinetic_bombardment
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Brons

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Re: Distant Worlds (4x RTS)
« Reply #313 on: December 23, 2010, 05:08:30 am »

In my game I'm in the core of the galaxy and I have those spider people to the 'west' of me. They're weaker than me but two of the three special resources, that I control, are next to their empire. So I've planted a few fleets on the border to protect these resources. I'm thinking about doing a preemptive strike because they're constantly spying on me and shooting down freighters that travel in neutral or their space. But I'm worried about my reputation. Will declaring war hurt my reputation a lot? I'm not really into fighting the entire galaxy because of the spider people. Their reputation is bad, by the way.

Another question: I've found the planet destroyer but it's inside another empire's space. I've seen one of their constructor ships moving closer to it but it got scared by the slugs. Can I destroy the destroyer? I can probably send in one of my fleets to kill the slugs but I'm worried I can't repair it because of logistical reasons. I'm not looking for a war with this empire by parking my fleet in their space and killing everything that  comes close to the destroyer.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #314 on: December 23, 2010, 05:27:26 am »

Yeah you can attack and destroy derelict ships IIRC
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