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Author Topic: Distant Worlds (4x RTS)  (Read 128948 times)

amjh

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Re: Distant Worlds (4x RTS)
« Reply #420 on: December 10, 2012, 06:53:30 am »

Seems it was the "Attacks of opportunity" setting, I thought I had turned that off before but I didn't notice you need to confirm the changes. It apparently means going full offence without asking if there's even one undefended enemy system.
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monkey

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Re: Distant Worlds (4x RTS)
« Reply #421 on: December 10, 2012, 08:20:03 am »

On Legends, you could use the fleet posture thingy.
http://www.matrixgames.com/forums/tm.asp?m=2973167

Quote
1.) Set Home Base. I like to do this directly from the fleet screen right after I queue ships up for construction, but if you need to change home bases in a pinch this is a much better way to do it. Simply click the button, then click on anything even remotely base-like that you own. This important, since most of the fleet posture functions work off of your home base.

2. Set Attack Target. This is not to be confused with manually clicking attack on a target. When you set an attack target, and an appropriate range, your ship will kill everything within that range of the target whenever it is not doing anything better. If I'm going to attack someone with an attack fleet, I first hit button number 3 so that it shows the sword icon (meaning the fleet is in attack mode), then I manually tell my fleet to attack the planet, structure, or fleet that I want destroyed, then I hit the automate button which ensures that after the mission is done it will continue to look after itself (and follow the directive issued by the attack posture/range) while I tend to other things.

3.) Flips between Attack/Defend modes. This is important. If your ship is on auto, it will always look after itself. But that's not to say that it will best look after the needs of the empire. If you have a fleet on auto, make sure you differentiate between attack and defend, and appropriate range. It affects how your ships act in your absense, which is very important.

4.) Range. Most of the time i'll use Sector, but there are plenty of specialized situations in which you might want something smaller. I usually set my transport fleets to attack posture/attack target only, so they don't get mixed up in other affairs while shuffling reenforcements to the various planets I'm invading.

5.) Automate. For the most part, this button is self-explanatory, but it is very important. An automated fleet will take the initiative at times, but to properly direct that initiative you must use fleet postures. If you're not the kind of person that uses automation at all, then fleet posturing is probably not that big a deal to you--but the impact it has on being able to multi-task in war is incredible.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #422 on: December 10, 2012, 12:34:18 pm »

How'd it work for defence if you set it so that most ships aren't assigned to fleets?
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Tellemurius

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Re: Distant Worlds (4x RTS)
« Reply #423 on: December 10, 2012, 12:50:43 pm »

How'd it work for defence if you set it so that most ships aren't assigned to fleets?
if you assigned them to defend they will not be shoved into a fleet automatically (supposedly)

kilakan

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Re: Distant Worlds (4x RTS)
« Reply #424 on: December 10, 2012, 12:51:09 pm »

they tend to wander around your territories escorting various civillian ships and patrolling mining stations and the like.  So actually fairly effective against bandits, not so much against a proper attack.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #425 on: December 10, 2012, 02:38:25 pm »

How do I prevent losing half my colonies within fifteen minutes after someone starts a war? My ships seem to be unable to do anything, and the game gives no feedback about what's going wrong. When I order an attack to take back lost colonies, my ships often just sit still some distance away from the enemies, doing nothing.
Lack of information seems a common problem, I never know what is going right and what wrong.
I got both expansions and updated yesterday, if that's relevant.
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Baijiu

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Re: Distant Worlds (4x RTS)
« Reply #426 on: December 10, 2012, 03:03:28 pm »

How big are your task forces? I've noticed that as the game progresses, the invasion forces get larger but the AI settings are static and don't compensate for that. I usually set my task forces to have at least 30+ ships minimum by late game. That's about the time that the game gets unplayable for me and crashes every 10 minutes. v_v

Also, check your war automation... Chances are, the settings are weird because I've never had ships just sit around. They're usually off doing -something-. Patrolling, or whatnot.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #427 on: December 10, 2012, 03:23:08 pm »

Part of the problem seems to be that if the enemies manage to get an invasion fleet on a new colony that didn't have time to built defences, the game instantly seems to forget it was mine and handles it the same it does any other enemy colony.
Maybe I got wrong technology, what's good for early game defence?

Edit:

Found out the problem, the AI designed ships without weapons for me. Everything smaller than a capital ship is unarmed. Enemies seem to have the same problem, the ships just go around in circles around each other.
« Last Edit: December 10, 2012, 06:14:04 pm by amjh »
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #428 on: December 10, 2012, 07:33:54 pm »

Part of the problem seems to be that if the enemies manage to get an invasion fleet on a new colony that didn't have time to built defences, the game instantly seems to forget it was mine and handles it the same it does any other enemy colony.
Maybe I got wrong technology, what's good for early game defence?

Edit:

Found out the problem, the AI designed ships without weapons for me. Everything smaller than a capital ship is unarmed. Enemies seem to have the same problem, the ships just go around in circles around each other.
What version are you using? All expansions? Because stuff like that was supposed to have been fixed.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #429 on: December 10, 2012, 07:51:37 pm »

Looked at their forums, it's because my computer had comma set as the decimal separator so it couldn't read the file with design info. It's apparently only on the newest version.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #430 on: December 10, 2012, 07:53:45 pm »

Looked at their forums, it's because my computer had comma set as the decimal separator so it couldn't read the file with design info. It's apparently only on the newest version.
Ahh, that makes sense.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #431 on: December 10, 2012, 08:10:27 pm »

It was kinda confusing to find out, since I didn't want to mess with the designs at this point. But, after watching the first fleet dance ballet with the pirates for fifteen minutes, checking if their status would change at all, I finally got the problem and checked the designs where they all had warning about not having weapons. Then, it was quick to find on the forum.
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Zangi

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Re: Distant Worlds (4x RTS)
« Reply #432 on: December 11, 2012, 01:00:10 pm »

The Distant Worlds extended mod looks to be coming along nicely, buncha new races and what-not.
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amjh

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Re: Distant Worlds (4x RTS)
« Reply #433 on: December 11, 2012, 04:01:08 pm »

Would it make sense to build some kind of trade space stations near far away friendly empires? I don't know enough of freighter behavior to say if that'd do anything.
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pilgrimboy

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Re: Distant Worlds (4x RTS)
« Reply #434 on: December 28, 2012, 08:57:40 am »

Newbie question. How do I invade a planet?
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