Matrix Games Forums

Flashpoint Campaigns: Red Storm gets huge update and a Steam release!Battle Academy 2 opens up a new front!Flashpoint Campaigns Featured on weekly Streaming SessionFrontline: The Longest Day - New Screenshots!Deal of the Week: Hannibal Rome and CarthageFlashpoint Campaigns: Red Storm gets Players Edition!To End All Wars gets its first major patch! Hell is now available!War in the West Wacht am Rhein AAR Deal of the Week Panzer Corps: Allied Corps
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Planetary Shields OP?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Planetary Shields OP? Page: [1]
Login
Message << Older Topic   Newer Topic >>
Planetary Shields OP? - 8/24/2012 5:50:33 AM   
Ares106


Posts: 86
Joined: 1/29/2011
Status: offline
They negate an entire branch or research (bombardmanet weapons) and they do so 100% they force weak races to have to invade with billions of troops, especially if its the capital of a empire, which has been stockpiling defensive troops since the start of the game and to top it off it gives a bonus to defenders. There is no way to circumvent this other then invasion.

There should be some way to disable the shields from space or with special targeted assault. Or there should be some technology that overrides the shields and can do limited damage despite the shilelds.

As it stands it's too powerfull, and not only negates bombardments but the whole aspect of space fleets and controll of airspace.

< Message edited by Ares106 -- 8/24/2012 5:52:02 AM >
Post #: 1
RE: Planetary Shields OP? - 8/24/2012 8:00:02 AM   
jpwrunyan


Posts: 446
Joined: 12/3/2011
From: Uranus
Status: offline
Are you sure it blocks all bombardment period? I think the description said that but I assumed it was a lie because otherwise, like you said, it seems pretty fierce. Regardless, i have never had trouble invading someone's homeworld while not using to bombardment. Bombardment is useful, but not necessary. And robo-troops are the answer to the problem of what to do when you are playing teekans.

(in reply to Ares106)
Post #: 2
RE: Planetary Shields OP? - 8/24/2012 1:34:32 PM   
ASHBERY76


Posts: 1982
Joined: 10/10/2001
From: England
Status: offline
I would like to see the higher tier bombardment weapons bypess some planet shielding.As it stands the late tier bombardment weapons are not really worth teching it as early tier ones do enough damage.

(in reply to jpwrunyan)
Post #: 3
RE: Planetary Shields OP? - 8/24/2012 6:38:17 PM   
Ares106


Posts: 86
Joined: 1/29/2011
Status: offline
Good point. It should be like an arms race between two tech branches.

Does anyone with modding experience know a way to dissable or nerf planetary shields in the current game build?

(in reply to ASHBERY76)
Post #: 4
RE: Planetary Shields OP? - 8/24/2012 8:30:14 PM   
ScottenChi

 

Posts: 180
Joined: 12/9/2005
Status: offline
I agree. I think Planetary Shields should delay the damage done to the world, not completely stop it. I think invading an enemy homeworld hosting 100-200 enemy troops to be impossible.

The shield should take awhile to knock down which would allow the defendants time to rush a fleet to that system.

(in reply to Ares106)
Post #: 5
RE: Planetary Shields OP? - 8/25/2012 10:23:50 AM   
Noble713


Posts: 46
Joined: 1/11/2011
From: United States
Status: offline
Much of Distant Worlds is inspired by Star Wars. In Star Wars, the employment of planetary shields was so effective that the Galactic Empire was forced to introduce the Death Star to overcome them. Otherwise planets could laugh at the Imperial Navy and defy the Empire with impunity.


The problem with planetary shields in DW is that they are too easy to build and maintain. Only major industrial worlds with the capability for huge power generation should be able to operate them with any degree of cost-effectiveness.

(in reply to ScottenChi)
Post #: 6
RE: Planetary Shields OP? - 8/25/2012 3:06:48 PM   
ASHBERY76


Posts: 1982
Joined: 10/10/2001
From: England
Status: offline
quote:

ORIGINAL: Noble713

Much of Distant Worlds is inspired by Star Wars. In Star Wars, the employment of planetary shields was so effective that the Galactic Empire was forced to introduce the Death Star to overcome them. Otherwise planets could laugh at the Imperial Navy and defy the Empire with impunity.


The problem with planetary shields in DW is that they are too easy to build and maintain. Only major industrial worlds with the capability for huge power generation should be able to operate them with any degree of cost-effectiveness.


There is a way round this in the policy modding.You can force all the A.I empires to not build them at all or only make them build it at a high population world.

This is the default.

ColonyAllowFacilityPlanetaryShield ;Y
ColonyFacilityPopulationThresholdPlanetaryShield ;2000

< Message edited by ASHBERY76 -- 8/25/2012 3:07:45 PM >

(in reply to Noble713)
Post #: 7
RE: Planetary Shields OP? - 8/25/2012 4:53:01 PM   
pipewrench


Posts: 450
Joined: 1/5/2010
Status: offline
quote:

ORIGINAL: Noble713

Much of Distant Worlds is inspired by Star Wars. In Star Wars, the employment of planetary shields was so effective that the Galactic Empire was forced to introduce the Death Star to overcome them. Otherwise planets could laugh at the Imperial Navy and defy the Empire with impunity.


The problem with planetary shields in DW is that they are too easy to build and maintain. Only major industrial worlds with the capability for huge power generation should be able to operate them with any degree of cost-effectiveness.


Totally agree with you. It would be nice if the planetary shield would have to use a fuel source that has to be mined. The draw the shield needs would put a time limit on use and create blockading tactics.



< Message edited by pipewrench -- 8/25/2012 4:56:52 PM >

(in reply to Noble713)
Post #: 8
RE: Planetary Shields OP? - 8/25/2012 5:02:11 PM   
ehsumrell1


Posts: 2152
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Or even more....have Elliot develop two new skills for the Intelligence Agent role.

Sabotage Planetary Shield

{Where, similar to 'Steal Operations Map', the Planetary Shield becomes inactive for a short period of time}

Destroy Planetary Shield

{Where, similar to 'Destroy Base' [Then set target base], a specific Planet's Shield can be destroyed.)

Think I'd better put these into the Master Wishlist and Developmental List

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to pipewrench)
Post #: 9
RE: Planetary Shields OP? - 8/25/2012 5:54:38 PM   
Ares106


Posts: 86
Joined: 1/29/2011
Status: offline

quote:

ORIGINAL: ASHBERY76

quote:

ORIGINAL: Noble713

Much of Distant Worlds is inspired by Star Wars. In Star Wars, the employment of planetary shields was so effective that the Galactic Empire was forced to introduce the Death Star to overcome them. Otherwise planets could laugh at the Imperial Navy and defy the Empire with impunity.


The problem with planetary shields in DW is that they are too easy to build and maintain. Only major industrial worlds with the capability for huge power generation should be able to operate them with any degree of cost-effectiveness.


There is a way round this in the policy modding.You can force all the A.I empires to not build them at all or only make them build it at a high population world.

This is the default.

ColonyAllowFacilityPlanetaryShield ;Y
ColonyFacilityPopulationThresholdPlanetaryShield ;2000


Nice! This is exactly what I'm looking for.
Plase let me know what file you find that in. I'm guessing changing that "Y" into a "N" would fix the problem.
Off cuorse I will also not built any shields myself.

Also those are some great suggestions ehsumrell1

(in reply to ASHBERY76)
Post #: 10
RE: Planetary Shields OP? - 8/25/2012 6:00:01 PM   
ASHBERY76


Posts: 1982
Joined: 10/10/2001
From: England
Status: offline
You would have to mod each races policy file in C:\Matrix Games\Distant Worlds\Policy.

(in reply to Ares106)
Post #: 11
RE: Planetary Shields OP? - 8/25/2012 6:51:42 PM   
Haree78


Posts: 1261
Joined: 5/18/2010
Status: offline
Personally I feel bombardment is too powerful in game. Funny how other peoples mileage varies so much

_____________________________

Distant Worlds Extended
Battlestar Galactica Legends Mod

(in reply to ASHBERY76)
Post #: 12
RE: Planetary Shields OP? - 8/27/2012 2:22:18 AM   
jpwrunyan


Posts: 446
Joined: 12/3/2011
From: Uranus
Status: offline
I still say invading is not so difficult. Two capital ship size carriers will hold 100's of troops. You just have to recruit them. And pay for them of course. Not difficult in the late game. Just sell tech to the empire you are about to invade. They fund their own destruction.

(in reply to Haree78)
Post #: 13
RE: Planetary Shields OP? - 8/27/2012 4:42:59 PM   
ScottenChi

 

Posts: 180
Joined: 12/9/2005
Status: offline

quote:

ORIGINAL: Haree78

Personally I feel bombardment is too powerful in game. Funny how other peoples mileage varies so much


I think Elliott has played around with bombarding with various patches. I've noticed than bombardment has 1) Killed many population and many troops, 2) Killed few population and many troops.

(in reply to Haree78)
Post #: 14
RE: Planetary Shields OP? - 8/28/2012 2:41:02 AM   
jpwrunyan


Posts: 446
Joined: 12/3/2011
From: Uranus
Status: offline
Latest patch bombardment kills more troops than previously.

(in reply to ScottenChi)
Post #: 15
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Planetary Shields OP? Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.374