Matrix Games Forums

New information and screenshots for Pike & ShotDeal of the Week Pride of NationsTo End All Wars Releasing on Steam! Slitherine is recruiting: Programmers requiredPandora: Eclipse of Nashira gets release dateCommunity impressions of To End All WarsAgeod's To End All Wars is now availableTo End All Wars is now available!Deal of the Week: Field of GloryTo End All Wars: Video, AAR and Interview!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Ok more interesting questions deserve resolutions..

 
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 >> Ok more interesting questions deserve resolutions.. Page: [1]
Login
Message << Older Topic   Newer Topic >>
Ok more interesting questions deserve resolutions.. - 9/11/2012 10:06:16 AM   
pumkinfacer22

 

Posts: 64
Joined: 9/11/2012
Status: offline
Hi fellow gamers.. I am running into these issues.. would love if anyone knew reasons why and how I could resolve them.

1. How to keep Engagement Stance to STAY on "Only when Attacked"!!! (it always changes back to system target- for example if i even just click on a fleet to move to a random spot!) It appears to constantly set back to "system target"

on a side note, on the fleet postures - I noticed nobody said whether it matter what order you set them up.. does it matter?? (example- if defend : set home base, then Posture, then Range?? and finally you can click where to go?? ))(if the order of setting range, stance, etc.. even matters before you click lets say "patrol moon." )


2. Any quick explanation of the First Assemble and Refuel policy setting.. (for example what if I set to 50% - will the ships only go home to refuel when half of the entire fleet has low fuel? and same with assemble..))


3. Also Constructor ships.. is there a way to make them fix a lot of damages ships.. (besides manually clicking one by one each time.. ) (( ships that cant move and need repair.. what is the best way to repair a lot of them??)

Thanks! I absolutely love this game and cant stop playing.. right now I have the Shaktur kicking my butt and its fun even so!


< Message edited by pumkinfacer22 -- 9/11/2012 10:15:32 AM >
Post #: 1
RE: Ok more interesting questions deserve resolutions.. - 9/11/2012 10:33:18 AM   
Bingeling

 

Posts: 3655
Joined: 8/12/2010
Status: offline
I can try...

1: Fleets in dangerous places need nursing. It is not safe to assume it will never visit the space port and defensive bases if parked at the star in an enemy capital system. I don't have the game open, but if you check the options, there is a button to open a sub page where you among other things can set attack ratios (how much they should gang up on opponents), and also default engagement stances.

For fleet postures, it would be very buggy and bad design if the order of setting them matters... That being said, my fleets at defense postures seem to slack a lot :)

2: I am not sure, as I never used it, and control my fleet manually. I assume 50% should mean that half the fleet must be gathered before they take off. AI mixes fleets of different hyper space speeds, and you can see them stringed out a lot. I assume this is about waiting for stragglers.

(in reply to pumkinfacer22)
Post #: 2
RE: Ok more interesting questions deserve resolutions.. - 9/12/2012 11:29:49 PM   
Apheirox

 

Posts: 138
Joined: 2/2/2011
Status: offline
1. As Bingeling described, check your options. Fleets will revert to certain default stances when you issue certain orders. Unlike Bingeling I do belive it is possible the make them stay, however - if you send a fleet to an enemy system ('move to --> X system' command) and give them the stance to 'engage nearby targets', they shouldn't run hog-wild and start assaulting spaceports and whatnot (at least not until they run out of fuel or get dispersed, at which point automatic actions that you can likewise configure in options will override commands and have them refuel or regroup). Bingeling's advice to keep at eye on them is sound but doing it correctly you should be able to maintain a decent level of control. Just be aware that every single time you issue one of those orders that have these rules in the options menu, their range will be set accordingly. You may have to change their range following every command you give them.

Postures: If you order a fleet to patrol, it will always patrol, regardless of posture. I believe postures only affect fleets that are a) automated and b) have no current orders. Also, I can't imagine anything other than that a fleet that has a 'defend X, then any target' posture will always only defend other targets if there is no current threat to the primary one (that would be a bug).

Re-reading your post: It does NOT matter in what order you setup the posture settings/home base. That much I can guarantee.

2. I'm honestly also not sure here. It is definitely worded that way but my fleets - using default settings - are very happy to go refueling all the time.

3. No, there's no easy way. You have to pain-in-the-butt it (it pays off). You do get a notification when a ship finishes repairs, though, so just look out for those. Make sure the constructors in question are not automated so they don't get funny ideas about the need to run around on gas mining station construction projects.

< Message edited by Apheirox -- 9/12/2012 11:49:31 PM >

(in reply to Bingeling)
Post #: 3
RE: Ok more interesting questions deserve resolutions.. - 9/13/2012 3:10:05 AM   
pumkinfacer22

 

Posts: 64
Joined: 9/11/2012
Status: offline
thanks for tbe reply..

I found Default stances were in the Options menu.. I found those thank you.


***Can you help me determine what settings these fleets should be on.. this will greatly help me and others that read this..


Basically I need to know whats going on with the Engagement stance in regards "Nearby,System,When attacked.."

I want 3 situations with my 3 fleets of 20 ships to defend a homebase,:

1st fleet - I want them to attack only around the Homebase = do not leave homebase area

2nd Fleet - I want them to attack anything in Homebase and the system of the homebase (so i set to attack,defend??) (stance settings?)

3rd Fleet - I want them to attack anything Homebase,System, and larger area... what to set?


A. ON the "when atttacked stance" - do all 20 ships in fleet attack when only 1 ship is attacked?? Can someone give me an example to when to set that even?


I would like (if possible) my fleet of 20 ships to all attack when there are enemies nearby in the system of my homebase.. AND when there are 10 enemy ships in 1 area lets say an enemy fleet attacking and my fleet destroys lets say 8 of 10 enemy ships.. now there are 2 enemy ships left right?? so what I noticed is only a few of my 20 fleet ships now attack those 2 leftover ships.. I would like all 20 of them to rush to kill them off.. ??? ideas?


- On Patrolling -- I noticed a few times with my "homebase set, Defend, Engage nearby," fleet would sometimes patrol then go to no mission.. (I set stance etc.. then click patrol on system ((sun)) then click automate.. and sometimes find they go back to doing nothing... SO, what would be the main difference with patrolling a system but one fleet with automate on.. one fleet with automate off.??


Lastly, it appears you can only select a planet (enemy) when pressing the "set attack target".. you can choose your own planet or anything like unused planets,moons, etc.. perhaps this is the explanation for the Attack/defend setting..


thanks..



< Message edited by pumkinfacer22 -- 9/13/2012 7:21:26 AM >

(in reply to Apheirox)
Post #: 4
RE: Ok more interesting questions deserve resolutions.. - 9/13/2012 9:06:51 AM   
Bingeling

 

Posts: 3655
Joined: 8/12/2010
Status: offline
I am no master of postures, but I have had my fights making fleets behave.

Some pieces that could help you:

1: Set the fleet on defense stance. Sets its range to "home system only". Sets it base to what you want to protect. This will make it want to go home whenever it has strayed away (for instance fought an attacker) and return to base. Keep the fleet stance on "attack nearby targets". This will limit their range somewhat. It must also be automated.

2: As in one but "attack system targets" as their normal stance. The fleet will not need orders of any kind to do this, just hang around in the system. The ships themselves will figure out to attack. Setting fleet posture as above should make it hang around at its base rather than a random point in the system when nothing happens, though. Oh, and have it automated.

3: Do you want this to happen automatically? If so you must try to set it to attack stance and give a decent range. I have not noticed these to do much when it comes to mopping up pirates, though. And of course, automated. Until your empire becomes very large it is probably easier to order the attacks yourself, keep the fleet with defense posture, with the range you want it to respond to by itself, and automate it again after giving the attack order. That way it will use it auto routine once the target is dead, and return to base.

"when attacked". I am not sure. I think the fleet will attack according to its attack ratio. A 20 ship capital fleet will not attack with 20 ships if a pirate escort roam around among them. This due to the overmatch factor that was on that option page with the default stances. This can be quite annoying if you really want that escort dead (capitals are bad at catching escorts), but nothing that manually order the fleet to attack won't solve.

Patrol orders and "no orders" have different (or can have different) default engagement stances. That is at least one difference. To me it seems like ships on patrol loves to roam around, spend fuel, and not be there when the pirate comes because it ran out of fuel and is refueling half a sector away...

"Set attack target" is about directing automated fleets. I have never used it, but it would not make sense to set something that is not attackable.

(in reply to pumkinfacer22)
Post #: 5
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 1:44:08 AM   
pumkinfacer22

 

Posts: 64
Joined: 9/11/2012
Status: offline
Awesome reply Bingeling..

I have noticed fleets on "defnd" and "patrol" do seem to be buggy and not worthy of what i want them to do.. I guess telling a ship to just "go to homebase" and then automate with "defend/engage nearby/system or homebase" settings should be better than "patrol"


Now where to find out about the Overmatch factor in options!? I have always wondered about that and want to change it.. Can you elaborate on that?
thanks.


(in reply to Bingeling)
Post #: 6
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 10:22:23 AM   
Bingeling

 

Posts: 3655
Joined: 8/12/2010
Status: offline
Default stances and overmatch are found through the options (not empire policy), where there is a (big) button near some automation choices some way down the option page.

I don't have the game open, so can't give more detailed instructions, but the button should not be too hard to find on that options page.

(in reply to pumkinfacer22)
Post #: 7
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 11:51:13 AM   
pumkinfacer22

 

Posts: 64
Joined: 9/11/2012
Status: offline
I apologize for the last 1000 questions but I cant get enough info on this awesome game.. you guys have been very helpful so I do appreciate it.

So I mean "What does for example 1:1 overmatch do compared to setting it on 5:1.. I played 2 games with both settings to try them out and couldnt see any noticable differnce..

Can you give me an example if I set it to 5:1 and 1:1 etc..??

Also How to build in another empire's territory? I get "cant build in other empire" messages when trying to build bases or something in others territory.. well then what should i do just attack them and destroy the colony in the area i want to build to resolve that?

I have a custom design space port.. I noticed the fuel goes down somewhat quicker than I feel.. Is that normal? what would the space port be doing using fuel like a ship does? I guess using energy.. (apparently the colony refills it so it never reaches zero but why is it going down at a faster rate like its hyperdriving like a ship..?

In battles is there anyway to see the Armor on ships left? We see the shields but no armor.


thanks.


< Message edited by pumkinfacer22 -- 9/14/2012 12:14:12 PM >

(in reply to Bingeling)
Post #: 8
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 1:00:17 PM   
Bingeling

 

Posts: 3655
Joined: 8/12/2010
Status: offline
Questions are fine. Be aware thought, that you can touch on things that noone actually knows (at least noone not developing the game).

Overmatch. Your 10 ship destroyer fleet attacks a 10 fleet destroyer fleet of equal strength. With a 1:1 ratio the destroyers pick one target each, engaging in 10 different one on one battles. With 5:1 five will attack one target, and the other five another target. If the 10 sit around a gas mine that is attacked by a single ship, it should also decide how many jumps in to take that ship. If one equal destroyer comes, it could be 1 or 5 depending on overmatch setting. I have not tested this a lot, though.

I prefer a higher overmatch factor to gang up on targets hard to kill them. Dead or fleeing ships don't damage my ships. Also, I suspect that with 1:1 you will struggle to kill anything, since normal designs flee at 20-50% shields. So in the 10 on 10 destroyer battle, the difference could be between winning and losing, and killing ships vs just forcing them to jump away.

As far as I know, you can't build another empire's territory. The exception is if you get mining rights and such, which typically is between friends. You can of course also take the colony giving the territory by invasion, or try to move the borders by establishing colonies just outside their zone of influence.

For the design and energy use.
First, try to read this post on energy balance for a ship:
http://www.matrixgames.com/forums/fb.asp?m=3176295

Now, specifically for the space port, keep in mind the designs top right panel:


The top number is energy collection. To gain some, install energy collectors. Notice the static energy usage below, if collection is higher than that, the space port won't use fuel in everyday operation. Now, what else is there? For a space ship there is hyper space travel, movement... Space ports don't do that. But there are also weapons and shield recharge. If you want the space port to be able to fight without using fuel, you need to have enough energy to also fire the weapons and recharge its shields. A crude aim is to have the same energy as the reactor output, but designs could use a fair bit less energy than this in some cases. What you need to never need fuel is enough to cover static + weapons + shield recharge.

(in reply to pumkinfacer22)
Post #: 9
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 5:31:25 PM   
Apheirox

 

Posts: 138
Joined: 2/2/2011
Status: offline
Pumpkin, click the 'show postures' toggle button on the right side of the UI. This will let you see fleet posture engagement ranges (blue circles are 'defend', red circles 'attack' orders). This should give you an idea of the respective posture ranges ('nearby systems', 'sector' and so on - notice that setting posture to 'anywhere' will not display a circle since this would fill the entire galaxy).

You can also gain an overview of sensor ranges, territory and more using these right-side buttons.

Edit: See armor left on ships: No, you can't - not directly. However, you can open the design dialogue of the ship and see how much armor it is built with. Since armor will always get depleted before internal components start taking damage it means that a Destroyer with 20 armor that reads '15 components damaged' has 5 points of armor left.

< Message edited by Apheirox -- 9/14/2012 5:34:40 PM >

(in reply to Bingeling)
Post #: 10
RE: Ok more interesting questions deserve resolutions.. - 9/14/2012 8:00:24 PM   
feelotraveller


Posts: 1038
Joined: 9/12/2011
Status: offline
You can read the 'components damaged' from the window at the bottom left if you select the ship/base.

(in reply to Apheirox)
Post #: 11
RE: Ok more interesting questions deserve resolutions.. - 9/15/2012 1:00:27 AM   
Apheirox

 

Posts: 138
Joined: 2/2/2011
Status: offline
Yes, but he want to know about damaged armor, not components. But I realized what I wrote above isn't correct, it actually is possible to see exactly what components are damaged: Select the ship, double-click it's bottom left selection panel then click the 'components' tab - this lists the status of all components, damaged ones represented with a large bullet hole.

One might as well do what I described above, however, since armor will always get damaged first.

(in reply to feelotraveller)
Post #: 12
RE: Ok more interesting questions deserve resolutions.. - 9/15/2012 10:06:56 AM   
Bingeling

 

Posts: 3655
Joined: 8/12/2010
Status: offline
As long as armor is always damaged first, you should know if the ship is safe or not just from the number of damaged components as long as you remember the amount armor.

If you design yourself, this could be a decent reason to have an easy to remember pattern for the amount of armor on each ship class.

(in reply to Apheirox)
Post #: 13
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Ok more interesting questions deserve resolutions.. 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

0.094