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Pirates and exploring

 
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Pirates and exploring - 3/26/2010 2:11:56 AM   
Xmudder

 

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I find dealing with pirates to require too much micro management. Any idea what I am doing wrong?

Second, my auto exploring explorers jump to wierd targets, not the closest unexplored system, and often ignore the special goodies in a system. When I kill the guardians of these abandoned items, the explorers won't come back and scout them, even when I tell them too.

edit: When I automate building colony ships, they queue them up at my colony worlds and not my homeworlds, so they take forever to build.

< Message edited by Xmudder -- 3/26/2010 2:20:28 AM >
Post #: 1
RE: Pirates and exploring - 3/26/2010 2:26:06 AM   
Erik Rutins

 

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quote:

ORIGINAL: Xmudder
I find dealing with pirates to require too much micro management. Any idea what I am doing wrong?


What kind of micro-management are you experiencing? Pirates will occasionally communicate with you, they'll periodically attack as well if you don't have an alliance or truce with them. Automated escorts/frigates will typically respond to the attacks, as long as you have enough to go around.

quote:

Second, my auto exploring explorers jump to wierd targets, not the closest unexplored system, and often ignore the special goodies in a system. When I kill the guardians of these abandoned items, the explorers won't come back and scout them, even when I tell them too.


Haven't really seen this issue, I find that they get around to everything in time, generally expanding out from my starting systems. How many exploration ships do you have and how long have you given them to explore the local area?

quote:

edit: When I automate building colony ships, they queue them up at my colony worlds and not my homeworlds, so they take forever to build.


I find it will generally choose the closest world with a compatible species for the target system to build the colony ship, though it does spread things out a bit. You can also queue ships yourself at your homeworld system and then assign them targets through the expansion planner once they are complete.


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(in reply to Xmudder)
Post #: 2
RE: Pirates and exploring - 3/26/2010 3:04:36 AM   
Xmudder

 

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quote:

ORIGINAL: Erik Rutins

quote:

ORIGINAL: Xmudder
I find dealing with pirates to require too much micro management. Any idea what I am doing wrong?


What kind of micro-management are you experiencing? Pirates will occasionally communicate with you, they'll periodically attack as well if you don't have an alliance or truce with them. Automated escorts/frigates will typically respond to the attacks, as long as you have enough to go around.


YOu are right, I was sending my main fleet all over the place instead of letting my escorts take care of it.

quote:


quote:

Second, my auto exploring explorers jump to wierd targets, not the closest unexplored system, and often ignore the special goodies in a system. When I kill the guardians of these abandoned items, the explorers won't come back and scout them, even when I tell them too.


Haven't really seen this issue, I find that they get around to everything in time, generally expanding out from my starting systems. How many exploration ships do you have and how long have you given them to explore the local area?


In time yes, but I'm not sure jumping out to the furthest reaches and working back in is the best scouting algorithm. And putting space monsters to low minimizes the number of objects the explorers are chased away from.

[edit] Actually, the first scout stays close to home, it's the next 3 I build that go flying off to distant stars.

quote:


quote:

edit: When I automate building colony ships, they queue them up at my colony worlds and not my homeworlds, so they take forever to build.


I find it will generally choose the closest world with a compatible species for the target system to build the colony ship, though it does spread things out a bit. You can also queue ships yourself at your homeworld system and then assign them targets through the expansion planner once they are complete.




I had 4 colony ships queues up at 1 colony planet, and none at my most heavily populated one. Despite that my homeworld had 5x the build capacity. It seems to choose based on proximity, not speed to produce.

< Message edited by Xmudder -- 3/26/2010 3:21:23 AM >

(in reply to Erik Rutins)
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RE: Pirates and exploring - 3/26/2010 11:39:43 AM   
Xmudder

 

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It's 3am, I woke up and started playing again...

Anyway, my empire went seriously into the red, like 16k a year. I spend some time looking around, and I realised that the auto taxes had dropped from 50% to 41%, which is what sent me into the 16k into the red - 50k/yr instead of 66k/yr.

Is there any way to prevent this, short of taking off auto taxes?

(in reply to Xmudder)
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RE: Pirates and exploring - 3/26/2010 12:52:19 PM   
Erik Rutins

 

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My next question would be why were the taxes reduced? If on auto-management, were your colonies getting too upset at the previous level of taxation? I'd look at a few and see what their attitudes are. If it looks like you can bump the taxes up safely, feel free to turn off the tax automation and make a few adjustments to see how things go.

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Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to Xmudder)
Post #: 5
RE: Pirates and exploring - 3/26/2010 3:21:13 PM   
Xmudder

 

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quote:

ORIGINAL: Erik Rutins

My next question would be why were the taxes reduced? If on auto-management, were your colonies getting too upset at the previous level of taxation? I'd look at a few and see what their attitudes are. If it looks like you can bump the taxes up safely, feel free to turn off the tax automation and make a few adjustments to see how things go.


My 2 biggest colonies had low compliance when I changed to 50% taxes, and the game moved them down. They were also somewhat unhappy - grey flat faces at 50% taxes. I think there needs to be more people movers to drain off surplus population to colony planets, either that or the corruption rules reduce total income instead of working to flatten it. My homeworld was only at 41% at 5.5 billion, despite democracy govt type. Ground troops and spies were also expensive.

The annoying part is that I have no idea what I did to cause this, so I have no idea why the game decided to "punish" me by taking me from +20k to -16 in the space of a few years. I'm not building all that much that is new.

edit: now I'm having trouble with kraltors. One ate a colony ship, for which I missed the notice it was under attack, and then it ran away from my fleet causing them to run out of fuel.


< Message edited by Xmudder -- 3/26/2010 3:36:52 PM >

(in reply to Erik Rutins)
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RE: Pirates and exploring - 3/26/2010 3:50:56 PM   
Erik Rutins

 

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Hi Xmudder,

If you still can't figure out what happened, please see the save file upload info I posted in the support forum. You can always upload a save for us and we can take a look to see what happened. I have no problem keeping my economy in the black, but I've been playing for a long time. I'm assuming there's just something here that we didn't explain well enough that is catching new players.

As far as running out of fuel, your ships can still move to a refuel point or spaceport, they are just going to move a lot more slowly.

Regards,

- Erk

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Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to Xmudder)
Post #: 7
RE: Pirates and exploring - 3/26/2010 4:35:16 PM   
impact


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also a resupply-ship set to automatic might help you there.

(in reply to Erik Rutins)
Post #: 8
RE: Pirates and exploring - 3/26/2010 6:05:09 PM   
Xmudder

 

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quote:

ORIGINAL: impact

also a resupply-ship set to automatic might help you there.


True... but my problem was my ships couldn't catch the kraltor, and were chasing it all over the system, which emptied their tanks.

I wonder if there needs to be more passenger liners to colony worlds to relieve overpopulation on your main one.

Anyway, savegame uploaded.

(in reply to impact)
Post #: 9
RE: Pirates and exploring - 3/26/2010 6:19:52 PM   
JonathanStrange


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So there is an auto escort? Good. I'd been thinking that while I love the "reality" of it, I'd also like to not chase pirates too often myself. 

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Post #: 10
RE: Pirates and exploring - 3/26/2010 6:28:46 PM   
impact


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Most of the time (if you have the ships for it), the AI will automatically escort construction ships. I often had a situation where a construction ship was going to a location to build a mine and while building some pirates tried to jump it. But when I looked at what was happening, there were usually around 2-4 of my ships already on location.
Be advised though that the construction ship might cancel the construction of the mine in case of an attack and try to escape. I haven't found a way to resume construction yet - when I tried, it just sat there in repair mode and did nothing (maybe a bug? Might very well be my fault though).
In my experience, colony and civilian ships are far less protected by the AI, so you might have to assign a patrol / escort manually there.
Also: If you have military ships on auto, they only seem to react to pirate raids within the same system.

(in reply to JonathanStrange)
Post #: 11
RE: Pirates and exploring - 3/26/2010 11:02:21 PM   
Siljanus

 

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Hi!

So an automated colony ship arrived at a planet which was infested with space scorpions (forget the actual game name).  Seeing that it was probably not a good idea to stick around it was hightailing it out of there.  Will the colony ship get new orders automatically to colonize another suitable planet (meaning that I'll have to go to the expansion screen and order a new ship to head to the formerly (after my fleet cleans up) infested planet) or is it "smart" enough to return to the planet once the space crabs are wiped out?  I assume the colony ship is fleeing back to the planet where it was built, giving refunds and discounts to all the passengers for the inconvenience. 

Thanks!

(in reply to impact)
Post #: 12
RE: Pirates and exploring - 3/26/2010 11:06:20 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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If it is automated, I believe it should try to colonize that system or another safer one once it escapes. Worst case, you will have to reassign it through the expansion planner.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Siljanus)
Post #: 13
RE: Pirates and exploring - 3/26/2010 11:18:57 PM   
Siljanus

 

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Thanks, Erik!  The expansion planner is a nice streamlined way to filter colony prospects and send ships to found new worlds...or to their doom.  But it is a nice feature.

(in reply to Erik Rutins)
Post #: 14
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