Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Beta 1.5.0.2 Initial Passenger Ship Designs

 
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 1 Series >> Tech Support >> Beta 1.5.0.2 Initial Passenger Ship Designs Page: [1]
Login
Message << Older Topic   Newer Topic >>
Beta 1.5.0.2 Initial Passenger Ship Designs - 1/9/2011 5:08:36 AM   
Tacit_Exit


Posts: 82
Joined: 4/12/2010
Status: offline
Many are too big to be built until a construction level is researched.

Akdarian: 249
Atuuk: 213
Boskara: 213
Dhayut: 230
Gizurean: 229
Haakonish: 240
Human: 240
Ikkuro: 240
Ketarov: 240
Kiadian: 249
Mortalen: 213
Naxillian: 220
Quameno: 238
Securan: 213
Shandar: 220
Sluken: 238
Teekan: 213
Ugnari: 213
Wekkarus: 229
Zenox: 238


< Message edited by Tacit_Exit -- 1/13/2011 9:21:13 AM >
Post #: 1
RE: Ikkuro Initial Passenger Ship Design - 1/9/2011 7:33:38 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
this happens only to the ikkuro passenger ship? i wonder what makes it this big

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Tacit_Exit)
Post #: 2
RE: Ikkuro Initial Passenger Ship Design - 1/9/2011 9:25:10 AM   
Tacit_Exit


Posts: 82
Joined: 4/12/2010
Status: offline
Lotsa passenger compartments.




Attachment (1)

(in reply to Data)
Post #: 3
RE: Ikkuro Initial Passenger Ship Design - 1/9/2011 9:55:31 AM   
Tacit_Exit


Posts: 82
Joined: 4/12/2010
Status: offline
Actually it seems all Passenger Ship designs have 10 Passenger Compartments.

And many Races start with a design > 230.

Akdarian: 249
Atuuk: 213
Boskara: 213
Dhayut: 230
Gizurean: 229
Haakonish: 240
Human: 240
Ikkuro: 240
Ketarov: 240
Kiadian: 249
Mortalen: 213
Naxillian: 220
Quameno: 238
Securan: 213
Shandar: 220
Sluken: 238
Teekan: 213
Ugnari: 213
Wekkarus: 229
Zenox: 238

(in reply to Tacit_Exit)
Post #: 4
RE: Ikkuro Initial Passenger Ship Design - 1/9/2011 12:46:20 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
well, that is certainly not ok but AI designs are pretty inflexible in many situations so I'm not very surprised by this
i suppose if you remove some of them to bring the size to what is currently supported will work but again this should be fixed to avoid such surprises

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Tacit_Exit)
Post #: 5
RE: Ikkuro Initial Passenger Ship Design - 1/9/2011 3:05:25 PM   
BigWolfChris


Posts: 634
Joined: 3/31/2010
Status: offline
Wow, TEN Passenger Compartments???

I usually have a maximum of 4
Now, mind you, who is wrong, me or the AI? lol


_____________________________

AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive

(in reply to Data)
Post #: 6
RE: Ikkuro Initial Passenger Ship Design - 1/10/2011 9:47:05 AM   
sbach2o

 

Posts: 378
Joined: 3/26/2010
Status: offline
quote:

ORIGINAL: BigWolf

Wow, TEN Passenger Compartments???

I usually have a maximum of 4
Now, mind you, who is wrong, me or the AI? lol



Both. Passenger ships should have one passenger compartment. No, half of one, one-fifth...

Jesting aside: I was seriously considering to 'cripple' my designs such. I want my passenger ships to ship tourists to resort bases and for this only a fraction of a passenger compartment is needed. Every tourist shipment has at most 20K passengers.

About the migration stuff I have very mixed feelings. When I colonize a planet with Quameno I'd like to stay it Quameno. But in DW (all versions):

* The spread of growth rates between races is far too large. This imbalance is compounded by the fact that, now that happiness also factors into growth rate, two of the three fastest growing races also have among the highest happiness bonuses. Securan and Atuuk tend to sweep away everything else, be it in their own empire or the neighbors.
* Migrants go everywhere. They don't stick to their fellows, they don't stick to their native terrain or similar environments. And the growth bonus for native tarrain isn't nearly enough to let races like Quameno, Ackdarian, Wekkarus (which is all the native ocean dwellers) keep up with most other races in their own environment.

Well, this is why I think it *may* be better to tone migration down by custom passenger transports. I didn't try this idea in practice yet, I have to admit. Growth in itself is a good thing, or it should be (another topic: why must you put taxation on manual in the latest DW versions?). But when Atuuk take over the Quameno colony I created from a derelict colony ship before it has a chance to grow to a state to produce Quameno more colony ships, something is wrong. Well, I can still get rid of excess Atuuk by building their colonizers for scrap for a while...

< Message edited by sbach2o -- 1/10/2011 9:57:23 AM >

(in reply to BigWolfChris)
Post #: 7
RE: Ikkuro Initial Passenger Ship Design - 1/13/2011 9:23:14 AM   
Tacit_Exit


Posts: 82
Joined: 4/12/2010
Status: offline
Still present in latest Beta, wondering if this is intentional to limit early pop. movement in some AI races?

(in reply to sbach2o)
Post #: 8
RE: Ikkuro Initial Passenger Ship Design - 1/13/2011 9:31:40 PM   
BigWolfChris


Posts: 634
Joined: 3/31/2010
Status: offline
I think only the capacities were altered in the new beta, so the designs will still be identical
Of course, since I custom design my own (fastest ships in the fleet as well) it sort of gives quite the advantage with population spread

< Message edited by BigWolf -- 1/13/2011 9:32:13 PM >


_____________________________

AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive

(in reply to Tacit_Exit)
Post #: 9
RE: Beta 1.5.0.2 Initial Passenger Ship Designs - 1/14/2011 11:59:50 PM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
Thanks for noting this guys. This is fixed in a new update due out soon.

(in reply to Tacit_Exit)
Post #: 10
RE: Beta 1.5.0.2 Initial Passenger Ship Designs - 1/15/2011 9:19:27 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
yeeeeey

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to elliotg)
Post #: 11
RE: Beta 1.5.0.2 Initial Passenger Ship Designs - 1/16/2011 5:48:24 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
just found out that my sluken resupply ship's initial design is way to big for the initial starting tech,

this might be wad or an oversight

(in reply to Data)
Post #: 12
RE: Beta 1.5.0.2 Initial Passenger Ship Designs - 1/16/2011 8:29:55 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
the resupply ship is wad as it can be built at any size....it's a base and constructed at a colony

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Pipewrench)
Post #: 13
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Tech Support >> Beta 1.5.0.2 Initial Passenger Ship Designs 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

1.328