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Beta 1.7.10 Ship recommend not working

 
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Beta 1.7.10 Ship recommend not working - 2/8/2012 10:18:48 PM   
rayhughes

 

Posts: 16
Joined: 9/9/2010
Status: offline
Recommend Ships to be built screen
late game
Keeps coming up with recommend ships to build and shows a total cost but no actual ship numbers are displayed - everything is on zero.
This is happening very frequently since I have gone to war (My first war in this scenario and it is mid game with most of the local galaxy identified and power struggles going on with the top 3 empires).

And keep up the great work!!

Thanks

Win 7 64 bit, 4 Gigs Ram, GTX 460 1mb Video card
Overclocked Quad Core i5 to 3.2Ghz Intel CPU
Post #: 1
RE: Beta 1.7.10 Ship recommend not working - 2/11/2012 9:59:24 PM   
Sighborg

 

Posts: 3
Joined: 2/11/2012
Status: offline
I noticed this happen too and thought something was wrong. After looking at it later, though, I wonder if it's by design.

The issue only seems to happen when my income goes negative (which it frequently does during wartime). So maybe the advisor still puts forth its ideas on ship numbers, but everything zeroes out because buying more ships will put your economy further in the hole. Maybe it's necessary for the AI to not spend itself into the ground?

(in reply to rayhughes)
Post #: 2
RE: Beta 1.7.10 Ship recommend not working - 2/12/2012 7:45:37 PM   
rayhughes

 

Posts: 16
Joined: 9/9/2010
Status: offline
My treasury balance ranged from 1.2m to 3.4m so that is unlikely to be the reason

I gave up the game and tried again with only 4xAI as with the previous game the 14xAI in late mid game, the computer started too really crawl.

My next game I had issue with upgrades - I had selected manual upgrades from the policies screen - and then chose to upgrade automatically - result, all my new ships came out with maxis blasters rather than the shockforce laser I had just researched? Gave this game up too as too close to insectiod races (2) who just bulldozed over me (on normal difficulty settings)

New Game (again with 1.07.10 Beta), this time I notice I don't have any espionage capability even though this is on manual. With only two agents maybe this is by design?

(in reply to Sighborg)
Post #: 3
RE: Beta 1.7.10 Ship recommend not working - 2/12/2012 10:46:29 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
As far as I know...

The AI used to only build ships (and other stuff) if its cashflow was positive. This is a tad silly in this game, as income can be much higher than cashflow (bonus income being the source), and the AI would become filthy rich.

Some patches ago, a routine was added to make the AI take cash on hand into consideration, and spend some of it if there is lots of the kind. However, the build order screen is always recomputed when you open it, and this extra routine to take cash on hand into account is obviously only used when the computer does the AI check for what to build (once a turn or something).

This means that when it checks if it wants to build, it has spare cash (from the cash on hand), but when you open the build order screen linked, it looks only on cashflow and finds no available cash.

This is a feature that could possibly be promoted to a bug...

(in reply to rayhughes)
Post #: 4
RE: Beta 1.7.10 Ship recommend not working - 2/13/2012 3:08:48 AM   
Sighborg

 

Posts: 3
Joined: 2/11/2012
Status: offline
Whoops, by income I didn't mean to imply total funds. I meant, as Bingeling properly identified, my cashflow.

And thanks for the further info Bingeling. If that is indeed how it works, I think some tweaks are in order.

(in reply to Bingeling)
Post #: 5
RE: Beta 1.7.10 Ship recommend not working - 2/13/2012 10:56:32 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
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The main benefit of this is that the AI now builds more stuff. The bad side is that you get these "false warnings", but it is a hint that the AI thinks you can spend that much.

But the player should notice the steady increase of funds anyways, and know that some of it can be spent if necessary.

(in reply to Sighborg)
Post #: 6
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