Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Sand Slugs @ Spice Planets?

 
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 >> Sand Slugs @ Spice Planets? Page: [1]
Login
Message << Older Topic   Newer Topic >>
Sand Slugs @ Spice Planets? - 6/1/2013 4:24:55 PM   
Noble713


Posts: 53
Joined: 1/11/2011
From: Japan (US expat)
Status: offline
I always play with space monsters turned off.

In my current Shadows game, I've got a colony on a planet with Korabbian Spice. Every time I turn around it seems my space port is gone (presumably destroyed) and a sand slug is sitting over the world. Is this a new "feature" in Shadows? Is this sort of monster spawning unique to spice planets? This doesn't seem to afflict my planet with Zentabian Fluid. I've not got a cruiser patrolling the planet and hopefully that is a sufficient solution...
Post #: 1
RE: Sand Slugs @ Spice Planets? - 6/1/2013 4:41:22 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Worms technically are not space monsters.

_____________________________


(in reply to Noble713)
Post #: 2
RE: Sand Slugs @ Spice Planets? - 6/1/2013 5:01:22 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline

quote:

ORIGINAL: Noble713

I always play with space monsters turned off.

In my current Shadows game, I've got a colony on a planet with Korabbian Spice. Every time I turn around it seems my space port is gone (presumably destroyed) and a sand slug is sitting over the world. Is this a new "feature" in Shadows? Is this sort of monster spawning unique to spice planets? This doesn't seem to afflict my planet with Zentabian Fluid. I've not got a cruiser patrolling the planet and hopefully that is a sufficient solution...



We need a way of controlling them as in Dune

(in reply to Noble713)
Post #: 3
RE: Sand Slugs @ Spice Planets? - 6/1/2013 5:39:42 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
The spice must flow...

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Chris21wen)
Post #: 4
RE: Sand Slugs @ Spice Planets? - 6/1/2013 6:55:15 PM   
Speeder

 

Posts: 79
Joined: 5/25/2013
Status: offline
Noble713 probably this is a homage to Dune (where the planet Arrakis has spice and giant sand slugs...)

(in reply to Shark7)
Post #: 5
RE: Sand Slugs @ Spice Planets? - 6/1/2013 7:04:20 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
Not that this really addresses your concerns directly, but as I recall from one of the updates a while back, all unique resource planets had their default docking bay slots increased to 6. As such, a spaceport(to provide more docking bays) is not terribly necessary and could, in fact, lead to an over-abundance of outflow of the resource, upsetting the economy balance. The sand slug, then, could be to upset the apple-cart a bit there.

That said, the spaceport is important for planetary defense and ship resupply. Additionally, without it one does not have a commerce center for the planet so any shipments of the spice are not getting you your full income, and the sand slug drives away any freighters looking to dock at the planet directly anyway. Moreover, the other unique resource planets do not have a similar respawning monster, so I doubt it has much to do with controlling access and availability of unique resources.

Personally, I believe the respawning sand slug is an aesthetic choice made for its connection to Dune. Unfortunately, the consequences of it destroying the spaceport regularly makes it more of an annoyance than an amusing reminder of the thematic analogy. I kind of like it, but it does make korabbian spice planets somewhat impractical. Maybe if the benefits of korabbian spice were a bit more potent than just an extra 30% planetary development rating it would be worth the extra expense and attention to guard the planet, but as much as it hearkens to The Spice, it isn't.

It does give the Teekan somewhere to go to meet one of their victory objectives, however.

(in reply to Shark7)
Post #: 6
RE: Sand Slugs @ Spice Planets? - 6/1/2013 7:37:53 PM   
Plant


Posts: 418
Joined: 4/23/2013
Status: offline
I never notice that happening before in Legends. Is this a new feature in Shadows? In Shadows, I am forever finding and controlling ships on worlds I control, sometimes construction ships, other times military ships.

(in reply to Bebop Cola)
Post #: 7
RE: Sand Slugs @ Spice Planets? - 6/1/2013 9:01:09 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
quote:

ORIGINAL: Noble713

I always play with space monsters turned off.

In my current Shadows game, I've got a colony on a planet with Korabbian Spice. Every time I turn around it seems my space port is gone (presumably destroyed) and a sand slug is sitting over the world. Is this a new "feature" in Shadows? Is this sort of monster spawning unique to spice planets? This doesn't seem to afflict my planet with Zentabian Fluid. I've not got a cruiser patrolling the planet and hopefully that is a sufficient solution...


The undead sand slug problem The first time this happened to me I thought I had lost the plot as I killed it 3-4 times went off and got busy elsewhere and then went back to see why the spice shipments had stopped and there it was, again. The only way I found to deal with it was I put a cruiser with 8xphasor lances on patrol around the planet, built a SP and every time it regenerated the cruiser just wiped it out, phasors were the fastest weapons I could find to deal with it before it smegged the SP.

Darkspire

_____________________________


(in reply to Noble713)
Post #: 8
RE: Sand Slugs @ Spice Planets? - 6/3/2013 9:21:56 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Speeder

Noble713 probably this is a homage to Dune (where the planet Arrakis has spice and giant sand slugs...)


IE "The worm is the spice, the spice is the worm."

I've seen that movie entirely too many times.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Speeder)
Post #: 9
RE: Sand Slugs @ Spice Planets? - 6/3/2013 9:36:36 PM   
Larsenex


Posts: 445
Joined: 12/31/2010
Status: offline
It would not be so bad if the planet was colonized and it did not occur any more.

_____________________________

Go for the Eyes Boo!

Intel 8700K Oc'd to 4.8ghz
32 gigs ram
GTX 1070 w/ 6gigs ram.
Using a cache drive from intel with a 60gig flash & 1 terrabyt hd accelerated.

(in reply to Shark7)
Post #: 10
RE: Sand Slugs @ Spice Planets? - 6/7/2013 6:36:12 AM   
elanaagain


Posts: 254
Joined: 6/6/2013
Status: offline
Actually, even when you colonize that planet, the worm keeps resurrecting... so a solid base with fast weapons and two robotic repair comps will let you leave it on autopilot

_____________________________

USA = Corporatist Serfdom of America: free range surf technology

(in reply to Larsenex)
Post #: 11
RE: Sand Slugs @ Spice Planets? - 6/7/2013 10:24:57 AM   
Mansen


Posts: 352
Joined: 5/3/2013
Status: offline
I've always found it odd that the worms go into space, instead of wreaking havoc on the surface instead through events. Like eating up the populace and troops or causing infrastructure damage.

_____________________________

Currently Working On:
X-Universe Conversion (Hiatus)

(in reply to elanaagain)
Post #: 12
RE: Sand Slugs @ Spice Planets? - 6/7/2013 4:12:39 PM   
Strat_84

 

Posts: 84
Joined: 12/8/2011
Status: offline
quote:

ORIGINAL: Bebop Cola
Personally, I believe the respawning sand slug is an aesthetic choice made for its connection to Dune. Unfortunately, the consequences of it destroying the spaceport regularly makes it more of an annoyance than an amusing reminder of the thematic analogy. I kind of like it, but it does make korabbian spice planets somewhat impractical. Maybe if the benefits of korabbian spice were a bit more potent than just an extra 30% planetary development rating it would be worth the extra expense and attention to guard the planet, but as much as it hearkens to The Spice, it isn't.


It's even worse than that. A human player can babysit the mine/spaceport construction and build a special mine design that adresses the worm problem.
But I do not expect the AI to be able to do that, in practice this worm must make Korabbian spice unreachable to AI empires.

(in reply to Bebop Cola)
Post #: 13
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Sand Slugs @ Spice Planets? 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

2.125