Guardian54
Posts: 56
Joined: 12/6/2015 Status: offline
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ORIGINAL: Aeson Only one construction yard can work on any given project at a time, and each construction ship can only work on one project at a given time. It is therefore pointless to have more than one construction yard per construction ship. ...Well ****. Thanks for the heads-up. quote:
The Super Laser is the only weapon in the game which can destroy planets, and you're not likely to have access to it without using a Devastation Moon, World Annihilator, or other similarly named ship (all of which use the same design, there's just a few different names for the secret construction sites) unless you're playing a mod or are using the Ancient Galaxy theme. The secret construction projects will therefore almost always have a niche that you cannot fill with one of your own designs, regardless of how much better a battleship your resupply ship is. Also, Super Lasers manage about 900 DPS across their full range band and have an alpha strike worth 30,000 damage (dropping to 27,340 at max range). Very few designs can even theoretically survive the first hit, and I'm not certain that the game doesn't just treat the weapon as an instant-kill weapon upon hit (it's a bit difficult to test, however, as Super Lasers are somewhat inaccurate even against large space stations). Super Lasers are also the only orbital bombardment option which can bypass planetary shields without requiring an invasion to remove the shield generator, though if you for some reason wanted to keep the planet, then it's not exactly an ideal option. I meant terror stars in terms of just rushing in and blasting all enemies out of the way. How does the game treat shields vs lasers? Because you're making me tempted to pack 30,000 shields on a dreadnought to test this... quote:
Distant Worlds is one of the few games where you need not declare war to fight a war; you're perfectly able to attack, board, bombard, and invade the ships, stations, and colonies of another empire even if technically at peace. That particular aspect of the Quameno victory condition only cares about declared wars, though be careful to either limit the degree to which whoever you're fighting gets annoyed (they'll declare war if they get too mad at you), or just invade them with such overwhelming force that even if they declare war they won't last long (not usually an option, though planet killers can help remove hard-to-take targets like homeworlds). You're not bullshitting me? HOLY CRAP. Okay I'm going to load up on HyperDeny and build a total of like 60 of my 4500-size dreadnoughts (and probably a few fleets of cruisers, my Homeworld has the 3x speed wonder and the spaceport there has like 24 slots and then jumping into the Shakturi's system and blowing all their faces off at once then. quote:
As far as fighting the Shakturi goes, I tend to feel as though your fleet is too small unless the Shakturi are unable to launch any attacks of their own. 15 size-4500 Resupply ships is an impressive force if the ships are well-designed (at least on paper), but they can only be in a maximum of 15 places at once and are overkill to an incredible degree against most targets, and your regular fleet is somewhat tiny. I'd also be somewhat concerned about the designs in use. You very rarely need 'large' batteries of any PD weapon; the computer's designs and fleets rarely ever make heavy use of fighters unless you're playing a mod that alters the templates, which means that a lot of that may just be wasted space. Most of the time, just a few PD guns (maybe 5, tops) per ship is plenty. Nor am I convinced that your 'corvettes' are necessarily going to be of any significant value against the Shakturi navy if employed without the support of one of the 'battleships' or a 'terror star,' or in a force of less than perhaps 10 'corvettes,' though they'll probably do just fine against mining stations and maybe against the fleets of any surviving bug empires that choose to join the war on the side of the Shakturi. If you go for a fleet expansion, I'd suggest going for the size-900 destroyers (or maybe the size-1200 cruisers or size-600 frigates) rather than either the size-1500 'battleships' or the size-400 'corvettes,' as the sizes of the frigates/destroyers/cruisers look reasonable for going up against Shakturi ships one on one (with max tech, they might even manage to do somewhat better than that, though not perhaps with a sizable battery of PD weapons). Well, the tiny fleet is from playing in a Peaceful galaxy with no pirates or creatures, I'm just trying to learn the ropes (glad to stumble onto the supply ship exploit this early in my DW career though, will use it on all subsequent games to cheese) The "dreadnoughts" look like this now: Mk 3 (after replacing most of the sort-range weapons) 50/22 sprint/turn, 10240/3520/13x18 shields/armor/ion defence, 1 Death Ray, 1 Devastator Pulse, 10 Advanced Fighter Bay, 8 Assault Missile, 34 Plasma Thunderbolt, 2 Titan Beam, 4 Autocannon Originally a large secondary battery existed in the unlikely event that the torpedo/misisle battery guidance is wonky and I need to close in. I just realized that to actually repair anything it needs all 3 types of manufactories, so replaced 9 Titan Beams and 14 Autocannons for factories, then shaved more down for the Warpdeny and a few main armament weapons for extra reactors. What do you think of the design? I have yet to experience ship-to-ship combat so decided to use a variety of weapons (well, that I've reached the top in at least) just in case... Battleships (Mk 3 now)... 50/22 speed/turn, 7040/2480/8x18 shields/armor/ion defence, 2 repair bots, 8 Assault Missile, 18 Plasma Thunderbolt, 1 Titan Beam, 2 Autocannon. Cruisers size 1197 (9 habitat/life supports)... hyperdeny adding... 51/23 speed/turn, 5120/1840/4x18 shields/armor/ion defence, 2 repair bots, 8 Assault Missile, 18 Plasma Thunderbolt, 1 Titan Beam, 2 Autocannon. Less defence, no gravity well or rec center, but same weapons as Battleship (lol engines take up so much damned space on heavy ships). Destroyers 931 (7 habitats)... 85/25 speed/turn, 3840/1320/2x18 shields/armor/ion defence, 1 repair, 6 Assault Missile, 14 Plasma Thunderbolt, 1 Titan Beam, 2 Autocannon. No more fleet systems here or ultra-long scanners, also -1 Reactor. Frigate 665 (5 habitats)... 88/25 speed/turn, 2560/1000/1x18 shields/armor/ion defence, 1 repair, 2 Assault Missile, 10 Plasma Thunderbolt, 1 Titan Beam, 1 Autocannon. Corvette 399 (3 habitats)... 88/24 speed/turn, 1600/640/1x18 shields/armor/ion defence, 1 repair, 2 Assault Missile, 6 Plasma Thunderbolt, 1 Autocannon. Adjustments were made after observing Shakturi Destroyers had 43 speed listed and Frigates were 76, so it was pointless for my capitals to be 50 speed and lighter ships 60-some, adjusted destroyers and lower to be 85+ speed sub-light as a result. Now that I look at the numbers, before I changed the lower classes speeds, the Corvettes appeared to be basically filler/cannon fodder/practice designing ships and weighing needs for both long range and PD (now that I've learned PD is almost non-existent in this game though...) and have good protection/DPM per cost to be meat shields, while Dreadnoughts and to a degree Battleships are basically single-unit damage sponges to screen everything else... oh and Dreadnoughts provide fighter cover too. I think it's because I demanded far, far too much speed and protection in capital ships that firepower scales poorly. Still it seemed the Destroyers before the speed change, and now a mix of them and cruisers, will be the main killers of my fleets in terms of DPM per unit cost. Now to go refit my ludicrously fast capitals to the new standards of having more reactors and such... quote:
I'm not convinced that the Gravity Well Projectors work as described in the tech tree; they don't seem to prevent ships from jumping or pull ships out of hyperjumps, just prevent hyperjumps from landing in the area of effect. Well then Hyperdeny's going on the Mk 2 Dreadnoughts and Mk 3 Battleships.
< Message edited by Guardian54 -- 12/7/2015 5:49:07 AM >
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