1.0.4.5 (Full Version)

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Silvest -> 1.0.4.5 (5/19/2010 4:49:09 PM)

Pirates do not stop attacking you when you sign/pay a protection fee to them while being attacked. They just destroy their target first before upholding the agreement you signed.




Fishers of Men -> RE: 1.0.4.5 (5/19/2010 7:33:31 PM)

Using 1.0.4.5 I have noticed that after a pirate band's home base has been destroyed, and the remaining ships of their fleet join your empire's fleet, those ships are still considered hostile to all other A.I. empires. Even allies will attack these former pirate vessels when they approach. Has anyone else seen this?




Pipewrench -> RE: 1.0.4.5 (5/19/2010 9:44:21 PM)

Noticed that as well but I assumed that was WAD. I figured they are pirates after all and there must be some risk in deals with them,

I also had a explorer ship go to a pirate base to grab fuel once and was pulverised. Again I think this was WAD. The captain of the explorer might have owed a gambling debt that had passed his mind and unfortunatly grudges burn deep in the hearts of that pirate faction.

I sort of like the fact that just because you paid the money for protection does not 100% make the contract iron clad. It would be a twist to give that chance to the other cash transactions I have with pirates.




Fishers of Men -> RE: 1.0.4.5 (5/21/2010 12:41:48 AM)

These were not "paid off" pirate ships that I am referring to. They are pirate ships that are now in my control because the band joined my fleet. The triangle shape over them is now my empire's colors. I also had them on automation, if that makes any difference.

FoM




Phez -> RE: 1.0.4.5 (5/23/2010 4:31:00 AM)

I've been attacked by enemy empires I wasn't at war with. I can't confirm that the ships under attack were originally pirates (they've been through a refit)

One thing I am certain of is that the Racial tech is circumventing the slow research -... happens like this -

A race with end-game level tech (fuel cells in my game) is spawned as a pirate faction - so all their designs have best in class ... fuel cells. This is no issue until I take out their base and gain control of the remaining fleet. Now I can scrap ships and because they have end game tech and I don't, a huge bonus results.

Since that bonus isn't applied to the tech it came from - I can get the bonus repeatedly, and Now my Ships armed with Reactive Armor and Titan beams are mopping the floor against AI ships that are still using Maxos Blasters. In fact I added reactive armor to my colony ships to make them immune to enemy fire... I've taken down large space ports with a single escort class (118 size) ship.




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