1.0.6.0 Defenseless pirate bases (Full Version)

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Florestan -> 1.0.6.0 Defenseless pirate bases (7/26/2010 4:24:35 PM)

It seems like if you attack a pirate base with a better shielded and more powerful ship, they don't fire back .




Alex Gilbert -> RE: 1.0.6.0 Defenseless pirate bases (7/26/2010 5:33:29 PM)

I have seen this, but only when the ship out-ranges the base-- so it does the appropriate thing and stands off to bombard the base to dust from outside of the effective range of the base's weapons. Is this perhaps what you are seeing?




Florestan -> RE: 1.0.6.0 Defenseless pirate bases (7/26/2010 9:37:49 PM)

Bigger ships often tend to try point blank shots, so I don't think this is the problem. But I did not think about that, and I will check it next time. To make thinks worse, it is not a systematic problem. I just thought about a possibility : as I stated in the wishlist thread, the pirate base component changed to add manufacture components ; maybe depending on the reactor technology fitted, there is not enough energy to fire any more? Or even, fuel... Edit: In the design dialog, synchronizing the components list boxes selection would be simple and good, too. I often find myself selecting something to the left to add it, and then change my mind and want to remove it, and forget to select the same on the right before removing... An habitat and support information summary would be good too, to know how much size you can manage with a given design.




Pipewrench -> RE: 1.0.6.0 Defenseless pirate bases (7/26/2010 10:08:34 PM)

it should be true florestan about range and how the AI has adapted better to range and stands back to fire with no worry of a defensive rebutle.

I have had this happen to me a couple of times until I upgraded my tech.




DiggyDad -> RE: 1.0.6.0 Defenseless pirate bases (7/26/2010 11:09:02 PM)

I've noticed in my 6.0 game that ships are standing-off much better also. Maybe pirates need better weapons to start with now.




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