RE: Distant Worlds: Legends Characters (Full Version)

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Bingeling -> RE: Distant Worlds: Legends Characters (10/26/2011 12:17:08 PM)

You need to defend better :)

Is it valuable? Keep enough garrison that a single troop ship is not enough. This is at odds to the way loading works unless you micromanage, though. Keep some defensive bases/powerful space port. Keep a spy or long range scanner network. If know they are on their way, a fleet can join the defenders. Manually target troop transports first.

A bit of micro management in using a fleet, but it helps a lot. You can defend a planet this way (kill troop ships), but you can never manage to defend a mine (or resupply ship) if targeted by a proper fleet. A bit into the game, a large fleet's firepower reduces such a target to cinders too fast.

If anything, one issue with this game has been that my colonies are never in significant danger compared to what I put the poor AI through. Your problem is more a issue for the player (taking planet without taking defenses), but the player you can control yourself.




YourConscience -> RE: Distant Worlds: Legends Characters (10/26/2011 2:25:18 PM)

Yeah, you need to defend better. I find that typicall a valuable colony makes so much money, that even building a giang star base with tons of various weaponry as well as up to four additional heavy devence bases around it doesn't seriously cut into the profits you make from that colony. So far, no enemy fleet came even close to getting a troop ship onto such a colony. And I even abstained from using area of effect weapons on such bases.




Bingeling -> RE: Distant Worlds: Legends Characters (10/26/2011 2:31:51 PM)

Yes. What one must realize is that not many colonies got much revenue. And if these are in exposed areas, a few troops defending can come in handy.

Usually the colonies attacked are the good ones you just conquered. So leave some guys behind. I have never studied this, but maybe the AI gives priority to race/culture. The conquered colony may be their own people.

A good things about attacks on your new conquests is that for some odd reason I always got battle fleets in those areas. Strange coincidence, that.




Erik Rutins -> RE: Distant Worlds: Legends Characters (10/26/2011 4:14:11 PM)

Hi Stormy,

quote:

ORIGINAL: Stormy Fairweather
Please tell me one of the changes is not allowing troop ships to drop troops until defense bases and star ports have been destroyed. I just turned off my current game in disgust after the computer demonstrated that my fleets and bases mean squat, they can send five troop ships and take any planet, and everything I built there, whenever they want.


Which version of the game are you playing? If you are playing an updated Return of the Shakturi, orbital invasions on planets that still have active defenses take pretty severe losses. You still need to have a good garrison on the ground though.

Regards,

- Erik




Shark7 -> RE: Distant Worlds: Legends Characters (10/26/2011 6:16:06 PM)


quote:

ORIGINAL: Kalthaniell


quote:

ORIGINAL: Shark7


quote:

ORIGINAL: Erik Rutins

Hi everyone,

A few answers from Elliot on the previous questions:

quote:

But can I ask, are we limited on the number of character images we can have in game, or is it as open as the characters themselves?


There is no limit on the number of predefined characters in the files in characters folder, and they can all have unique images. So no limit on custom character images.

quote:

It's simply the case that one my Core2Duo E8400 using carriers is not really feasible currently, because once they launch their 100+ fighters (which isn't so much for a proper carrier fleet) and they all start to shoot in a larger game, the game slows down to a crawl until it is nearly unplayable. I'd suspect that computing the position deltas could be perfectly parallelized (for example on a per-sector basis) without running too much into synchronity problems and I guess that this alone represents quite bit of processing load in this game. What do you think?


We've done a lot of work on performance in Legends. Performance on your system should be much better, especially in battles.

Regards,

- Erik


You have just made this modder very happy. [&o][&o][&o][&o][&o][&o][&o][&o][&o]


Yup, just think of the possibilities[:D] You could take a pic of every character who was on Star Trek and use it in a ST mod. You can do the same with any other scify movie or TV series.


Who knows, maybe the next time you'll play Igards ST mod your first spy will look like this:
[image]http://www.matrixgames.com/forums/upfiles/37134/E5B18433301346B995A75CA7426CA4B6.jpg[/image]
+10% cargobay inflitration speed
+5% Ale consumption speed
Traits:
Beard: -100% detection chance
[:'(]


Hehehe, actually, the cargobay infiltration skill is probably up to a +25 or so by now. [;)]




tjhkkr -> RE: Distant Worlds: Legends Characters (10/26/2011 7:30:30 PM)

quote:

ORIGINAL: Data
Character assasination....I don't find it funny, I find it -10 funny [:)]


Watch it guys, it looks like Data will be +50 revenge and +25 Assassination! [;)]




Igard -> RE: Distant Worlds: Legends Characters (10/26/2011 8:47:06 PM)


quote:

ORIGINAL: Kalthaniell

Who knows, maybe the next time you'll play Igards ST mod your first spy will look like this:
[image]http://www.matrixgames.com/forums/upfiles/37134/E5B18433301346B995A75CA7426CA4B6.jpg[/image]
+10% cargobay inflitration speed
+5% Ale consumption speed
Traits:
Beard: -100% detection chance
[:'(]


LOL! Too funny.

Only 5% Ale cosumption speed? Trust me it's much higher than that. He's an android after all. [image]http://www.matrixgames.com/forums/upfiles/34469/2F5C78DD6EFB4D57BA9E80B377F081F5.gif[/image]

Looks like I've got alot of work to do finding character pics!




Stormy Fairweather -> RE: Distant Worlds: Legends Characters (10/26/2011 9:57:05 PM)

Yeah, latest shakturi. I had a star base and defense base when seven ships, three of which were troop ships, popped up, and my bases could not destroy any before they made it to the planet. Oh, the bases have plenty of firepower, and defense, they just could not shoot numerous ships down during the few seconds they were in range of my defenses and out of range for troop dropping. Bee line to drop troops, and my fleet showed up just in time to have to destroy my own bases. If there were a universal slider somewhere so I could tell mine empire to recruit tons of troops it would not be so bad, but as it is troop dropships renders all other aspects of the game non relevent.

I do not think dropping troops should be possible with defensive bases and/or star ports in orbit. I have played several games now, and this is the conclusion I arrived at. Is there any way to change this behavior directly, as apparently the expansion doesn't?




feygan -> RE: Distant Worlds: Legends Characters (10/26/2011 10:00:56 PM)

Question about character movement as either I missed the infor or it hasn't been stated.

IF I have a non combat character (scientists, governors etc) being sent from my captial to a planet elsewhere in my empire, do they magically just appear there, or do they have to physically travel? If they must travel is it in a real universe map ship or just in some other dimension out of sight until arrival? Finally if they are in a real ship can they be attacked?

Would add a lot to the game if my Dr Doom science guy actually needs an escort as he is being sent off to a base right on the boarders of hostile space.




ASHBERY76 -> RE: Distant Worlds: Legends Characters (10/26/2011 10:16:09 PM)


quote:

ORIGINAL: Stormy Fairweather
I do not think dropping troops should be possible with defensive bases and/or star ports in orbit. I have played several games now, and this is the conclusion I arrived at. Is there any way to change this behavior directly, as apparently the expansion doesn't?


Why? Since when did fixed defences stop any invasion and we are talking about a whole planet here and not a beachhead.

If you lose space superiority and are outgunned on the ground,tough ****.




Stormy Fairweather -> RE: Distant Worlds: Legends Characters (10/26/2011 10:27:57 PM)

I see it like this; Orbital defense bases (including spaceports) would be able to monitor and blast anything on the surface as anything on the face would be within range, and bases have shields that prevent matter or energy from penetrating. There would be no way to invade such a base while its shields are up, and there would be no way to control a planet when your troops on the ground could be blasted from space anytime anywhere. It wouldn't matter how many troops you have, if they are being destroyed from orbit they would have no means of retaliation, so there would be only one possible outcome.

It would be like trying to stop airstrikes with infantry, against aircraft that never even land.

Edit - Gramar is hard.




WoodMan -> RE: Distant Worlds: Legends Characters (10/26/2011 10:49:42 PM)

Dunno, I assume the troop transport ships don't land and drop off the troops, I think of them as carrying thousands of troops who zoom down to the surface in small crafts (like a futuristic version of the normandy landings I guess) straight into the cities etc, it would be hard to target enemy troops in such built up areas.

Its the future and the planets have in some cases bigger populations than Earth today, so I like to think the homeworld would have more troops than exist on the whole of planet earth today, it makes sense.  So an army being dropped off big enough to beat them in the land battle would have to be huge, bigger than all the armed forces, land, air and sea that exist on planet earth today, hard to target them all from space while also fending off threats from other spacecraft.

I don't think of the troop units as infantry either, its Infantry, Tanks, Aircraft, Artillery and all manner of futuristic machines.




Shark7 -> RE: Distant Worlds: Legends Characters (10/26/2011 11:31:46 PM)


quote:

ORIGINAL: WoodMan

Dunno, I assume the troop transport ships don't land and drop off the troops, I think of them as carrying thousands of troops who zoom down to the surface in small crafts (like a futuristic version of the normandy landings I guess) straight into the cities etc, it would be hard to target enemy troops in such built up areas.

Its the future and the planets have in some cases bigger populations than Earth today, so I like to think the homeworld would have more troops than exist on the whole of planet earth today, it makes sense.  So an army being dropped off big enough to beat them in the land battle would have to be huge, bigger than all the armed forces, land, air and sea that exist on planet earth today, hard to target them all from space while also fending off threats from other spacecraft.

I don't think of the troop units as infantry either, its Infantry, Tanks, Aircraft, Artillery and all manner of futuristic machines.


Think Halo ODST. Or even think of the troopships as APAs, which in turn carry even smaller LCIs.




Erik Rutins -> RE: Distant Worlds: Legends Characters (10/27/2011 12:15:07 AM)


quote:

ORIGINAL: Stormy Fairweather
I do not think dropping troops should be possible with defensive bases and/or star ports in orbit. I have played several games now, and this is the conclusion I arrived at. Is there any way to change this behavior directly, as apparently the expansion doesn't?


You have to defend both on the space and on the ground. If either area is weak, you're definitely taking a risk.

How many of the enemy troops reached the planet, based on their troop transport capacity? They should have lost some, or at least had those that landed severely damaged. That's in the current design, to represent the defensive bases shooting down the drop ships, etc.

Regards,

- Erik





Bingeling -> RE: Distant Worlds: Legends Characters (10/27/2011 1:58:07 PM)

As for injured troops.

I am no fan at all of spending much effort on ground combat. But what I do know is how I see it today. I watch the bars on the colony box, and compare bar length. And judge progress by the length of the list of units.

I have never, ever, studied the strength of the troops during battle and how it progresses this way. The only way I can think of for my own troops is going to troop list (that I almost never visit), and sort on location.

Even if not much effort is spent on this, some better feedback could be useful. Like a little battle window triggered by something on that detail window in the lower left corner (selected item). For each side start with: Total current strength. Strength lost up to this point. And a list of units involved and their strength. If open, you see all numbers update as the battle runs. Consider whether details of opposition strength is "secret" or not. Maybe it is early in the fight, and becomes more known as fight progresses.

If something like this exists, its need to be easier to find.




tjhkkr -> RE: Distant Worlds: Legends Characters (10/28/2011 3:19:31 AM)

Question for Erik

Will there be characteristics on the characters that will make them harder to kill?




feelotraveller -> RE: Distant Worlds: Legends Characters (10/28/2011 7:00:14 AM)


quote:

ORIGINAL: Data

Character assasination....I don't find it funny, I find it -10 funny [:)]


Speaking of which, what happened to Will? And where did you get that beard?[sm=scared0008.gif]




Data -> RE: Distant Worlds: Legends Characters (10/28/2011 8:03:10 AM)

Since Igard made me the beard only he can tell. But he's not that romulan to rip it from Will....I suspect the son'a was more than happy to do that part [:D]




ehsumrell1 -> RE: Distant Worlds: Legends Characters (10/28/2011 8:11:47 AM)


quote:

ORIGINAL: Data

I suspect the son'a was more than happy to do that part [:D]


Had NOTHING to do with it! [:-]

Nope....it wasn't me! [8D]




Merker -> RE: Distant Worlds: Legends Characters (10/28/2011 2:12:06 PM)

Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.

VOTE FOR THE PIRATES!!!!!!

*listens to applause, cheers and agreeing shouts*
Thank you, thank you very much..
*bows and disappears in a cloud of smoke*




Data -> RE: Distant Worlds: Legends Characters (10/28/2011 2:22:46 PM)

LOOL, good lobby technique there master tactician [:)]




HectorOfTroy -> RE: Distant Worlds: Legends Characters (10/28/2011 2:38:58 PM)


quote:

ORIGINAL: Merker

Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.

VOTE FOR THE PIRATES!!!!!!

*listens to applause, cheers and agreeing shouts*
Thank you, thank you very much..
*bows and disappears in a cloud of smoke*




Maybe if a pirate base is left long enough alone, then material that is obtained from hijacked freighters could be used to build a superbase (bigger, better armoured/shileded and with more powerful weapons) which could act as a colony.




tjhkkr -> RE: Distant Worlds: Legends Characters (10/28/2011 3:25:07 PM)

quote:

ORIGINAL: Merker

Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.


One of the things discussed, but I do not know if they implemented was asking if pirates could sack colonies for credits; that was definitely brought up. And that would make them a huge menace.




ASHBERY76 -> RE: Distant Worlds: Legends Characters (10/28/2011 6:57:36 PM)

quote:

ORIGINAL: tjhkkr
One of the things discussed, but I do not know if they implemented was asking if pirates could sack colonies for credits; that was definitely brought up. And that would make them a huge menace.[/color]


Yes they should act like actual pirates ala Blackbeard and not space game dumb pirates.




Simulation01 -> RE: Distant Worlds: Legends Characters (10/30/2011 4:35:56 PM)

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Simulation01
I'm still curious about the new weapons and would REALLY like to SEE what's been done with that.
I know, I know....I can't be satisfied, but news about this game is like a Lays potato chip....you can't have just one![:D]


I'll post some details on the new weapons later this week. [8D]

Regards,

- Erik






Erik,

Where are those images of the new weapons systems you said you'd try and get to us this week?




ASHBERY76 -> RE: Distant Worlds: Legends Characters (10/30/2011 4:58:59 PM)


quote:

ORIGINAL: Simulation01
Erik,

Where are those images of the new weapons systems you said you'd try and get to us this week?



Erik time is not the same time as the rest of us.




Erik Rutins -> RE: Distant Worlds: Legends Characters (10/30/2011 4:59:09 PM)

Sorry Simulation01, I meant to include those in the screenshot pack that went out and I simply forgot. Too much to do, not enough sleep, my apologies.

I'll post those today or tomorrow.

Regards,

- Erik




nammafia -> RE: Distant Worlds: Legends Characters (10/30/2011 5:14:09 PM)

Erik and Elliot, thank you for a great game. Have we mentioned our appreciation enough? Of course, everything can get better over time and more money. I hope you are making good on your investment on this game.




Simulation01 -> RE: Distant Worlds: Legends Characters (10/30/2011 5:50:31 PM)


quote:

ORIGINAL: Erik Rutins

Sorry Simulation01, I meant to include those in the screenshot pack that went out and I simply forgot. Too much to do, not enough sleep, my apologies.

I'll post those today or tomorrow.

Regards,

- Erik




No worries. I look forward to seeing them.[:)]




J HG T -> RE: Distant Worlds: Legends Characters (10/30/2011 7:34:38 PM)

Sweet! Can't wait to see some railguns and beamspam. Honestly, railguns and beamspam is all I need for weapons in SciFi. Well, plasma and missilespam are great too, but you got the point.




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