Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Latest Update Plans

 
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 >> RE: Latest Update Plans Page: <<   < prev  2 3 [4] 5 6   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Latest Update Plans - 4/15/2010 6:50:48 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
quote:

ORIGINAL: taltamir

in those cases, its cheaper and easier to just pay the pirates for protection. when pirates start shooting on a colony ship i pause the game, pay them off while paused, order it to colonize again (since it switched to run away) and then unpause and watch as they blast anyone else trying to move in on my planet while letting me by :P
Just plating a colony ship in a few layers of armor is far cheaper than paying them off, as the price of paying them off is worth more than the colony ship is! Then you can watch as the pirate lasers ping ineffectually off the colony ship's armor plating, and the colony ship just ignores them and goes about its business. Maxos Blasters simply don't have the punch needed to penetrate Ultradense at any range, and cannot penetrate Reactive at anything other than point-blank.

(in reply to taltamir)
Post #: 91
RE: Latest Update Plans - 4/15/2010 7:06:29 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: Fishman

quote:

ORIGINAL: taltamir

in those cases, its cheaper and easier to just pay the pirates for protection. when pirates start shooting on a colony ship i pause the game, pay them off while paused, order it to colonize again (since it switched to run away) and then unpause and watch as they blast anyone else trying to move in on my planet while letting me by :P
Just plating a colony ship in a few layers of armor is far cheaper than paying them off, as the price of paying them off is worth more than the colony ship is! Then you can watch as the pirate lasers ping ineffectually off the colony ship's armor plating, and the colony ship just ignores them and goes about its business. Maxos Blasters simply don't have the punch needed to penetrate Ultradense at any range, and cannot penetrate Reactive at anything other than point-blank.


But it costs more to plate EVERY colony ship, even those that don't need it.

And if I knew they were there I would have killed them before sending in the ship... About the only time ever that I run into pirates with colony ships is when I try to colonize a planet with ruins, the colony ship explores the ruins and discovers a pirate beacon... suddenly its surrounded by pirates. So I pause and pay them off rather... early payoffs are cheap, they cap at about 6000, but by then my colony ships are worth 12,000 each just for their advanced engines and reactor etc...
Besides which, i lose precious TIME... and there are hundreds of planets to colonize and colony ships only build at a certain rate... So yea, its totally worth it to pay them off with an insignificant amount of money to ensure I am the one who colonizes that planet with the ruins.

mmm... is the rate of building a ship related to its cost? would a 3000 credits ship take 1/4th the time as a 12,000 credit ship to build? if so it might be better to use non upgraded colony ships. I don't give a whiff about the price if it makes them faster (high amount of colonies established per second = win). But if it increases building time i might be better off with cheaper, slower, weaker ships.

< Message edited by taltamir -- 4/15/2010 7:07:27 AM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Fishman)
Post #: 92
RE: Latest Update Plans - 4/15/2010 9:27:05 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
Wanted to mention some recent bugs just to be sure they wont be forgotten.

1. bug with world annihilator crashing the game.
2. bug with AI constantly auto upgrading defensive station design even if automation is turned off.
3. graphical issues with world annihilator image not showing all of the lights (very minor, but annoying).
4. AI factions sometimes not removing military ships from your system if they are asked to do so. This situation commonly appears if you trade the whole system from that faction and they have some ships/fleets left there.
5. nuclear devastator obsoletes first torpedo and is obsoleted by other torpedoes.

(in reply to taltamir)
Post #: 93
RE: Latest Update Plans - 4/15/2010 9:27:39 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
quote:

ORIGINAL: taltamir

But it costs more to plate EVERY colony ship, even those that don't need it.
What, like $100 a piece? I'd have to plate 50 colony ships to justify paying even $5000 to one pirate faction! And Kaltors don't take bribes. That armor is the difference between the colony ship being shredded and the colony ship managing to land with enough functional components remaining to establish the colony.

quote:

ORIGINAL: taltamir

Besides which, i lose precious TIME... and there are hundreds of planets to colonize and colony ships only build at a certain rate... So yea, its totally worth it to pay them off with an insignificant amount of money to ensure I am the one who colonizes that planet with the ruins.
Just as insignificant a cost to plate the colony ship with 2 or 3 armor plates, and it works better as a universal solution. And you get the clean satisfaction of not having supported anything reprehensible and odious, not to mention counterproductive to your long-term interests.

quote:

ORIGINAL: taltamir

mmm... is the rate of building a ship related to its cost? would a 3000 credits ship take 1/4th the time as a 12,000 credit ship to build?
No. The rate a ship builds is only loosely correlated to its cost. A ship's build time is more closely related to its size or number of components than to its cost. A ship that is expensive compared to one of comparable size and component count just means that it is being built using resources that, for one or more parties in the galaxy, are scarce, and therefore, the price of that resource is high. Of course, the person lacking that resource might not be YOU.

quote:

ORIGINAL: taltamir

if so it might be better to use non upgraded colony ships. I don't give a whiff about the price if it makes them faster (high amount of colonies established per second = win). But if it increases building time i might be better off with cheaper, slower, weaker ships.
Colony ships have this distressing habit of LIMPING to their destinations. Upon coming out of hyperspace, they will proceed to limp pitifully and slowly towards the destination. MUCH time is then wasted on this behavior, greatly increasing the likelyhood that they are shot down. Adding extra engines doesn't really cure the limping, but it helps because it makes the limp slightly faster. WHY ARE THEY NOT DRIVING FASTER? The ship is rated for a speed of 20! Why is it driving at a speed of 5?

(in reply to taltamir)
Post #: 94
RE: Latest Update Plans - 4/15/2010 10:01:33 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

Colony ships have this distressing habit of LIMPING to their destinations. Upon coming out of hyperspace, they will proceed to limp pitifully and slowly towards the destination. MUCH time is then wasted on this behavior, greatly increasing the likelyhood that they are shot down. Adding extra engines doesn't really cure the limping, but it helps because it makes the limp slightly faster. WHY ARE THEY NOT DRIVING FASTER? The ship is rated for a speed of 20! Why is it driving at a speed of 5?


I noticed that and it seemed quite odd, maybe its supposed to be a "perspective" thing where they are going "into" the planet? but if so they should shrink, besides it makes absolutely not sense for them to do that since space is 3d and... yea its just confusing as to why they do so...
there is really no reason for them to limp to a planet when given a colonize command...
mmm... would giving them a "move to command" so that they move on top of the planet quickly, followed by a colonize command when they are already on top of it bypass the limping period?

Fishman, is 100$ worth of plating really enough?

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Fishman)
Post #: 95
RE: Latest Update Plans - 4/15/2010 11:23:52 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
quote:

ORIGINAL: taltamir

Fishman, is 100$ worth of plating really enough?

The typical pirate weapon is a Maxos blaster. This weapon cannot penetrate even a single layer of UD at any range and can only barely damage Reactive armor at point-blank range. The colony ship only needs to survive long enough to land. So yeah, it's enough.

(in reply to taltamir)
Post #: 96
RE: Latest Update Plans - 4/15/2010 12:27:12 PM   
Sliverine

 

Posts: 155
Joined: 4/15/2010
Status: offline
apparently why colony ships limp is maybe due to their poor rated acceleration? acceleration and top speed are kinda not the same...?

(in reply to Fishman)
Post #: 97
RE: Latest Update Plans - 4/15/2010 2:05:04 PM   
Bloodly

 

Posts: 94
Joined: 4/14/2010
Status: offline
Colony ships have this distressing habit of LIMPING to their destinations. Upon coming out of hyperspace, they will proceed to limp pitifully and slowly towards the destination. MUCH time is then wasted on this behavior, greatly increasing the likelyhood that they are shot down. Adding extra engines doesn't really cure the limping, but it helps because it makes the limp slightly faster. WHY ARE THEY NOT DRIVING FASTER? The ship is rated for a speed of 20! Why is it driving at a speed of 5?

It's matching speed and course with the planet for the approach, sorta like a patrol or dock command-and planets move slow. At least, that is my belief. Why? God knows.

(in reply to Sliverine)
Post #: 98
RE: Latest Update Plans - 4/15/2010 5:38:30 PM   
Shark7


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

quote:

ORIGINAL: Resan

Well a freighter isn't supposed to be a threat to anyone. And in no way to any base of any kind.



Not entirely, during World War 2 basically every nation had some form of 'Armed Merchant Cruiser'. These ships were nothing more than cargo ships that had hidden guns on them, usually a number of 6", 5" and 4.5" guns along with torpedo tubes and AAA mounts. They would fly under a neutral flag or no flag at all, then hoist their true colors only at the moment of attack (to stay within international laws of war), sinking or capturing enemy merchant ships. For all practical purposes, they were sanctioned privateers.

As to the effectiveness of these ships, the DKM Kormoran Armed Merchant Cruiser did actually manage to sink the Australian Light Cruiser HMAS Sydney in a gun battle off of Western Australia, basically Sydney left the area ablaze and was never heard from again. They did find where she sunk last summer...granted Kormoran itself was sunk in the battle as well, due to the fact that AMCs had no armor at all. While this is the extreme case, it does show the capabilities of the AMCs under good command.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Resan)
Post #: 99
RE: Latest Update Plans - 4/15/2010 7:20:38 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: Bloodly

Colony ships have this distressing habit of LIMPING to their destinations. Upon coming out of hyperspace, they will proceed to limp pitifully and slowly towards the destination. MUCH time is then wasted on this behavior, greatly increasing the likelyhood that they are shot down. Adding extra engines doesn't really cure the limping, but it helps because it makes the limp slightly faster. WHY ARE THEY NOT DRIVING FASTER? The ship is rated for a speed of 20! Why is it driving at a speed of 5?

It's matching speed and course with the planet for the approach, sorta like a patrol or dock command-and planets move slow. At least, that is my belief. Why? God knows.


but it doesn't need to do so when its coming in to refuel, or ordered to just move to the planet. It would make more sense for it to move on top of the planet at its normal speed, then take a few "seconds" to colonize it (have a bar fill up) if it is intentional that colonization would take some time.

< Message edited by taltamir -- 4/15/2010 7:21:49 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Bloodly)
Post #: 100
RE: Latest Update Plans - 4/15/2010 8:15:19 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
Ihad this problem too. Not shure if it's because the moons were side by side, but I made a colony ship and it was on it's way to the planet but at a speed of 2. I had 2 other colony ships already made and settled in the futher reaches of the home solar system, before the first colony ship even made it to the moon.

(in reply to taltamir)
Post #: 101
RE: Latest Update Plans - 4/15/2010 10:03:01 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Any chance of a save showing that, Davor?

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to HsojVvad)
Post #: 102
RE: Latest Update Plans - 4/15/2010 11:22:28 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
Sadly no. When I hit the quick save, it saved over it to my horror. Oh how I wish there was a sepearte save for quick saves. If it ever happens again, I will save it to a sepearte save. Like I said, because the moons were basically side by side in orbit, I thought it was a slow burn to get there. Once I ordered it to another planet in the system and then back again, it sped up, warped to that system then warped back at a speed of 7. Still slow but better than 2, and finally colonized.

(in reply to Erik Rutins)
Post #: 103
RE: Latest Update Plans - 4/16/2010 1:31:14 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
quote:

ORIGINAL: Sliverine

apparently why colony ships limp is maybe due to their poor rated acceleration? acceleration and top speed are kinda not the same...?
No, they definitely limp, because they DON'T accelerate. They just STAY at less than their top speed despite not being anywhere close.

(in reply to Sliverine)
Post #: 104
RE: Latest Update Plans - 4/16/2010 2:08:39 AM   
astote

 

Posts: 12
Joined: 4/7/2010
Status: offline
any eta on this update? forum/mod pages are looking a little dead.

(in reply to Fishman)
Post #: 105
RE: Latest Update Plans - 4/16/2010 2:31:43 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
As stated in the first post, we are aiming for a public beta around the 19th.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to astote)
Post #: 106
RE: Latest Update Plans - 4/16/2010 2:34:03 AM   
astote

 

Posts: 12
Joined: 4/7/2010
Status: offline
woops, must have skimmed over that. dang you guys are fast. good job. 

(in reply to Erik Rutins)
Post #: 107
RE: Latest Update Plans - 4/16/2010 5:21:57 AM   
martok


Posts: 837
Joined: 8/30/2004
Status: offline
Erik,

I don't have a save game for it right now either, but I can confirm it does happen distressingly often where colony ships are slow as molasses when they drop out of hyperspace and revert to regular Newtonian space. It's as if over half their engines broke in transit or something....



_____________________________

"Evil is easy, and has infinite forms." -- Pascal


(in reply to Erik Rutins)
Post #: 108
RE: Latest Update Plans - 4/16/2010 9:07:02 AM   
Resan

 

Posts: 98
Joined: 4/1/2010
Status: offline

quote:

ORIGINAL: jam3

Please please please make the name changing on update stop in the ship designer. Easily the single most frustrating part of the game at the moment.


/signed

Hands down my biggest annoyance with the game atm.

(in reply to kafka)
Post #: 109
RE: Latest Update Plans - 4/16/2010 1:45:49 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We have that on our list, but we don't know yet if we'll get to it on this update. If not this one, we'll definitely fix it in the next one.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Resan)
Post #: 110
RE: Latest Update Plans - 4/17/2010 7:19:21 AM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
Will this case still be there in the next patch:

I had a small colony (20 M or so people) in a system with a huge colony of another empire. A frigate of mine was around, and started hunting pirates in the system, around the planet of the big colony (of the other Empire), saving de facto the life of 2 freighters ships of this empire.

I got contacted diplomatically by the said empire, he asked me to stop having military ships in his system!!


_____________________________

AGEOD Team

(in reply to Erik Rutins)
Post #: 111
RE: Latest Update Plans - 4/17/2010 8:42:51 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
See, this is why I just research Universal Communicators and get right down to the business of convincing the locals to join me, instead.

(in reply to Pocus)
Post #: 112
RE: Latest Update Plans - 4/17/2010 8:49:01 AM   
Sliverine

 

Posts: 155
Joined: 4/15/2010
Status: offline
Oh yea, the AI is pretty paranoid at times but i suppose thats normal. After all even tho policemen catch thieves and are generally a nice bunch, you wouldnt want one poking his nose around your house would you :D

(in reply to Pocus)
Post #: 113
RE: Latest Update Plans - 4/17/2010 9:44:00 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
This particular behavior is essentially a clash of values systems. The AI gets royally bent out of shape if even a single frigate happens to be flying about in a border system. A human player simply wouldn't care much, if at all, because a lone frigate is incapable of doing anything to them and clearly does not represent a threatening force...and in any event, merely removing it from the "system" has ZERO USEFUL EFFECT, since if it were really up to anything hostile, it could just lurk right outside the system, out of your ability to complain about it, but just as close, if not closer, than it was before!

Meanwhile, the AI is completely unable to understand why you might be incensed by the presence of an unarmed colony ship in your system.

(in reply to Sliverine)
Post #: 114
RE: Latest Update Plans - 4/17/2010 9:35:08 PM   
Oldguard1970

 

Posts: 578
Joined: 7/19/2006
From: Hiawassee, GA
Status: offline

quote:

ORIGINAL: Fishman

.....

quote:

Meanwhile, the AI is completely unable to understand why you might be incensed by the presence of an unarmed colony ship in your system.


Of course! The AI is, after all, alien. We are not supposed to understand it.

_____________________________

"Rangers Lead the Way!"

(in reply to Fishman)
Post #: 115
RE: Latest Update Plans - 4/18/2010 1:05:20 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Updated list>?

_____________________________


(in reply to Oldguard1970)
Post #: 116
RE: Latest Update Plans - 4/18/2010 10:10:35 PM   
Interesting

 

Posts: 120
Joined: 4/4/2010
Status: offline
Im very anxious for this next update.

Lots of much needed changes.

Thanks for the developing team.

(in reply to ASHBERY76)
Post #: 117
RE: Latest Update Plans - 4/19/2010 8:42:28 AM   
Tacit_Exit


Posts: 82
Joined: 4/12/2010
Status: offline
Will the patch fix problems in old saves?

eg: I have a save where the ghost empire bug happens about 30s in, will applying the patch stop it happening or will bugfixes only apply to new games?

(in reply to Interesting)
Post #: 118
RE: Latest Update Plans - 4/19/2010 11:20:50 AM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline

quote:

ORIGINAL: astote

woops, must have skimmed over that. dang you guys are fast. good job. 


Fast? mount & blade warband as gotten like 10 patches since release (after Distant Worlds). AI War gets at least 1-2 patches a week.
With the amount of broken stuff in Distant Worlds, i wouldnt call a beta on the 19'th "fast"

(in reply to astote)
Post #: 119
RE: Latest Update Plans - 4/19/2010 2:42:21 PM   
Oldguard1970

 

Posts: 578
Joined: 7/19/2006
From: Hiawassee, GA
Status: offline
Wow! We sure have different expectations. I side with the gamers who think Matrix does a fine job of offering grand and timely support.

As a small aside, from my limited previous experience messing around with software, I think it is wise to bundle multiple fixes into a single patch rather than issuing lots of smaller patches. Corrections to one "bug" can often cause unintended problems. When we bundled our fixes, we tended to be able to do a bit more testing. In addition, it minimizes the users' aggravation as they try to figure out if they are fully patched or not.


quote:

ORIGINAL: Baleur


quote:

ORIGINAL: astote

woops, must have skimmed over that. dang you guys are fast. good job. 


Fast? mount & blade warband as gotten like 10 patches since release (after Distant Worlds). AI War gets at least 1-2 patches a week.
With the amount of broken stuff in Distant Worlds, i wouldnt call a beta on the 19'th "fast"



_____________________________

"Rangers Lead the Way!"

(in reply to Baleur)
Post #: 120
Page:   <<   < prev  2 3 [4] 5 6   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Latest Update Plans Page: <<   < prev  2 3 [4] 5 6   next >   >>
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

4.424