Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.0.4.5 Pirates

 
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 >> 1.0.4.5 Pirates Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
1.0.4.5 Pirates - 5/7/2010 1:52:02 AM   
JosEPhII


Posts: 173
Joined: 1/17/2010
From: Cornfields of Western IL. USA
Status: offline
Did Pirates get a bit more "Buffed" in this new version?

So far they've been a royal pain from start date 2754/01.01. And that is with the game set up slider at "few". Mean lil' b**tards! And they got destroyers at the get go! Heck by the time I got Destroyers they had Cruisers. Luckily I found a derelict field that had cruisers and destroyers in it. Was finally able to wipe out 3 pirate bases.

Plop plop fizz fizz Oh what a relief that derelict field was!

JosEPh

_____________________________

"old and slow.....Watch out!"
Post #: 1
RE: 1.0.4.5 Pirates - 5/7/2010 2:42:36 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
Pirates seem roughly normal to me. It's more that merchants are really stupidly nerfed now, to the point where equipping them with anything at all has become a counterproductive exercise. Instead I make stripped designs devoid of all but the most basic requirements, with no survivability at all, and get the money back in recycling, since it's pointless to even try now.

(in reply to JosEPhII)
Post #: 2
RE: 1.0.4.5 Pirates - 5/7/2010 5:49:48 AM   
Dadekster

 

Posts: 141
Joined: 4/18/2010
Status: offline
Mine were going after space monsters which were hanging around occupied planets. With their single gun they'd go charging at them completely forgeting about their cargo. They'd get sort of close and then like after looking at their sensors and realizing they were about to become lunch they'd flee. Course this is all wasted time as the cargo is still in their hold not delivered.

Other thing that bugs me is the AI controlled colonies with severe pest problems. They never seem to clean them out and the monster get to huge sizes as a result. I can't send in a fleet cuz of course that makes them mad that I would dare send in armed ships into their occuppied system. Like I said, seriously annoying. It's like a neutral party blockade.

(in reply to Fishman)
Post #: 3
RE: 1.0.4.5 Pirates - 5/7/2010 6:26:48 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
Yes, why *ARE* they rushing straight into the fight if they are not going to actually FIGHT? Right now I have this new approach of considering them to be utterly worthless idiots not worth the attempt to protect, so I don't put anything other than the most basic bare minimum systems on them. I figure the more of them I can get killed, the more of them have to buy new ships from me, allowing me to transmute stockpiles of common resources into cash. Doesn't matter how much shielding you put on them, you can't set them to ignore anymore and just deliver the cargo, so they have FAILED ME and MUST DIE. I have taken to intentionally killing them with my own wave blasters for amusement now.

< Message edited by Fishman -- 5/7/2010 6:28:06 AM >

(in reply to Dadekster)
Post #: 4
RE: 1.0.4.5 Pirates - 5/7/2010 8:27:07 AM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline

quote:

ORIGINAL: Fishman

I figure the more of them I can get killed, the more of them have to buy new ships from me, allowing me to transmute stockpiles of common resources into cash.

Thanks. I like that.

_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to Fishman)
Post #: 5
RE: 1.0.4.5 Pirates - 5/7/2010 9:41:56 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
disable pirates...

_____________________________

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

(in reply to Wade1000)
Post #: 6
RE: 1.0.4.5 Pirates - 5/9/2010 8:36:28 PM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Using version 1.04.5, I attacked and destroyed a pirate base, at which time the pirate band decided to join forces with my empire. Up to thirteen different types of pirate ships now came under my control. They were scattered around several star systems. I noticed a few were low on fuel and went to a space port of my ally. As soon as they arrived they were immediately attacked and destroyed by the allied ships patrolling the area. What happened here?

It seems that the AI empires do not recognize these former pirate vessels as now under new masters and still believe them to be hostile invaders. Can this be fixed, please?

Also, merchant ships are going over to the attack. Then, as they get closer to the perceived enemy ship, they change their minds and try to escape, many times too late.

FoM

_____________________________

Old............but very fast

(in reply to taltamir)
Post #: 7
RE: 1.0.4.5 Pirates - 5/9/2010 9:30:24 PM   
JosEPhII


Posts: 173
Joined: 1/17/2010
From: Cornfields of Western IL. USA
Status: offline
I just wanted to know if anyone else noticed that Pirates seem to start with 1 class higher ships than my brand new starting planet is capable of producing. In this case,current 1.0.4.5 game, they started with Destroyers.

And that even on the "few" setting, they are many, not few.

Don't give a fig about merchant ships they're not what I asked about. Different topic.

JosEPh



_____________________________

"old and slow.....Watch out!"

(in reply to taltamir)
Post #: 8
RE: 1.0.4.5 Pirates - 5/9/2010 9:33:06 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
That Imsais has attitude;

Go put some Weeds in that Cigar


I didn't think they changed Pirates , I don;t remember reading anything about that in the patch logs.

Perhaps your mad skillz have degraded


You should play more often

(in reply to JosEPhII)
Post #: 9
RE: 1.0.4.5 Pirates - 5/9/2010 9:52:36 PM   
JosEPhII


Posts: 173
Joined: 1/17/2010
From: Cornfields of Western IL. USA
Status: offline
Are you Hari the 6' Bunny in disguise, or maybe Qwer Tah, or The Holy One, or even Gerra!?? (all moO3 misfits like me)

Gasp! Rico!

DW gets Most of my playtime already. But MoO3, LE:I, CIV IV BtS, and Armada all get some attention.

JosEPh


< Message edited by JosEPh_II -- 5/9/2010 10:02:56 PM >


_____________________________

"old and slow.....Watch out!"

(in reply to Bartje)
Post #: 10
RE: 1.0.4.5 Pirates - 5/9/2010 9:56:15 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
Ha no we never actually met but I remember reading your posts on the Moo3 forum occasionally :)

I guess I am sort of a Moo3 misfit

This is the first game I've bothered actually posting for; I find it just has so much potential.


You always seemed like a respectable sort....for an Imsais with a cigar and smile like a pimp that is


Great to have you around here Joseph

< Message edited by Bartje -- 5/9/2010 9:57:03 PM >

(in reply to JosEPhII)
Post #: 11
RE: 1.0.4.5 Pirates - 5/9/2010 10:08:14 PM   
JosEPhII


Posts: 173
Joined: 1/17/2010
From: Cornfields of Western IL. USA
Status: offline
Thanks Bartje,

Well you know Imsaeis Are Giant bags of hot air! lol

And I just had to nick Pedxing's pic for an avatar.

And this thread is now seriously hijacked just like MoO3 threads used to be.

JosEPh




_____________________________

"old and slow.....Watch out!"

(in reply to Bartje)
Post #: 12
RE: 1.0.4.5 Pirates - 5/10/2010 3:07:48 AM   
Xmudder

 

Posts: 119
Joined: 2/15/2010
Status: offline
I had 6 pirate ships warp in from 3 directions a few minutes into a new game, where I started with all of 2 combat ships. How, exactly, is this fun?

(in reply to JosEPhII)
Post #: 13
RE: 1.0.4.5 Pirates - 5/10/2010 3:53:23 AM   
Munchies

 

Posts: 43
Joined: 4/21/2010
Status: offline
Bad luck is all.
A new game you say, as in just a few minutes in?
Then just restart... didn't lose anything.

(in reply to Xmudder)
Post #: 14
RE: 1.0.4.5 Pirates - 5/10/2010 6:36:15 AM   
Dadekster

 

Posts: 141
Joined: 4/18/2010
Status: offline
I've had no problems icing pirates in this game for the OP's question as asked. They seem normal to me, finding their bases is a PITA tho.

(in reply to Munchies)
Post #: 15
RE: 1.0.4.5 Pirates - 5/11/2010 12:11:47 AM   
JosEPhII


Posts: 173
Joined: 1/17/2010
From: Cornfields of Western IL. USA
Status: offline

quote:

ORIGINAL: Xmudder

I had 6 pirate ships warp in from 3 directions a few minutes into a new game, where I started with all of 2 combat ships. How, exactly, is this fun?




I had them warp in the moment I hit Play.

I immediately started building more frigates as the escort was getting wiped out. The Pirates had Destroyers to my frigates. At game start.

@munchies
Whether bad luck or not, why do I or anyone else need to do a restart? That's ducking the situation.

@Dadekster
I faced it and eventually overcame it. But that's not the point.

It still raises the question, Did the pirates get a bit more enhanced with this new Patch? In previous versions did your 1st Pirate encounter include Destroyers while you only had frigates as you biggest ship? Did you consistently encounter them at game start (yes from my eXperience)?

Bear in mind I have NOT stated that this is either Good or Bad, Just asking for observations.

I also stated that my Pirate Setting was Few not Normal or Many. So if it was set at Few, why do they show up immediately? And if set on Few why did I have, Not 1 or 2 but 3 Pirate bases/factions plaguing my fledgling Empire? By the time I found the Derelict fleet and started using some of it's Cruisers I had eliminated 5 Pirate factions, On the Few setting

If I had started with Normal would I have encountered More Pirates? 5 or 6 factions to start?

What about Many? Would there be 10 factions attacking my single planet?

Is this Good? Or Bad? It at least makes for an interesting start.

JosEPh





_____________________________

"old and slow.....Watch out!"

(in reply to Xmudder)
Post #: 16
RE: 1.0.4.5 Pirates - 5/11/2010 12:54:27 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I noticed that the higher you set the pirates to be, the more of them there are, the more powerful their ships, and so on...

I turn them off completely... I find that they always have smaller ships if you set them to low.

_____________________________

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

(in reply to JosEPhII)
Post #: 17
RE: 1.0.4.5 Pirates - 5/11/2010 1:00:33 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline

quote:

ORIGINAL: Bartje

Ha no we never actually met but I remember reading your posts on the Moo3 forum occasionally :)

I guess I am sort of a Moo3 misfit

This is the first game I've bothered actually posting for; I find it just has so much potential.


You always seemed like a respectable sort....for an Imsais with a cigar and smile like a pimp that is


Great to have you around here Joseph

Speaking of the MOO3, I tried to go to thier forum and I can't post in there. All I can do is edit my previous posts. Maybe this is why we have no new posts in the MOO3 forum. Is it me, or is it like this for others as well?

(in reply to Bartje)
Post #: 18
RE: 1.0.4.5 Pirates - 5/11/2010 2:01:38 AM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Davor,

The old Atari MoO3 forum is closed to new entries. There is a new forum location which a few brave souls(JosEPh and others) have begun to repopulate with past MoO3 forum history. This is being done for all of us old players and those who will come after us.

FoM

The pirates in my new 1.0.4.5 game seem about the same in numbers, strength, and aggressive behavior from the older versions of the game. I have pirate settings on "normal".

< Message edited by Fishers of Men -- 5/11/2010 2:05:50 AM >


_____________________________

Old............but very fast

(in reply to HsojVvad)
Post #: 19
RE: 1.0.4.5 Pirates - 5/11/2010 2:04:07 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
Well I made a post in the MOO3 forums about DW. Over 500 hits. Where is this new forum location? Though I play DW and not MOO3 right now, I would still like to be part of that forum.

(in reply to Fishers of Men)
Post #: 20
RE: 1.0.4.5 Pirates - 5/11/2010 2:09:00 AM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
www.forums.atari.com

_____________________________

Old............but very fast

(in reply to HsojVvad)
Post #: 21
RE: 1.0.4.5 Pirates - 5/11/2010 2:12:01 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
I click on it, not working for me.

(in reply to Fishers of Men)
Post #: 22
RE: 1.0.4.5 Pirates - 5/11/2010 2:15:21 AM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
Status: offline
Try this, www.atari.com/forums


_____________________________

Old............but very fast

(in reply to HsojVvad)
Post #: 23
RE: 1.0.4.5 Pirates - 5/11/2010 2:45:00 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
Thanks Fishers of Men, I got it now. Thanks.

(in reply to Fishers of Men)
Post #: 24
RE: 1.0.4.5 Pirates - 5/11/2010 5:07:36 AM   
milkweg


Posts: 546
Joined: 7/23/2007
Status: offline

quote:

ORIGINAL: taltamir

disable pirates...


That was my solution too because fighting off wave after wave of pirates was preventing me from enjoying the game. Pirates are ok but pirates should be an infrequent annoyance and not frequent.

(in reply to taltamir)
Post #: 25
RE: 1.0.4.5 Pirates - 5/11/2010 10:35:55 AM   
lostsm

 

Posts: 170
Joined: 7/10/2009
Status: offline

quote:

ORIGINAL: taltamir

I noticed that the higher you set the pirates to be, the more of them there are, the more powerful their ships, and so on...

I turn them off completely... I find that they always have smaller ships if you set them to low.

the largest pirate i've seen was a cruiser and it was one of those large preset rat forces garding independant worlds

i don't think they can make ships larger than destroyers... and if they did then their bases should be upgraded equally i think

(in reply to taltamir)
Post #: 26
RE: 1.0.4.5 Pirates - 5/11/2010 11:09:57 AM   
taltamir

 

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

ORIGINAL: lostsm

quote:

ORIGINAL: taltamir

I noticed that the higher you set the pirates to be, the more of them there are, the more powerful their ships, and so on...

I turn them off completely... I find that they always have smaller ships if you set them to low.

the largest pirate i've seen was a cruiser and it was one of those large preset rat forces garding independant worlds

i don't think they can make ships larger than destroyers... and if they did then their bases should be upgraded equally i think


set pirates to high and you constantly get attacked by pirate cruisers... and IIRC even capital ships... they CAN'T make ships that big in NORMAL settings. increase the pirates "level" and they will, decrease it and they will be limited to frigates.

_____________________________

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

(in reply to lostsm)
Post #: 27
RE: 1.0.4.5 Pirates - 5/11/2010 1:23:32 PM   
Fishman

 

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

ORIGINAL: Xmudder

I had 6 pirate ships warp in from 3 directions a few minutes into a new game, where I started with all of 2 combat ships. How, exactly, is this fun?
Eh, that's not so bad. Bad would be if they all came from the SAME direction. Since they're all in DIFFERENT directions, you can pick one direction, kill the ones there, and by the time the other two groups catch up, you can RUN AWAY!

(in reply to Xmudder)
Post #: 28
RE: 1.0.4.5 Pirates - 5/11/2010 3:55:36 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
In my new game, I increased pirates and Space Monsters all the way to max. I am trying to make a bigger fleet but getting close to being into the red, so hopefully I can find these pirate bases and pick them off one at a time. Now from what I am reading here, I think I am regretting what I did. Oh well, time will tell now.

(in reply to Fishman)
Post #: 29
RE: 1.0.4.5 Pirates - 5/11/2010 5:30:20 PM   
JasmoVT

 

Posts: 38
Joined: 4/19/2010
Status: offline
Two observations:

As to the private sector ships, the fault seems to be in the combat AI while they are set to flee on sight of enemy, they do no do that. This is a bug that needs fixing.

I do not find pirates that much of a hassle. I do arm mining stations to a point they can take care of most pirates. As long as your economy is strong, both public and private, you actual make money on the private sector having to replace freighters and it is easy to keep several fleets available to clean out pirates and beasties interfering with important freighter runs. Above and beyond this they are a great source of info. Since after getting a good core empire established with all necessary luxury and strategic goods, I only colonize where there are native populations or ruins to give good development boosts, the locations of both can be bought from the pirates. ( I of course also settle planets with the super luxury goods but those I have to find on my own.)

(in reply to HsojVvad)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> 1.0.4.5 Pirates Page: [1] 2   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

1.281