Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Carrier operations problem

 
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 >> Carrier operations problem Page: [1]
Login
Message << Older Topic   Newer Topic >>
Carrier operations problem - 3/2/2011 7:39:44 AM   
wolf14455


Posts: 1196
Joined: 1/29/2006
Status: offline
What do I do wrong when I design a ship for Carrier operations. I designed a Cruiser size ship with only point defence and fighterbays. Standard order was standoff in all instances. When I saw my AI command send this new designed ship to raid a pirate base I zoomed in to watch my first carrier op in this game. To my disapointment it was engaging the base with the point defence(Not sure it was pure PD when come to think of it but some lasers for defence only) Sitting on top of the base nearly and was also attacked by some pirate frigates. The ships fighter and bombers only focused on the base and ship didnt do evasive manouver or standoff moves. Does the AI have difficulties with this new equipment ?
Post #: 1
RE: Carrier operations problem - 3/2/2011 8:03:05 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
I am not sure what the effect would be, but I would try set the design to "evade". As long as it does not jump out of the system, it should do what you want.

I think standoff is hanging back and fire at the max range of weapons, which would be rather close if only point defenses.

It is fast to try anyways, just select your ship, click the design down left, and twiddle with the top left buttons of the design.

(in reply to wolf14455)
Post #: 2
RE: Carrier operations problem - 3/2/2011 8:32:41 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
If you don't like the carrier to evade all over the place and not being able to collect it's fughters in time put one long range weapon on it (the longest available) and stick with standoff. Evading should work best though

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Bingeling)
Post #: 3
RE: Carrier operations problem - 3/2/2011 8:33:59 AM   
Litjan

 

Posts: 221
Joined: 3/27/2010
From: Butzbach, Germany
Status: offline
I thought this was taken care off already...

http://www.matrixgames.com/forums/tm.asp?m=2655502

Jan


(in reply to Data)
Post #: 4
RE: Carrier operations problem - 3/2/2011 8:59:54 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
checked the changelogs for the latest patches since then, nothing related to this yet. Given this and the fact that Swedewolf hits it now I think it's still to be resolved.
Let's see the new patch, it should come our way this week.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Litjan)
Post #: 5
RE: Carrier operations problem - 3/2/2011 11:14:33 AM   
wolf14455


Posts: 1196
Joined: 1/29/2006
Status: offline
It could be in the beta patch, havent checked that changelog. Erik maybee got info about date for implementation. Thanx guys, I try the other tips while we wait.

(in reply to Data)
Post #: 6
RE: Carrier operations problem - 3/2/2011 12:49:58 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Were they intending to allow independant fighter operations?
I thought the fighter concept was along the the lines of SFB: just some additional mobile firepower.

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to wolf14455)
Post #: 7
RE: Carrier operations problem - 3/2/2011 12:57:26 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
tj, I think that depends on what independent fighter operations means for each of us....I think they are intending to have them separate engagement stances from the carrier, not sure if they will go any further than this. So from this point of view yes, they are additional mobile firepower.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to tjhkkr)
Post #: 8
RE: Carrier operations problem - 3/2/2011 1:25:21 PM   
Mofouler

 

Posts: 21
Joined: 2/13/2011
Status: offline
Personally I think fighters should be given system wide range :/. Maybe not the earlier versions but the more hightech advanced ones should be able to protect an entire system. Specially ones from bases. Just the other day pirate escort took came into my system but attacked a mining base that was 2 far away from the defense batteries. If the fighters had launched they could have stopped it. Maybe it will be added in later patches

(in reply to Data)
Post #: 9
RE: Carrier operations problem - 3/2/2011 1:37:13 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
That would maybe make the system defense part too easy. Any system with a space port would be completely safe from annoying pirates, and placing some fighter bays in each major mining system would also be cheap. For instance add a destroyer full of fighter bays to sit idle at the sun.

(in reply to Mofouler)
Post #: 10
RE: Carrier operations problem - 3/2/2011 3:12:27 PM   
Mofouler

 

Posts: 21
Joined: 2/13/2011
Status: offline
You make a valid point. But I think pirates should increase by difficulty based on the average military strength of all empires in the game.

(in reply to Bingeling)
Post #: 11
RE: Carrier operations problem - 3/2/2011 6:57:25 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline

quote:

ORIGINAL: Mofouler

You make a valid point. But I think pirates should increase by difficulty based on the average military strength of all empires in the game.


We concur.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Mofouler)
Post #: 12
RE: Carrier operations problem - 3/5/2011 2:24:38 PM   
wolf14455


Posts: 1196
Joined: 1/29/2006
Status: offline
It seams carrier op is not covered in any way on latest beta patch. Corect me please if Im wrong.

(in reply to J HG T)
Post #: 13
RE: Carrier operations problem - 3/5/2011 6:02:23 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Swedewolf
It seams carrier op is not covered in any way on latest beta patch. Corect me please if Im wrong.


I have myself enjoyed the presentation of fighters.
If you are looking SW style fighters, they DID have some independant capability, and this does not match. [But then even the Empire's T.I.E. fighters did not have much capability beyond fleet defense]
If you are looking for Star Fleet Battles style fighters, I think Distant Worlds are on track... that is just my opinion.
SFB had a fast attack craft called a PF which has roughly the capabilities that you may seek. You might be able to accomplish that by taking your escorts and then REALLY downsizing them with a minimum of weapons and fuel, and you would have that rough capability. I did that myself.
[Thank God for IGARD and his idea of designating one extra ship set as extra hulls for these classes. That is how I am able to keep all these ships with different capabilities straight.]

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to wolf14455)
Post #: 14
RE: Carrier operations problem - 3/5/2011 7:12:45 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
amen to that

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to tjhkkr)
Post #: 15
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Carrier operations problem Page: [1]
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

1.187