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Ship Design - 3/10/2011 6:07:56 PM   
Chet Guiles

 

Posts: 267
Joined: 6/14/2002
From: Southern CA
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Am I correct in understanding that the AI can use ANY ship I design? Does that mean that pirates can get my best ships as soon as I do, even though I do the design work and the ships have not been "captured"? There definitely ought to be some sort of delay in that process, or there is no benefit whatever from designing different or unique classes of ship. Let the suckers design their own, develop their own technology.

Rant. Rant.

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RE: Ship Design - 3/10/2011 6:19:54 PM   
Howard Mitchell


Posts: 449
Joined: 6/3/2002
From: Blighty
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In my current game, started under 1.5.0.4 and patched progressively since, I have never once seen pirates use any of my designs.

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While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.

General Sir William Slim

(in reply to Chet Guiles)
Post #: 2
RE: Ship Design - 3/10/2011 7:18:03 PM   
Wreck

 

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The AIs don't get your designs, only pirates can.  But pirates for the most part only build little ships -- I've never seen larger than cruisers, and even that rarely.  So, they might get your little designs (if you even use them -- I don't). 

Pirates seem to get new ships based on their success in killing stuff.  So, if you squash them quickly they won't ever get beyond frigates or destroyers. 

(in reply to Howard Mitchell)
Post #: 3
RE: Ship Design - 3/10/2011 7:34:12 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
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quote:

ORIGINAL: Chet Guiles

Am I correct in understanding that the AI can use ANY ship I design? Does that mean that pirates can get my best ships as soon as I do, even though I do the design work and the ships have not been "captured"? There definitely ought to be some sort of delay in that process, or there is no benefit whatever from designing different or unique classes of ship. Let the suckers design their own, develop their own technology.

Rant. Rant.


Hello Chet;
The pirate factions CAN use your designs after a while depending on certain
conditions existing. For instance, the more successful a particular pirate
faction is in attacking bases, ships, etc., and escaping, the more likely
you are to see that your escort, frigate, and possibly even cruiser designs
have been 'jacked', stolen, or whatever you wish to call it. It doesn't
happen right away though. Also, the number of pirate factions present also
affect this.

My best advise is this; when your explorers locate a pirate base, go to the
diplomacy screen and have a quick conversation to buy any valuable info they
may have. Then gather a adequate strike fleet and go BLOW THE BASE OUT OF
YOUR SKY!

You may also get a a few more ideas from The WAR ROOM forum thread on how
to deal with pirates....Happy hunting!

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Shields are useless in "The Briar Patch"...

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Post #: 4
RE: Ship Design - 3/10/2011 8:16:35 PM   
Larsenex


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I can verify that Pirates will in fact show up with YOUR designs. I have seen my beautiful cruisers attack my mining bases and other ships.

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RE: Ship Design - 3/10/2011 8:35:10 PM   
Data


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that is why I always use battleship class for every desing, from the smallest to the largest, and I delete completly the lower classes

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

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Post #: 6
RE: Ship Design - 3/11/2011 2:09:10 AM   
tjhkkr


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You may also get a a few more ideas from The WAR ROOM forum thread on how to deal with pirates....Happy hunting!

That is pretty simple: never give them money, and blast them out of existance.
What is it Tommy Lee Jones says, 'I don't bargain.'

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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 Data)
Post #: 7
RE: Ship Design - 3/11/2011 9:55:08 PM   
Chet Guiles

 

Posts: 267
Joined: 6/14/2002
From: Southern CA
Status: offline
I have no issue dealing with Pirates. My Annihilator Class exploration ships have enough firepower to take out anything short of a Pirate Cruiser (which as Larsenex points out, does happen). As long as other AI Empires can't just automatically scrounge my beautiful ship designs...

Build a couple of small fleets early (I like to name them appropriately, like "Pirates' Delight") and position them as fast attack squadrons to terminate any pirate strongholds the exploration ships find. Add larger ships and troop carrier later as needed.

Thanks for the feedback, all.

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Post #: 8
RE: Ship Design - 3/12/2011 11:58:54 AM   
Merker

 

Posts: 208
Joined: 7/3/2010
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But whyyyyy get rid of pirates?! Pirates are sooooooooooo fun!! They can be the best allies you can get in this game, never betraying you and only requiring a measly sum to stay that way. Plus they hit the mining bases of your enemies, or a potential enemy without you bothering to send the fleet or losing rep over it.  You can direct their attacks and even fund their fleet, something which is a lot more difficult with the other empires.

Plus nothing beats a teekan pirate at looks

By the way, I don't think I've ever seen a HUMAN pirate. Any thoughts on that?!

Cheers

(in reply to Chet Guiles)
Post #: 9
RE: Ship Design - 3/12/2011 1:57:24 PM   
Cvan


Posts: 60
Joined: 2/27/2011
From: Deep Space Nine
Status: offline

quote:

ORIGINAL: Merker

But whyyyyy get rid of pirates?! Pirates are sooooooooooo fun!! They can be the best allies you can get in this game, never betraying you and only requiring a measly sum to stay that way. Plus they hit the mining bases of your enemies, or a potential enemy without you bothering to send the fleet or losing rep over it.  You can direct their attacks and even fund their fleet, something which is a lot more difficult with the other empires.

Plus nothing beats a teekan pirate at looks

By the way, I don't think I've ever seen a HUMAN pirate. Any thoughts on that?!

Cheers


Because humans are honest and peaceful people! Or is it because Races.txt states that they can't be pirates!?

quote:

Human, 4, 0, 1.14, 110, 110, 110, 110, 120, 0, 0, 0, 0, 0, 0, 0, 15, 15, 0, 0, 6, 0, 0, 0, 0, 0, Y, N, Y, 1, 20, 18, Sol, Strike Trooper Battalion

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Post #: 10
RE: Ship Design - 3/12/2011 4:05:49 PM   
Data


Posts: 3909
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Good find, Cvan, you're walking like a pro

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Post #: 11
RE: Ship Design - 3/12/2011 4:26:12 PM   
Cvan


Posts: 60
Joined: 2/27/2011
From: Deep Space Nine
Status: offline
Hahaha thanks for the compliment, but modding DW (at least what we can currently modify) is very simple. If you ever tried modding Medieval Total War 2 then you know whats hard and painful editing.

(in reply to Data)
Post #: 12
RE: Ship Design - 3/12/2011 4:45:38 PM   
Data


Posts: 3909
Joined: 1/3/2011
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Man, I loved that game but just didn't work for me. So if I couldn't even play it....:)

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

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Post #: 13
RE: Ship Design - 3/12/2011 5:43:12 PM   
Cvan


Posts: 60
Joined: 2/27/2011
From: Deep Space Nine
Status: offline
It's great game, specially if you like x4 games (irony intended).

(in reply to Data)
Post #: 14
RE: Ship Design - 3/12/2011 8:23:05 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Data

Good find, Cvan, you're walking like a pro


...and he sews a hell of a stitch or two as well!






Attachment (1)

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Shields are useless in "The Briar Patch"...

(in reply to Data)
Post #: 15
RE: Ship Design - 3/12/2011 8:42:01 PM   
Cvan


Posts: 60
Joined: 2/27/2011
From: Deep Space Nine
Status: offline
How nice of you!




Attachment (1)

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Post #: 16
RE: Ship Design - 3/16/2011 1:57:31 AM   
Chet Guiles

 

Posts: 267
Joined: 6/14/2002
From: Southern CA
Status: offline
Blowing Pirates out of the "water" so to speak is one of the reasons I have developed the "Annihilator Class" Exploration ship. Serves double duty as explorer and destroyer.

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Post #: 17
RE: Ship Design - 3/16/2011 3:11:41 AM   
cookie monster


Posts: 1693
Joined: 5/22/2005
From: Birmingham,England
Status: offline

quote:

ORIGINAL: Chet Guiles

Blowing Pirates out of the "water" so to speak is one of the reasons I have developed the "Annihilator Class" Exploration ship. Serves double duty as explorer and destroyer.


What kind of design did you use?

I redesigned my early explorers to 800 fuel and researched the fast caslon hyperdrive. I readjusted thrusters etc to get same specs or higher for turn rate. I need the range on 1400 star galaxy.

I also redesigned my destroyers to carry more troops, to fill a dual role at the start when money was tight. I had lots of hostile independant colonies to take over.

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RE: Ship Design - 3/16/2011 7:27:57 AM   
AminMaalouf

 

Posts: 176
Joined: 1/6/2007
Status: offline
quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: Chet Guiles

Blowing Pirates out of the "water" so to speak is one of the reasons I have developed the "Annihilator Class" Exploration ship. Serves double duty as explorer and destroyer.


What kind of design did you use?

I redesigned my early explorers to 800 fuel and researched the fast caslon hyperdrive. I readjusted thrusters etc to get same specs or higher for turn rate. I need the range on 1400 star galaxy.

I also redesigned my destroyers to carry more troops, to fill a dual role at the start when money was tight. I had lots of hostile independant colonies to take over.

I would be interested in your both explorer designs.

< Message edited by AminMaalouf -- 3/16/2011 7:29:05 AM >

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Post #: 19
RE: Ship Design - 3/18/2011 1:33:26 AM   
Chet Guiles

 

Posts: 267
Joined: 6/14/2002
From: Southern CA
Status: offline
I try to maximize weapons to be at least equiv to a frigate or destroyer, then in subsequent upgrades when I can have larger ships, better weapons, try to be about destroyer class. An explorer with enough weapons to kill off a gang of pirates can explore the far reaches (with sufficient fuel) without having to have excorts. (Whatever excorts are -- duh.)

One issue -- early in the game oversized explorers can be EXPENSIVE and may want more hydrogen or caslon than you have readily available.

< Message edited by Chet Guiles -- 3/18/2011 1:35:11 AM >


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Post #: 20
RE: Ship Design - 3/18/2011 7:58:26 AM   
Data


Posts: 3909
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Status: offline
Early in the game I desing small and cheap explorers then spur tons of them. Even the smallest damage can destroy them but they spread like wildfire regardless.

_____________________________

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

(in reply to Chet Guiles)
Post #: 21
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