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Posture and Pirates

 
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Posture and Pirates - 6/30/2014 12:15:43 AM   
Keston


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There were comments in posts a few years ago about using automated settings with fleets to clean up pirate appearances effectively, but Pirates have been expansioned into a major play element and playable factions. As was said earlier, Pirate empires are never at war as such, so postures would not work for them. Empires make war on Empires, Pirates make Raids on everyone. Like historical merchant companies, they may fight empires or each other, but that is usually not the best way to do business.

Neither Pirates nor Empires would want to generate animosity or dissipate forces with attacks on all Pirate ships going about their business. However, with the new patch providing that Empire ships don't attack Pirates doing smuggling for them, it would be reasonable to enable settings allowing fleets to respond to Pirate ships making an attack or others of that Pirate syndicate. Smugglers could go about their business.

(in reply to Bingeling)
Post #: 91
RE: Posture and Pirates - 6/30/2014 3:25:36 PM   
Efaferal

 

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In practice the AI only defends against pirates. With Escorts going around patrolling, and Frigates responding to attacks. Until you get Hyper Deny it is fun just watching the rat pop in scare the mine, the task force show up run out the guns, the rat runs, rinse repeat. When I use more and smaller anti pirate forces I get lots of attack notices, but eventually the pirates move on because they aren't getting successful raids. When I use fewer but larger ships I zap a lot of rats but they also raid constantly.

This is the only justification I can come up with for using small ships.

Your mileage may vary.
-E

(in reply to Keston)
Post #: 92
RE: Posture and Pirates - 7/6/2014 7:25:38 PM   
mop999

 

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Are fleet postures buggy/broken I have done some testing on v1.9.5.0 of DW:U it seems like for a while it was working for attack posture but further testing reviled not so much. Am I missing something I have read this form and also set fleet formations to manual and also set war to suggest and attack to manual. Also set fleets to automation.

For some reason every time I set attack to suggest and the AI suggest the fleet I already had a posture for, the AI resets the attack posture. Also some testing reviled that proximity of the fleet home base plays a role to. Defense posture sorta seems to work.

Are there any mods or fix for this issue which may help?


< Message edited by mop999 -- 7/6/2014 9:30:01 PM >

(in reply to Efaferal)
Post #: 93
RE: Posture and Pirates - 9/11/2015 1:31:52 AM   
Mordino

 

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Hello guys. I`m having this problem I can`t find solution for. Every time I use search I find people having problems with fleets not invading stuff, but not other way around. Is it somehow possible to stop my ships from invading every independent planet they see? I`ve set every automation option to be as peaceful as it can, and they keep invading independent colonies. That heartless bastards! My reputation is suffering from it. Thank you.

< Message edited by Mordino -- 9/11/2015 2:32:40 AM >

(in reply to mop999)
Post #: 94
RE: Posture and Pirates - 9/11/2015 3:50:49 PM   
Aeson

 

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Opening the design up and setting the "invade when" option to "never" should work (if the issue is a recovered derelict, then select the derelict, find the line in the unit details in the lower left corner of the screen listing the class, and click on the class name; that will open the ship's design and you can change the class's invasion setting from there). Taking troop modules off your non-troopship designs and keeping all of your troopships in manually-controlled fleets should mostly do it. Playing a more friendly or less aggressive species might work; I can't recall seeing random recovered capital ships with troop modules invade worlds when I'm playing Ackdarians and I've forgotten to disable the recovered vessel's automation, for example.

The other way to handle this is to just accept it and be more active hunting pirate bases; busting pirate bases improves your reputation, and invading independent colonies is the most economically viable way to expand a starting empire anyways.

(in reply to Mordino)
Post #: 95
RE: Posture and Pirates - 9/12/2015 1:08:15 AM   
Mordino

 

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Thank you very much sir. =) You`ve helped me to discover yet another layer of this amazing onion of a game. :] While following your advice I also learned how to make designs and stuff. :]

(in reply to Aeson)
Post #: 96
RE: Posture and Pirates - 10/30/2015 3:39:04 AM   
Cruis.In

 

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Wow this is useful!

Are you telling me, I can set up a 'fleet' of troop transports, to automatically collect troops from the nearest colony and invade nearby 'enemy' colonies? I always hated doing this manually, as getting the troop transports to different home planets, collecting troops, then transporting them to enemy planets, involved heavy micromanagement, it was one of the reasons I quit! I hate excessive micromanagement, and this isn't a game where you can micromanage one aspect for too long with so many other things happpening!

(in reply to Keston)
Post #: 97
RE: Posture and Pirates - 10/30/2015 6:32:30 AM   
Bingeling

 

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I don't know how this helps, but for loading troops you can just tell the fleet to load troops. The transports will go for different colonies according to where they thing they can find troops.

And if the fleet leader does not carry troops, he just stay where he is as he can not do a "load troops" order. And a troop transport that collected troops at the chosen colony will go back to fleet leader, just like any fleet member that completed any mission will.

The result should be that some transports are full, while some only have maybe a single troop. Because they will only load at one location each, and all locations probably don't have a "perfect amount for loading".

Pressing "load troops" once is not excessive micro management in my world.

Also, an automated, unfleeted, troop transport will happily run around to pick up troops as its behavior, and stay put once completed. I use this for the transports that struggle with getting filled up. Doing that is a bit micro management, but it is mostly a result of not having enough troops in the nearby area.

(in reply to Cruis.In)
Post #: 98
RE: Posture and Pirates - 10/30/2015 11:50:39 AM   
Cruis.In

 

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Hey, I've been prowling around again looking to play another game, but I see even in tech support, the developers or no one don't respond to tech support issues, is this game still supported?

(in reply to Bingeling)
Post #: 99
RE: Posture and Pirates - 11/5/2015 12:23:46 PM   
Icemania


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quote:

ORIGINAL: Cruis.In
Hey, I've been prowling around again looking to play another game, but I see even in tech support, the developers or no one don't respond to tech support issues, is this game still supported?

For tech support I would say your best bet for prompt feedback is the Slitherine e-mail in the Tech Support FAQ.

(in reply to Cruis.In)
Post #: 100
RE: Posture and Pirates - 3/21/2016 6:14:12 PM   
Ssharsted

 

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Hi all
The year is now 2016. New player here and having problems with fleet postures. Can you tell me if I understand this correctly.

1: Fleet posture only matters when fleet is automated
2: Defensive (shield) Means your fleet will automatically attack ememies within the BLUE circle
3: Attack (sword\line) Means your fleet will automatically attack enemies within the RED circle
4: when chosing targets your fleet takes its own strength vs targets strentgh into account - regardless of wheter defensive\attack posture is chosen. This will cause it to avoid suicide missions.

I play with manual fleet formation and design my own warships - the posture thing doesnt really Work very good. Have I misunderstood something?

< Message edited by Ssharsted -- 3/21/2016 6:16:07 PM >

(in reply to Icemania)
Post #: 101
RE: Posture and Pirates - 3/21/2016 6:57:24 PM   
Retreat1970


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1. No (auto means fleets go back to base)
2. Sort of (fleets generally ignore pirates)
3. Yes (primary target first)
4. No

http://www.matrixgames.com/forums/tm.asp?m=4017807

Some other info in the above thread.

< Message edited by Retreat1970 -- 3/21/2016 7:00:51 PM >

(in reply to Ssharsted)
Post #: 102
RE: Posture and Pirates - 3/21/2016 9:01:48 PM   
Ssharsted

 

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Thanks alot for the reply!
Your reply has given rise to new questions
1: What is the purpose of the BLUE circle, what impact does it have? Does it mean the fleet will return to homebase as long as it is inside the blue circle?
2: When would somebody ever use defensive posture? What is the idea behind it?
3: How do I set up a fleet to f... up enemies that comes into my domain. I need an enemy base to use "set target" - So I can only get the RED circle centered inside enemy territory.

(in reply to Retreat1970)
Post #: 103
RE: Posture and Pirates - 3/21/2016 10:00:13 PM   
Retreat1970


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Blue circle is the range from home base the fleet will engage. Automated postured fleets will return to home base. Manual fleets will not.

Defensive posture works best when at war. Long range scanners pick up incoming fleet. Defense fleets move to intercept.

Defense posturing works very well, but not so well against pirates or single targets (one ship). Attack posture (red) is for just that, attacking. Set a target, set a range, then when you go to war that fleet will attack (set target first then anything in attack range).

(in reply to Ssharsted)
Post #: 104
RE: Posture and Pirates - 3/22/2016 12:11:40 AM   
Aeson

 

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quote:

1: What is the purpose of the BLUE circle, what impact does it have? Does it mean the fleet will return to homebase as long as it is inside the blue circle?

Each blue circle marks the area of operations of a fleet in defensive posture. The area of operations is centered upon the home base of that fleet. A fleet in defensive posture will, at least in theory, respond to attacks made on things belonging to your empire within its area of operations. A fleet in defensive posture will not normally leave its area of operations except to refuel (if the nearest location with enough fuel for the fleet is outside the area of operations); if the area of operations is small enough (<= system) or the fleet is very close to the edge of the area of operations, portions of the fleet may leave the area of operations when attempting to escape destruction at the hands of an overpowering opponent, if the ships are permitted by design engagement stances to flee. The area of operations will become undefined if the home base is lost or destroyed, at which point the fleet will behave as an automated fleet with no home base or area of operations set.

quote:

2: When would somebody ever use defensive posture? What is the idea behind it?
3: How do I set up a fleet to f... up enemies that comes into my domain. I need an enemy base to use "set target" - So I can only get the RED circle centered inside enemy territory.

The idea behind defensive posture is the the idea embodied in the first part of your third question. A fleet in defensive posture will, in theory, attack any hostile targets which attack your empire within the fleet's area of operations. Note, however, that defensive posture is largely reactionary.

Because fleets in defensive posture are largely reactive rather than proactive, defensive postures tend to work better when the things being protected are nearby, reasonably tough relative to the strength of the attacker, or both. If you intend to use the "nearby systems" (anything within a radius of 0.25 sectors of the home base), "sector" (anything within a radius of 0.5 sectors of the home base), or "anywhere" (anything belonging to your empire anywhere in the galaxy) settings for the area of operations, you need to ensure that the targets can hold off an attacking force long enough for your defense fleet to arrive. Especially early in the game, this essentially rules out areas of operations larger than "nearby systems" if you plan to use only a single fleet to cover the region, except perhaps if that region is under very little threat; at normal game speed, ships equipped with fully-upgraded Gerax Hyperdrives or the initial versions of the Kaldos Hyperdrive, Equinox Jumpdrive, and Calista-Dal Warp Drive take at least 40 seconds (including jump initiation time) to reach a location 0.25 sectors away, and all earlier hyperdrives take longer. Any attacker which is a credible threat to a target can do a lot of damage in 40 seconds; 40 seconds at normal game speed is probably enough time for an average size-300 warship to cripple or destroy a standard-template mining station or for a decent fleet to seriously damage a medium space port. At 0.5 sectors' distance (maximum distance from the center of the area of operations using the sector setting), ships equipped with the initial versions of the three midgame hyperdrives or fully-upgraded Gerax Hyperdrives will take over a minute at normal game speed to arrive and will probably arrive too late to stop a serious attack on anything short of a heavily-fortified colony. You can use local defense fleets or invest more heavily in station defenses to buy more time for fleets with large areas of operations to arrive, and you can use multiple fleets with overlapping areas of operations to make it more likely for a defensive fleet to be available to respond to attacks; regardless, I would not recommend ever using the "anywhere" setting, and I would not recommend using the "sector" setting for defensive-postured fleets equipped with any hyperdrive much slower than the first upgrade of the Equinox Jumpdrive.

< Message edited by Aeson -- 3/22/2016 12:12:45 AM >

(in reply to Ssharsted)
Post #: 105
RE: Posture and Pirates - 5/15/2019 6:53:37 PM   
FFCecil

 

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I've been playing this game awhile and always trying to get postures to behave correctly but fleets just randomly sit there sometimes and other times the Homebase of a defensive postured fleet will get moved to another base in another system and then I find my fleet guarding another system even though my initial base is perfectly fine. I normally set planets as the base of operations. I don't have any attacks automation in settings. Just the fleet auto set to defensive posture.

Attack posture behavior is even more bizarre, unless it's totally just ineffective against pirate bases. I'll set attack posture to pirate star base and turn on auto for fleet and they sit there unless I manually right click to tell them to attack base.

(in reply to Aeson)
Post #: 106
RE: Posture and Pirates - 5/15/2019 7:10:36 PM   
Retreat1970


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Posturing doesn't work against pirates. Attack or defend.

(in reply to FFCecil)
Post #: 107
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