Cheese - Repairing ship for technology

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firemad
Posts: 97
Joined: Sun Mar 13, 2022 3:15 pm

Cheese - Repairing ship for technology

Post by firemad »

Hi,

I found a way to cheese the technology...just repair everything and destroy it after ?

I always get a breaktrought of powerful technology and I got a shinny new ship if needed for pirates.

I always suicide my need ship for my need or I destroy it to save money.

I found 4 majors old battle that had like 9 ships each and I was in the beginning of my game lol I had only escort and I was able to get cruiser, battleship etc.

Also if you see a shipyard with 9 ships... it's a trap. Repair the ship first because the shipyard will awake and kill you :mrgreen:

I think they should:
  • Limit the construction ship with technology to be able to repair higher ship after a research in the technology tree
  • Reduce the breaktrought %
  • The shipyard should awake if you are repairing ship at 100% nearby... I mean it seem more natural for a trap lol
I found it funny that I don't understand Battleship technology and oh ok my engineer understand how to repair it out of blue and they are not able to build it from 0 lol :mrgreen:

What your thought ?

Is it intended ? :mrgreen:
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Cheese - Repairing ship for technology

Post by zgrssd »

Totally agree on the station waking up. Ideally as soon as you repair I would say.

As for ships:
There is a massive increase of repair and retiring times, for every techlevel of difference between your empire and the ship.

My strategy is to use ships until I can build that size. Then retire them.
firemad
Posts: 97
Joined: Sun Mar 13, 2022 3:15 pm

Re: Cheese - Repairing ship for technology

Post by firemad »

Scrapping ship too give technology.

I mean I don't need scientist then lol :mrgreen:

I scrapped 30 ships like that... and I was poor on research lol and now I'm good :mrgreen:
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Cheese - Repairing ship for technology

Post by zgrssd »

Still plenty need for research. Tech from Restoring and Retiring ships is usually only miltiary tech. Nothing civil to be found. And you need resources to actually use those fancy new designs.
Almora
Posts: 47
Joined: Tue Mar 15, 2022 12:58 pm

Re: Cheese - Repairing ship for technology

Post by Almora »

I think that you should have a bit more in the way of restrictions, like maybe

[*]a tech level high enough to begin repairing, even if the disparity is still quite large (also means you can have greater variation in how high the tech level of some of these ships is)
[*]when repaired not all systems are enabled/functional (giving a super powerful ship a permanently broken wardrive until you unlock that tech could be a great from of balance)
[*]a bigger hit to repair times and upkeep (make sure you think twice about throwing the thing against every pirate faction)

Conversely though, I think the massive military research bonus makes sense and shouldn't be diminished, the trade off of not being able to use the ship is a pretty big cost itself
firemad
Posts: 97
Joined: Sun Mar 13, 2022 3:15 pm

Re: Cheese - Repairing ship for technology

Post by firemad »

Almora wrote: Sun Mar 20, 2022 1:57 am I think that you should have a bit more in the way of restrictions, like maybe

[*]a tech level high enough to begin repairing, even if the disparity is still quite large (also means you can have greater variation in how high the tech level of some of these ships is)
[*]when repaired not all systems are enabled/functional (giving a super powerful ship a permanently broken wardrive until you unlock that tech could be a great from of balance)
[*]a bigger hit to repair times and upkeep (make sure you think twice about throwing the thing against every pirate faction)

Conversely though, I think the massive military research bonus makes sense and shouldn't be diminished, the trade off of not being able to use the ship is a pretty big cost itself
I agree with your ideas.

Problem is in my current game I started on my homeworld with:
  • Cruiser that I needed to repair
  • Starport that I needed to repair
  • I had the Ghost Fleet event and the Starport was near me
  • I had a quality 86% moon
Yes I got the RNG God on my side with a normal homeworld start condition but by limiting the repair on the cruiser or the starport it won't feel that I will be very good too fast.

Limiting is the key because I like the mecanism and I don't want to remove it but it's need a balance here :mrgreen:
Almora
Posts: 47
Joined: Tue Mar 15, 2022 12:58 pm

Re: Cheese - Repairing ship for technology

Post by Almora »

firemad wrote: Sun Mar 20, 2022 1:42 pm
Almora wrote: Sun Mar 20, 2022 1:57 am I think that you should have a bit more in the way of restrictions, like maybe

[*]a tech level high enough to begin repairing, even if the disparity is still quite large (also means you can have greater variation in how high the tech level of some of these ships is)
[*]when repaired not all systems are enabled/functional (giving a super powerful ship a permanently broken wardrive until you unlock that tech could be a great from of balance)
[*]a bigger hit to repair times and upkeep (make sure you think twice about throwing the thing against every pirate faction)

Conversely though, I think the massive military research bonus makes sense and shouldn't be diminished, the trade off of not being able to use the ship is a pretty big cost itself
I agree with your ideas.

Problem is in my current game I started on my homeworld with:
  • Cruiser that I needed to repair
  • Starport that I needed to repair
  • I had the Ghost Fleet event and the Starport was near me
  • I had a quality 86% moon
Yes I got the RNG God on my side with a normal homeworld start condition but by limiting the repair on the cruiser or the starport it won't feel that I will be very good too fast.

Limiting is the key because I like the mecanism and I don't want to remove it but it's need a balance here :mrgreen:
I agree, that was why I think some systems shouldn't activate (no shields advanced cruiser?), but yeah, the time frame should probably be increased depending on the context, maybe the further from your tech it is the longer it takes?
OrnluWolfjarl
Posts: 304
Joined: Fri Oct 20, 2017 8:36 pm

Re: Cheese - Repairing ship for technology

Post by OrnluWolfjarl »

In my current game, the Boskarans and Teekans have spawned close to me. Between our homeworlds (about 2 systems along from each homeworld to the other) we got a named swamp planet (that my scientists think must be the original Haarkonish homeworld) and around it a triple debris field with 3 battleships, 3-4 carriers, 7-8 cruisers and about 10 each destroyers and frigates. We are all fighting a huge early 3-way war on who gets to keep it.

But I'm pretty sure that I've seen this exact world before, spawning next to Boskaran AI. So this might be partly why people keep stumbling on debris fields at the start. Maybe it's scripted for them, or for someone else.
firemad
Posts: 97
Joined: Sun Mar 13, 2022 3:15 pm

Re: Cheese - Repairing ship for technology

Post by firemad »

OrnluWolfjarl wrote: Mon Mar 21, 2022 12:01 am In my current game, the Boskarans and Teekans have spawned close to me. Between our homeworlds (about 2 systems along from each homeworld to the other) we got a named swamp planet (that my scientists think must be the original Haarkonish homeworld) and around it a triple debris field with 3 battleships, 3-4 carriers, 7-8 cruisers and about 10 each destroyers and frigates. We are all fighting a huge early 3-way war on who gets to keep it.

But I'm pretty sure that I've seen this exact world before, spawning next to Boskaran AI. So this might be partly why people keep stumbling on debris fields at the start. Maybe it's scripted for them, or for someone else.
Very cool start and story wise :)
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