I Love overpowered ancient ruins :D

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fabio80mi
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I Love overpowered ancient ruins :D

Post by fabio80mi »

In this current game i had a wonderful discovery in one ancient ruin :-)

Year 2764 so still quite early in the game, basic technology and startling settings (1 system only at start)

Found an advanced shipyard that allows my empire to build size 850 ship and Devastator Pulse superweapon :)

First time i find something so game changing!
That let me think we may collect all the strange "specials" out there maybe for a wiki ?
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Shark7
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RE: I Love overpowered ancient ruins :D

Post by Shark7 »

The balance to this is that both the large ships and the super weapon are very expensive to build and maintain. Yes you have them, but you can't afford many until you grow. Once they tweak the economy model, this will be even more true.
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Athalian
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RE: I Love overpowered ancient ruins :D

Post by Athalian »

Not to mention having few of those will reduce the number of small ships you can afford, reducing your ability to respond to threats before they blow up yet another mining station :D
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Shark7
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RE: I Love overpowered ancient ruins :D

Post by Shark7 »

ORIGINAL: Athalian

Not to mention having few of those will reduce the number of small ships you can afford, reducing your ability to respond to threats before they blow up yet another mining station :D

Definitely. And if pirates are around, they will take advantage of this...you'll never establish an economy by building huge, over-powered and very expensive warships. You can build and maintain 20 well armed escorts for the cost of 1 super weapon carrying capital ship...and manage to patrol 20 areas as opposed to 1.
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Athalian
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RE: I Love overpowered ancient ruins :D

Post by Athalian »

Yip, superweapons are for getting rid of those superbases ^^ Not patrol :D
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freeboy
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RE: I Love overpowered ancient ruins :D

Post by freeboy »

but, have fun with it.. I fight the big little battle, sometimes my little ships just need a little more! lol
 
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fabio80mi
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RE: I Love overpowered ancient ruins :D

Post by fabio80mi »

Maybe in future patch it will be as you say (i hope so) because in current 1.02 definetly its not.
Something to check for 1.03 and put into wishlists.

For the moment it seems to me that in a 250 star game by 10 years into the game you really dont need to worry about costs anymore, more than 40 colonies, like 10 more every year or so , budget +150k , and i can afford 10 capital ships a year without any problems. (btw one superarmed capital ships costs like 4 escorts, not 20 :P)

Also for how the game works for combat alone (you right about patrolling) having 1 capital ship with 2000 shields and 500 firepower (for instance) is better than having 10 ships with double the combined stats (es 10 ships with 400 shield and 100 firepower). anyone had similar esperiences?

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Shark7
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RE: I Love overpowered ancient ruins :D

Post by Shark7 »

ORIGINAL: fabio80mi

Maybe in future patch it will be as you say (i hope so) because in current 1.02 definetly its not.
Something to check for 1.03 and put into wishlists.

For the moment it seems to me that in a 250 star game by 10 years into the game you really dont need to worry about costs anymore, more than 40 colonies, like 10 more every year or so , budget +150k , and i can afford 10 capital ships a year without any problems. (btw one superarmed capital ships costs like 4 escorts, not 20 :P)

Also for how the game works for combat alone (you right about patrolling) having 1 capital ship with 2000 shields and 500 firepower (for instance) is better than having 10 ships with double the combined stats (es 10 ships with 400 shield and 100 firepower). anyone had similar esperiences?


Hehe, you don't build your cap ships as over-armed or your escorts as cheaply as I do. In general, its more like a 12-15:1 ratio of escorts to cap ships for me. The escorts are really cheap to allow me to have a lot for the low end patrolling duties. I don't expect them (the escorts) to survive, I expect them to give the merchies a chance to escape or by time for the big boys to show up (sort of like WWII Corvettes or Subchasers).
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taltamir
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RE: I Love overpowered ancient ruins :D

Post by taltamir »

ORIGINAL: Shark7
ORIGINAL: Athalian

Not to mention having few of those will reduce the number of small ships you can afford, reducing your ability to respond to threats before they blow up yet another mining station :D

Definitely. And if pirates are around, they will take advantage of this...you'll never establish an economy by building huge, over-powered and very expensive warships. You can build and maintain 20 well armed escorts for the cost of 1 super weapon carrying capital ship...and manage to patrol 20 areas as opposed to 1.

but this allows you to actually build ONE giant ship and sent it to take out the pirate home station... You shouldn't even FIRE at the pirates themselves... once the home base is gone they cannot refuel, they become stranded in space with no fuel (no fuel means your movement sucks AND you cannot fire... because firing weapons takes fuel).

Anyways, this is not the best thing to find (although I did find it :P)... the best thing to find is "path of darkness" or "way of ancients"... (way of ancients is better)... those governments are really really REALLY good.
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Elrohir525
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RE: I Love overpowered ancient ruins :D

Post by Elrohir525 »

ORIGINAL: fabio80mi

In this current game i had a wonderful discovery in one ancient ruin :-)

Year 2764 so still quite early in the game, basic technology and startling settings (1 system only at start)

Found an advanced shipyard that allows my empire to build size 850 ship and Devastator Pulse superweapon :)

First time i find something so game changing!
That let me think we may collect all the strange "specials" out there maybe for a wiki ?

I had the same event in a recent game, built a few capital ships with the amazing new super weapon, and was startled to learn that the Devastotor Pulse affects everything in its radius, including other ships of mine! Is that as designed? Do all area weapons work like that? I had to learn about this the hard way--by annihilating half of my own fleet....
Gertjan
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RE: I Love overpowered ancient ruins :D

Post by Gertjan »

They also destroy your own fleet, really?! [:-]
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Elrohir525
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RE: I Love overpowered ancient ruins :D

Post by Elrohir525 »

I'm 99% sure of this.  All my poor little escorts definitely exploded just as the Pulse animation was going off, and the enemy force was so badly outnumbered and out-gunned, there's no way they could have done it.
Nemo84
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RE: I Love overpowered ancient ruins :D

Post by Nemo84 »

The galactopedia entry for area weapons does imply they damage everything in range, including friendlies, if I remember correctly. I still have no idea how to integrate these weapons in my fleets, and haven't really dared experimenting with them.
richieelias
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RE: I Love overpowered ancient ruins :D

Post by richieelias »

It's quite simple: Send in suicide area weapon ships first, then the rest of the fleet as soon as they die.
tuser
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RE: I Love overpowered ancient ruins :D

Post by tuser »

In my first game, I had the fabulous idea to add area weapons to my space ports.

What a massacre.
Interesting
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RE: I Love overpowered ancient ruins :D

Post by Interesting »

Area weapons hurt your own fleet?


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Igard
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RE: I Love overpowered ancient ruins :D

Post by Igard »

I'm not a fan of area weapons (apart from hyper-deny). I think they're for aggresive empires with little regard for their own lives.

I'll probably use them when I play with one of the bad guys, like the sluken.


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BigWolfChris
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RE: I Love overpowered ancient ruins :D

Post by BigWolfChris »

ORIGINAL: tuser

In my first game, I had the fabulous idea to add area weapons to my space ports.

What a massacre.

Haha, bet that was a sight to see
How much damage did it do to yourself lol
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tuser
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RE: I Love overpowered ancient ruins :D

Post by tuser »

Well, for every enemy they took out I lost 3 to 5 freighters. What's worse, they pretty much instantly destroy any in-production ships. So, stay well away from planets with area weapons.
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