New DW: Legends v1.7.0.3 Public Beta Available!

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: Icemania, elliotg

User avatar
feelotraveller
Posts: 1040
Joined: Mon Sep 12, 2011 10:08 am

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by feelotraveller »

Escaping takes time to initiate the drives (you spend this at cruise speed). If you give another order meantime you lose (re-zero) the time already spent charging the drives.

In ROTS I found giving the order to 'move to' something out of the system (can be a random point in space) in the direction your ship was facing gave best results. Though use common sense if you are facing your enemy.

Playing 1702 a day or so ago with computer automation on for all ships/fleets it handled it really well. Did not lose a single ship to monsters/pirates. One or two got a bit damaged but got away.
sbach2o
Posts: 378
Joined: Fri Mar 26, 2010 8:15 am

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by sbach2o »

Fleeing ships definitely spend a certain amount of time during which they just flee. You can see when the hyper jump sequence has been initiated by the flashing speed indicator of the selected ship.

The problems I see with fleeing ships are (from memory, I don't have the game right before me):

* A fleeing ship doesn't go at full speed (not sure)?
* It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).
* A ship going for the hyper jump does so at half speed. This may be seen as technichal restriction, in which case a certain period of flight would actually make sense (trying to gain a distance). However, not being at full speed during flight rather spoils that.

Anyway, fleeing ships acting dumb or ineffective in many cases is almost the only way that most of those monsters can get in any kills at all.
ORIGINAL: feelotraveller

Playing 1702 a day or so ago with computer automation on for all ships/fleets it handled it really well. Did not lose a single ship to monsters/pirates. One or two got a bit damaged but got away.

This is my experience also. I just cannot stand it when I see how dumb the individual ships tend to act, even when it doesn't lead to fatalities.

I think it would be great, if a hyper jump sequence were always disrupted by a ship being damaged or even when shields receive a hit. This would make those pesky raider tactics the AI now seemingly likes to employ more costly (jump to mining station, kill, jump to the next, all while being pursued by a superior fleet). And if those Kaltors were smarter (i.e. not make a pirouette after having a few wacks at a fleeing ship), they could get in more kills.
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by WoodMan »

It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).

According to the Tech tree it takes 14 seconds for a ship with the 1st type of hyperdrive to jump to hyperspace.  So logic dictates the first 14 seconds of its fleeing would be at sublight speeds.
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
Brynder
Posts: 14
Joined: Sat Aug 27, 2011 2:29 pm

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by Brynder »

But you also can observe (at least could in ROTS) that while you are in the process of escaping (or aligning yourself towards the target while in peaceful evnironment) the visual cue of engines charging is also flashing in the speed bar. At least did for me. Well, not this time, buddy.

Also can't afford to let AI handle my explorers at the very least. I want to see for myself if a system has something interesting in it and if not... Well, no reason to cruise to the center of the sun to report completed mission nor to circle around the barren planets while somewhere out there is the way of the ancients/darkness, death ray or something else as good to be had. If the game had somekind of "system report on enter" and associated commands of either go for the goodies, baddies, sit tight or go for the next unexplored system - that'd be different story.

Now three scenarios for you to evaluate if there should be some improvement in this thing:

You are escaping a pirate with max speed 46, you yourself are cruise 18 sprint 36 with a functional hyperdrive of any kind. Would you: A) cruise at speed 18 NOT initiating the hyperdrive (as my ships seem to do most of the time). One did so for about a minute while the jolly pirate did what it's best at (counting seconds to jump it could have jumped to hyperspace four times in that time alone with the slowest hyperdrive). B) sprint at speed 36 to a safe distance, then drop to cruise speed and initiate the hyperdrive and off you go (would be stupid because the pirate is faster, but at least it'd show the ship's crew is TRYING to stay alive). C) would you just decide "heck they can pummel me for the 13 or so seconds it takes for this ship to initiate the hyperjump if I'm going to be safe after that - after all I've got shileds and armor" and start charging the hyperdrive right away.

There'd be option D) which would be to initiate the hyperjump - whilst continuing to cruise towards the vector you already are on and not think too much of where in the cold deep space are you going to end - as far as it's clearly out of the harms way. Of course the last would make most sense if we had also directional weaponmounts ("gee you sure have a lot of frontal laser fire coming at me but you are sluggish to turn, I'm going to cut right past you and then let's see if I'm getting out of here alive when you can't hit me anymore".

In ROTS at least the engine charged while you were cruising along and turning to escape as I said before. At least that's what I saw. In Legends I can only say that I know what I see and what I saw was that I didn't see it happen.
SIGINT
sbach2o
Posts: 378
Joined: Fri Mar 26, 2010 8:15 am

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by sbach2o »

ORIGINAL: WoodMan
It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).

According to the Tech tree it takes 14 seconds for a ship with the 1st type of hyperdrive to jump to hyperspace.  So logic dictates the first 14 seconds of its fleeing would be at sublight speeds.

I rather took the flashing speed indicator as a sign that a ship is initiating a hyper jump. I do not know this to be a fact, but am assuming this. I also think this to be true, unless refuted by someone with inside knowledge. So, if I am right, fleeing ships do not ever initiate a hyper jump right away.
User avatar
WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by WoodMan »

Just tested myself and you are correct, it doesn't initiate hyperjump immediately and doesn't move at sprint speed.  But when you said this:
* It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).

I thought you didn't know about the initiation of hyperdrive taking 10 seconds+.

I agree when a escape order is given it should start the hyperdrive initiation immediately and move at sprint speed (if its possible to initiate hyperdrive at sprint speed, to be honest i've no idea about this).

However, just jumping straight to hyperspace is not possible, but yes it should be activated and the countdown start right away.
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by ASHBERY76 »

Is this the final beta update for the weekend? I would like to know before I start an epic new game.
User avatar
Erik Rutins
Posts: 39680
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by Erik Rutins »

Nope, one more update coming today.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
comsolut
Posts: 488
Joined: Sun May 30, 2004 8:13 pm

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by comsolut »

Please add the warning that it deletes your previously saved games!
User avatar
Data
Posts: 3909
Joined: Mon Jan 03, 2011 4:43 pm

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by Data »

It doesn't, it just creates another folder for them....check in your Documents and Settings, under your profile...search for Code Force or Distant Worlds, dive in and find all of them.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by Bingeling »

Or rather. When you load a save, notice you can go "up a folder". And in one of those other folders you will find your save game, which depends on which version you started the savegame in.
comsolut
Posts: 488
Joined: Sun May 30, 2004 8:13 pm

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by comsolut »

Thank you. Found the folder. Not seen that with other Matrix games before.

User avatar
MasterChief
Posts: 159
Joined: Mon Feb 09, 2004 12:29 am
Location: The Hundred Fathom Curve

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by MasterChief »

Yeah I restarted for each beta patch because I couldn't find my saved game from the previous patch. I know where to go now though [8|]
Chief of the Watch... Over the 1MC, pass the word... "DIVE!" "DIVE!"... sound two blasts of the Diving Alarm ... and pass the word, "DIVE! "DIVE!"
tgb
Posts: 766
Joined: Thu Jul 07, 2005 11:14 pm

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by tgb »

But is it compatible with saved games?
User avatar
Erik Rutins
Posts: 39680
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
Contact:

RE: New DW: Legends v1.7.0.3 Public Beta Available!

Post by Erik Rutins »

Yes, every update since release has been compatible with previous saved games. If we have to break compatibility, we'll let you know.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


Image

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Post Reply

Return to “Distant Worlds 1 Series”