Obligatory Fuel Thread

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
BigWolfChris
Posts: 665
Joined: Wed Mar 31, 2010 4:26 pm
Contact:

Obligatory Fuel Thread

Post by BigWolfChris »

We have one of these every release, so surprising to not see one yet

My take...
Is it me, or are travel ranges far to extreme once you get the proper hyperdrives?

I was really enjoying the pre-warp and warp bubble ranges where I'm having to actually build well placed strategic gas mines in order to properly extend my ships operating ranges

However, now I've researched the Gerax all my ships can nearly go across the entire map (15x15), infact my explorers easily can
Now I remember on the original release many people were moaning about how hard it was to keep fuel going and reach places, etc which I believe did lead to some changes in RotS? (at least if my memory serves right), but has it changed even more and supplies buffed further, or am I just imagining it?

Personally, I would like it better if you at least need Ultra fuel storage and Tech 2/ 3 Reactors and hyperdrives before able to go from one end of a 15x15 galaxy to the other (or at least give us bigger galaxies again, hint hint ;) )


PS. Would also love to be able to modify component stats so I can actually configure max operational ranges to my own tastes ;)
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Obligatory Fuel Thread

Post by ASHBERY76 »

Agreed.You get a nice slow expansion phase in pre war,bubbles and then whole galaxy can be explored very fast.I would like to see a maximan range that has to do with drives and not fuel.What the game could offer was constant exploration to mid-end game.
Raap
Posts: 404
Joined: Wed Jan 12, 2011 1:46 pm

RE: Obligatory Fuel Thread

Post by Raap »

I'd like some kind of global modifier to adjust these things, and/or component modification. I don't expect we'll see that before the next 'modders' expansion though.

At any rate, while I personally would enjoy really short ranges(and generally a bit slower engines) and a much more 'strategic' gameplay where supply outposts were actually required, my concern is for the micromanagement and/or AI part of this. They have enough trouble as it is adjusting to fuel shortages, and current ship orders will be canceled if they go to refuel, so it's already creating a fair bit of problems. There's also the concern about freighters not being good/quick enough at bringing fuel to newly created space ports or resupply bases, rendering them useless for refueling purposes for quite some time.

I'm afraid imposing more restrictions on ships in this area right now would only make it worse. Can't rightly say if it's longer or not with the new expansion though. Maybe you're just using different reactors which give more energy per fuel?
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Obligatory Fuel Thread

Post by Bingeling »

I think fuel ranges are fine once you exit preWarp. But after some upgrades to reactors and fuel cells, range becomes rather irrelevant. When you stumble into space, a fleet can not do its work much more than 1 sector away.
User avatar
arkhometha
Posts: 75
Joined: Sat May 18, 2013 7:07 pm

RE: Obligatory Fuel Thread

Post by arkhometha »

I completely agree with the OP and Ashbery76.
User avatar
Mansen
Posts: 352
Joined: Fri May 03, 2013 6:37 pm

RE: Obligatory Fuel Thread

Post by Mansen »

Instead of limiting it to the drives, I think we should look at some sort of maximum distance from the nearest colony.

Your crew need food and water - and materials to do repairs. Nothing runs completely smooth out in the unknown space. Watching enough Star Trek should teach anyone that, hehe.

My suggestion is to simply add another slider ala. the colonization sector range one during game set up. Basically if a ship flies out further than this rule limit, it'll start using increasingly more fuel for its movement. Eventually you'll be spending so much fuel that your ships will run dry in moments - maybe add a slow passive damaging effect if a ship tries to break the limit by flying dry for prolonged distances.
Currently Working On:
X-Universe Conversion (Hiatus)
Speeder
Posts: 79
Joined: Sat May 25, 2013 2:49 am

RE: Obligatory Fuel Thread

Post by Speeder »

In the game I just finished, the fuel tech was very important...

The game had TOO MUCH ground to cover in battles, and no time to refuel, some fleets I ended using ships with loads of fuel (like 20 ultradense) and hope that I Would not need to refuel as I chased battle after battle... (thankfully, damage repair robots and loads of shields also helped =D the only time I had to repair was when a fleet got hit by 4 blackhole attacks at once from 4 defense platforms and one of the broken components was the auto-repair one...)
User avatar
Tanaka
Posts: 5150
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Obligatory Fuel Thread

Post by Tanaka »

Agreed it is what I love so much about the pre warp age is that everything means something. I don't want this to go away as I advance in tech [:(]
Image
FireStarterXoX69
Posts: 24
Joined: Mon May 27, 2013 1:05 am

RE: Obligatory Fuel Thread

Post by FireStarterXoX69 »

I seem to notice this too. I started up a game and it's really neat having to worry about fuel and such, especially when you love to micro everything. Once I got my gerax and upgraded fuel cells I can literally fly to the other end of space without having to worry about fuel. I agree that there should be some kind of global slider for this.
User avatar
Darkspire
Posts: 1986
Joined: Thu Jun 12, 2003 8:07 pm
Location: My Own Private Hell

RE: Obligatory Fuel Thread

Post by Darkspire »

ORIGINAL: BigWolf

We have one of these every release, so surprising to not see one yet

My take...
Is it me, or are travel ranges far to extreme once you get the proper hyperdrives?

I was really enjoying the pre-warp and warp bubble ranges where I'm having to actually build well placed strategic gas mines in order to properly extend my ships operating ranges

However, now I've researched the Gerax all my ships can nearly go across the entire map (15x15), infact my explorers easily can
Now I remember on the original release many people were moaning about how hard it was to keep fuel going and reach places, etc which I believe did lead to some changes in RotS? (at least if my memory serves right), but has it changed even more and supplies buffed further, or am I just imagining it?

Personally, I would like it better if you at least need Ultra fuel storage and Tech 2/ 3 Reactors and hyperdrives before able to go from one end of a 15x15 galaxy to the other (or at least give us bigger galaxies again, hint hint ;) )


PS. Would also love to be able to modify component stats so I can actually configure max operational ranges to my own tastes ;)

+1

Darkspire
User avatar
apbarog
Posts: 3821
Joined: Thu May 23, 2002 6:54 am

RE: Obligatory Fuel Thread

Post by apbarog »

I agree 100%.

I'm in a challenging game right now, with only 1 colony. I reduced the game settings to make fewer colonizable planets. I'm really enjoying this game, just trying to slowly discover what's around me and hold onto my mining stations.

Then I get the Gerax drive.

I had just gotten a chunk of the map discovered through espionage. Now my explorers are going very far away, even beyond the few empires that I can see. And they are doing so in every direction.

This was my first disappointment in this game. I only have one colony and can now travel much farther away than I want to. I'd rather expand my empire outward at a somewhat controlled pace, not jump to the other side of the enemy just because I can. My game is still early.

Bottom line is please limit travel distance so that exploration and expansion ramps up steadily during the game, not all at once. Thanks.
TrooperCooper
Posts: 80
Joined: Tue Jan 29, 2013 12:39 am

RE: Obligatory Fuel Thread

Post by TrooperCooper »

(or at least give us bigger galaxies again, hint hint ;) )

This is the way to go in my opinion. It means range would still be meaningfull and at the same time you get a feel of progress as you can still expand further and faster. And the games would become even more epic.

The best part however is: with shadows reworked and smoothed engine, it should be technically possible without turning the game into a slideshow now. [:)]
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Obligatory Fuel Thread

Post by Haree78 »

Personally I like it how it is. The explorers are designed to have enough fuel to not have to come in too often but larger military ships don't have large ranges. As the military ships increase in size with tech their range is limited as well anyway. The explorers are still limited by speed for quite a lot of the game and most of my exploration is actually done through swapping/buying maps anyway. Even if the explorers were limited in range I would still have the whole galaxy map at the same rate anyway.

If you guys want to create games where your explorers are artificially limited it is the easiest thing in the world to create a theme with design templates and take a fuel cell or 2 off the explorers and never design them with more.
User avatar
Ralzakark
Posts: 225
Joined: Tue Apr 24, 2012 2:22 pm

RE: Obligatory Fuel Thread

Post by Ralzakark »

Would a simple fuel slider might be the best way to do this, which would increase/decrease the amount of energy produced by each unit of fuel?

Those who want more limited ranges could ramp it up so that each unit of fuel would produce less energy and so each fuel cell would take you less far.

I say a 'simple' slider as it wouldn't be me who was coding it.
Ossipago, Barbatus, and Famulimus
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Obligatory Fuel Thread

Post by ASHBERY76 »

I think running out of fuel all the time is not fun and hurts the a.i.I would like a range limit slider just like the colony one.
Raap
Posts: 404
Joined: Wed Jan 12, 2011 1:46 pm

RE: Obligatory Fuel Thread

Post by Raap »

The AI really is the main concern here. I'm sure the devs would like us to have as many options as possible, but any and all settings relating to this could and would greatly influence AI performance, potentially breaking it completely. In pre-warp start this doesn't matter much, because you're highly unlikely to meet another empire while the logistics limitations are in effect( and pirates don't have logistic limitations). But the AI really has to be capable of handling any such settings before they could officially implement it.
User avatar
Haree78
Posts: 1269
Joined: Tue May 18, 2010 7:58 am

RE: Obligatory Fuel Thread

Post by Haree78 »

I just think it's being exaggerated "However, now I've researched the Gerax all my ships can nearly go across the entire map (15x15)"

Have you designed ships with lots of fuel cells or something because this is far from what I have found?
User avatar
BigWolfChris
Posts: 665
Joined: Wed Mar 31, 2010 4:26 pm
Contact:

RE: Obligatory Fuel Thread

Post by BigWolfChris »

ORIGINAL: Haree78

I just think it's being exaggerated "However, now I've researched the Gerax all my ships can nearly go across the entire map (15x15)"

Have you designed ships with lots of fuel cells or something because this is far from what I have found?

Right, removing my high-supply template and going back to the base AI ones I'm only seeing a 25-50% range lose with military ships
All I've done is added 2 (more with explorers/scouts) extra over the AI design

Ofc, a major issue I'm now seeing is the AI loving to send fleets sectors away to refuel despite being right next to refueling points... but that's a whole different thing and potentially a Caslon shortage issue

Perhaps its a case of because I've long learnt to make designs work how I need them it just seems easier than it would otherwise
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Obligatory Fuel Thread

Post by Bingeling »

Got to love it. Add more fuel cells and complain that ranges are too long [:D]
Raap
Posts: 404
Joined: Wed Jan 12, 2011 1:46 pm

RE: Obligatory Fuel Thread

Post by Raap »

Your ships/fleets won't bother visiting refueling points that don't hold enough fuel for the entire fleet, in my experience. Unless you specifically tell them to, that is.

There's another problem there though, where the private sector either doesn't or is very slow with distributing fuel to new'ish bases.
Post Reply

Return to “Distant Worlds 1 Series”