Why have state ships (and construction ships AND fueltanker) weapon slots ???

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

Moderator: MOD_DW2

Post Reply
User avatar
R_TEAM
Posts: 188
Joined: Fri Aug 03, 2007 9:37 am
Location: Germany

Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by R_TEAM »

She never shot back ....
She always flee (if you manage complicated that he not flee - she still not shot back ... but get destroyed ba mimic sitting duck)
Simply a full useless thing ... ... ...
Miravlix
Posts: 41
Joined: Sun Jul 06, 2014 3:35 pm

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by Miravlix »

Point Defense.

Allows them to survive longer and get out of dodge, but yeah, anything else is not really an option with the way the AI handle the ships.
User avatar
R_TEAM
Posts: 188
Joined: Fri Aug 03, 2007 9:37 am
Location: Germany

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by R_TEAM »

mhhh - musst this test .. but i am unsure would the (as example) frighter AI use the PD weapon at all ....
User avatar
Radamanthe
Posts: 54
Joined: Tue Mar 01, 2022 12:40 pm
Location: FRANCE

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by Radamanthe »

PD as already stated, but also tractor beams which can pull AND push foes.
User avatar
Emperor0Akim
Posts: 295
Joined: Tue Apr 19, 2016 2:12 pm
Location: Germany

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by Emperor0Akim »

I thought PD fires automatically as soon as a fitting target comes into range ?

Should be do-able, even by freighter AI
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
SherLocK55
Posts: 8
Joined: Sun Mar 20, 2022 3:02 am

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by SherLocK55 »

Bigger weapons can still be useful on said ships, just need to change the AI settings so they don't flee immediately, can be helpful when say your exploration ship or construction ship run into a small threat and you need to deal with it without waiting for your military ships to show up and handle the job.

As an example I used one of my construction ships to take out a couple of Gravillex that was stopping it from repairing a couple of ancient battleships.
User avatar
Emperor0Akim
Posts: 295
Joined: Tue Apr 19, 2016 2:12 pm
Location: Germany

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by Emperor0Akim »

Yeah, thats useful,
at a certain tech level those ships get useful.

But I think the Thread Author meant Private Ships, Transports and Such, which can not be controlled by you,
are always outgunned and having them try to shoot back costs just valuable distance to the enemy.
Constant DW2 Wishlist :
Sort build locations by Solar System
Cycle Idle Ships
ETA for Ships and Fleets
Messages for finished Ship Missions
Messages for Character Promotion ( Skills / Traits )
User avatar
R_TEAM
Posts: 188
Joined: Fri Aug 03, 2007 9:37 am
Location: Germany

Re: Why have state ships (and construction ships AND fueltanker) weapon slots ???

Post by R_TEAM »

i am not 100% sure (as it as a couple of days ago) ...
but the test that i have maked to show "if" an ship from the named ships (state/const/exp/tank) shot back if i set it on manual and adjust the ship tactic to "not" flee - stay aggresiv and attack "all" was with an constructor ...
He was attacked by an pirate escort and "if" it work, there was no problem as he was more than double power as the escort...
But even with manual tergeting (so it was 100% an "non-state" ship - here you cant manual target) and setting the tactics to always fight .... he never shot back ....
Cant say if it work on space creatures ... .... ....
(and he was equiped with direct hit weapons , no PD ... so this is still an question if he use a PD weapon ... have now all state ships/const/exp/tank equiped with PD ... wait to see if this work ...)
Post Reply

Return to “Distant Worlds 2”