DW2 FAQ/QnA megathread - Ask your question here!

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HateVagueManuals
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by HateVagueManuals »

zgrssd wrote: Wed Mar 23, 2022 8:19 am
HateVagueManuals wrote: Wed Mar 23, 2022 7:57 am
I think I have to give up. The game seems way too buggy. After I posted that, I looked at the fleet, and it was now just 2 fuel tankers. So a fleet gone into thin air (space). I really have to think about just letting this game sit for a year or two. Maybe it will not be so awful then.
Do you still have the Fleet Automatics on?
Also, when have you last done a Steam Verify Scan? If hte game is buggy, you definitely need to run one.
I have learned to never have any ship/fleet on automatic. Their suicidal nature makes having a fleet, and especially single ships on automatic, a good way to get rid of your ships. I can keep fleets from committing suicide, but I don't know of any way to stop single ships. Tried looking it up, there are only fleet orders as far as I can tell. Never build single ships that are not tankers, colony, or exploration. They will die quickly. Don't get me wrong manual control of fleets is almost impossible on the galactic level. Fleets will simply not go where they are order, if it involves anything but very short distances. Anything other than "go this short distance to here orders," are simply are not going to happen. I ordered a fleet to go to a system a few systems away, and attack. It never got there. It just would not do it. It was always doing something else, or my favorite, nothing. Controlling ships/fleets is a nightmare.
HateVagueManuals
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by HateVagueManuals »

zgrssd wrote: Wed Mar 23, 2022 7:43 am
ioulaum wrote: Wed Mar 23, 2022 3:52 am
zgrssd wrote: Tue Mar 22, 2022 2:25 pm
The DW1 Manual had some values on that. I would asume something similar applies in DW2.
Thanks, and may I know what's the value for DW1?
If I knew it, I would not guess the values.
Pocus wrote: Wed Mar 23, 2022 5:38 am Little question, do weapons have angle for firing or not?

And another, Colony Growth Budget ... Can I have some colonies not benefiting from it? i.e. is it possible to decide which colony gets to be boosted and which one who does not? I don't care about a backward Naxxilian colony in fact, so no need to funnel money in helping them.
Weapon Slots have a angle of Fire.
Seeking projectiles are able to somewhat ignore it, as they can do a 180° turn after firing.

Colony Growth Budget is currently applied across the entire empire Population.
And actually that backwards colony needs the investment most, so it can stop being a drain and starts being a gain.
Every credit extra income you can spend on more colony growth or research. And/or military.
HateVagueManuals wrote: Wed Mar 23, 2022 7:10 am I have a fleet I want use as an attack fleet. Trouble is, it never actually does that. I check on it and heading to the other side of the galaxy. It's set to manual control. I can't control it. I have never actually used it to attack, because it's never available (always out of gas, retrofitting, or traveling). Is there a way to stop this?
If it is on Manual, it really should not be going off.
Unless you enabeled a lot of the Options under Policy -> Military.

Also when you say "attack fleet", does it mean the template? And/or the automation setting?
Never under any circumstances have a fleet on automatic. Unless you want to get rid of it. It would nice to have a option to "hide fleet" so you don't have to look at, or deal with a fleet, that is just not worth dealing with anymore.
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Pocus
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Pocus »

How do I research past standard armor as the Human?
AGEOD Team
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

BeefLeg wrote: Fri Mar 25, 2022 5:32 am Any way to turn off the Hive? It's kind of tanking my current, 20+ hour game. Not sure I can push through it. Not sure I want to start another game if this could happen again. Maybe I'll just get luckier next time around.
Setting the Spaceborne aliens to None most definitely do nothing.

I think that falls under Galactic Storyline?
HateVagueManuals wrote: Fri Mar 25, 2022 6:58 am
zgrssd wrote: Wed Mar 23, 2022 8:19 am
HateVagueManuals wrote: Wed Mar 23, 2022 7:57 am
I think I have to give up. The game seems way too buggy. After I posted that, I looked at the fleet, and it was now just 2 fuel tankers. So a fleet gone into thin air (space). I really have to think about just letting this game sit for a year or two. Maybe it will not be so awful then.
Do you still have the Fleet Automatics on?
Also, when have you last done a Steam Verify Scan? If hte game is buggy, you definitely need to run one.
I have learned to never have any ship/fleet on automatic. Their suicidal nature makes having a fleet, and especially single ships on automatic, a good way to get rid of your ships. I can keep fleets from committing suicide, but I don't know of any way to stop single ships. Tried looking it up, there are only fleet orders as far as I can tell. Never build single ships that are not tankers, colony, or exploration. They will die quickly. Don't get me wrong manual control of fleets is almost impossible on the galactic level. Fleets will simply not go where they are order, if it involves anything but very short distances. Anything other than "go this short distance to here orders," are simply are not going to happen. I ordered a fleet to go to a system a few systems away, and attack. It never got there. It just would not do it. It was always doing something else, or my favorite, nothing. Controlling ships/fleets is a nightmare.
I did two things about that:
1. Reported it as a bug
2. I do not allow "investigate" missions until I dealt with the issue.
Pocus wrote: Fri Mar 25, 2022 7:13 am How do I research past standard armor as the Human?
The same way as everyone else?

The question is unclear. The same rules apply as everywhere else. Why can you not reserarch it? Did you hit the 15 Project cap?
StormingKiwi
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by StormingKiwi »

zgrssd wrote: Fri Mar 25, 2022 10:14 am
Pocus wrote: Fri Mar 25, 2022 7:13 am How do I research past standard armor as the Human?
The same way as everyone else?

The question is unclear. The same rules apply as everywhere else. Why can you not reserarch it? Did you hit the 15 Project cap?
Random tech tree, hidden paths.
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

StormingKiwi wrote: Fri Mar 25, 2022 10:23 am
zgrssd wrote: Fri Mar 25, 2022 10:14 am
Pocus wrote: Fri Mar 25, 2022 7:13 am How do I research past standard armor as the Human?
The same way as everyone else?

The question is unclear. The same rules apply as everywhere else. Why can you not reserarch it? Did you hit the 15 Project cap?
Random tech tree, hidden paths.
The it is definitely the same way as everyone else.

This combination is unforutnately just bad. The issue is that the normal link got removed, some other link to something was created - and now you do not know where that link is.

I can not remember see Armor link outside the Armor tree in my Random Tech Tree games.
My guess would be construction or mining techs.
But repairing and retiring abandoned ships has been a good source to find those techs for me.
Fle
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Fle »

zgrssd wrote: Wed Mar 23, 2022 8:32 pm
Fle wrote: Wed Mar 23, 2022 8:26 pm Hello everyone, question about fighters and bombers behavior.
I tried asking on discord and steam, but either no one but me is interested, or I'm doing something very obvious wrong.
My fighters and bombers, regardless of the installed weapon and the selected behavior mode (except for evasion), fly to 0 to the target (when evading, they fly off to a safe distance) At the same time, large ships behave as expected. Is this by design or am I missing something? I tried setting the behavior in the ship editor and changing it through the behavior settings of a specific fighter, it doesn't help, they still arrive at 0 and stop.
It would make sense hat Fighters are always hyper-agressive, given they are entirely replaceable.
So replaceable, the carrier used to just leave them behind to die on every jump.
I'm not against this mechanic, although in the previous game DWU the behavior of the fighters was completely logical. I'm just trying to figure out if all the fighters for everyone behave so strangely, or maybe I screwed up something in the settings?
As technology advances, fighters have an increased maneuverability parameter, but what's the point if they behave like kamikazes?
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

Fle wrote: Fri Mar 25, 2022 10:46 am
zgrssd wrote: Wed Mar 23, 2022 8:32 pm
Fle wrote: Wed Mar 23, 2022 8:26 pm Hello everyone, question about fighters and bombers behavior.
I tried asking on discord and steam, but either no one but me is interested, or I'm doing something very obvious wrong.
My fighters and bombers, regardless of the installed weapon and the selected behavior mode (except for evasion), fly to 0 to the target (when evading, they fly off to a safe distance) At the same time, large ships behave as expected. Is this by design or am I missing something? I tried setting the behavior in the ship editor and changing it through the behavior settings of a specific fighter, it doesn't help, they still arrive at 0 and stop.
It would make sense hat Fighters are always hyper-agressive, given they are entirely replaceable.
So replaceable, the carrier used to just leave them behind to die on every jump.
I'm not against this mechanic, although in the previous game DWU the behavior of the fighters was completely logical. I'm just trying to figure out if all the fighters for everyone behave so strangely, or maybe I screwed up something in the settings?
As technology advances, fighters have an increased maneuverability parameter, but what's the point if they behave like kamikazes?
They are agressive for everyone. But I just realized it hardly matters.
Weapons firing in intercept mode do not seem to have damage or accuracy dropoffs.

Weapon Intercept use has it's own Damage values by type, it's own accuracy, it's own range, it's own energy consumption and fire rate.
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Pocus
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Pocus »

Ok, I got it about what you said about armor. So it is somewhere in the tree, just not after standard (playing hidden/random).
Hopefully there is a link!
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Emperor0Akim
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Emperor0Akim »

Pocus wrote: Fri Mar 25, 2022 11:19 am Ok, I got it about what you said about armor. So it is somewhere in the tree, just not after standard (playing hidden/random).
Hopefully there is a link!
Maybe five-finger Research could help ( I mean Spying )
or
if you are Lucky, Retiring a captured Ship with enhanced Armor.
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 )
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

While I am only playing Fixed tree now, I looked through my old savegames - several with Random Tree, fully visible.
A cut between Layered (T2) and High Density Alloys (T3) armor is common.
But I found not a single link between the Armor line and anything else.
Eldaner
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Eldaner »

HateVagueManuals wrote: Fri Mar 25, 2022 6:58 am
zgrssd wrote: Wed Mar 23, 2022 8:19 am
HateVagueManuals wrote: Wed Mar 23, 2022 7:57 am
I think I have to give up. The game seems way too buggy. After I posted that, I looked at the fleet, and it was now just 2 fuel tankers. So a fleet gone into thin air (space). I really have to think about just letting this game sit for a year or two. Maybe it will not be so awful then.
Do you still have the Fleet Automatics on?
Also, when have you last done a Steam Verify Scan? If hte game is buggy, you definitely need to run one.
I have learned to never have any ship/fleet on automatic. Their suicidal nature makes having a fleet, and especially single ships on automatic, a good way to get rid of your ships. I can keep fleets from committing suicide, but I don't know of any way to stop single ships. Tried looking it up, there are only fleet orders as far as I can tell. Never build single ships that are not tankers, colony, or exploration. They will die quickly. Don't get me wrong manual control of fleets is almost impossible on the galactic level. Fleets will simply not go where they are order, if it involves anything but very short distances. Anything other than "go this short distance to here orders," are simply are not going to happen. I ordered a fleet to go to a system a few systems away, and attack. It never got there. It just would not do it. It was always doing something else, or my favorite, nothing. Controlling ships/fleets is a nightmare.
yep. My 300-1500 power ships and fuel/constructor auto ships loves to die in constant attempts to fly near 30k power hive ship... or enemy fleet... or monster...
Same as building and colonization advizer loves to propose something in systems full of monsters or so...
When my empire is small I can keep in mind a list where to not go... when it's mid-late game.... pfff... just order another 10 suicidals... and 10.... and 10.... and... hello my beauty DWU :)
or just do all manuall but it's long and painfull way
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

I read a Dev talk about "Fallback Paths". I looked through the files for 1.0.2.4.
Layered Armor has these prequisites:

Code: Select all

    <PrerequisiteProjects>
      <ResearchPath>
        <ResearchProjectId>266</ResearchProjectId>
        <PathAppearanceLikelihood>0.9</PathAppearanceLikelihood>
        <Priority>0</Priority>
      </ResearchPath>
    </PrerequisiteProjects>
The normal link to the Starting armor tech.

High Density Alloys has:

Code: Select all

    <PrerequisiteProjects>
      <ResearchPath>
        <ResearchProjectId>687</ResearchProjectId>
        <PathAppearanceLikelihood>0.9</PathAppearanceLikelihood>
        <Priority>0</Priority>
      </ResearchPath>
      <ResearchPath>
        <ResearchProjectId>677</ResearchProjectId>
        <PathAppearanceLikelihood>0.75</PathAppearanceLikelihood>
        <Priority>1</Priority>
      </ResearchPath>
      <ResearchPath>
        <ResearchProjectId>380</ResearchProjectId>
        <PathAppearanceLikelihood>0.75</PathAppearanceLikelihood>
        <Priority>1</Priority>
      </ResearchPath>
    </PrerequisiteProjects>
687 is is "Layerd Armor". The usual link.

The ones with Priority 1 must be the alterantive paths.
677 is Defensive Bases
380 is Large Scale Construction

The chance you failed all 3 rolls (making the tech availible without limitations) is only 50.625% if I did not mess up my math.
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WingedIncubus
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by WingedIncubus »

I've captured a number of Pirate Leaders, but they remain on my ship "commanding my fleet" despite going for a refuel to disembark. What am I to do with these?
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100thMonkey
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by 100thMonkey »

HateVagueManuals wrote: Fri Mar 25, 2022 7:05 am
zgrssd wrote: Wed Mar 23, 2022 7:43 am
ioulaum wrote: Wed Mar 23, 2022 3:52 am

Thanks, and may I know what's the value for DW1?
If I knew it, I would not guess the values.
Pocus wrote: Wed Mar 23, 2022 5:38 am Little question, do weapons have angle for firing or not?

And another, Colony Growth Budget ... Can I have some colonies not benefiting from it? i.e. is it possible to decide which colony gets to be boosted and which one who does not? I don't care about a backward Naxxilian colony in fact, so no need to funnel money in helping them.
Weapon Slots have a angle of Fire.
Seeking projectiles are able to somewhat ignore it, as they can do a 180° turn after firing.

Colony Growth Budget is currently applied across the entire empire Population.
And actually that backwards colony needs the investment most, so it can stop being a drain and starts being a gain.
Every credit extra income you can spend on more colony growth or research. And/or military.
HateVagueManuals wrote: Wed Mar 23, 2022 7:10 am I have a fleet I want use as an attack fleet. Trouble is, it never actually does that. I check on it and heading to the other side of the galaxy. It's set to manual control. I can't control it. I have never actually used it to attack, because it's never available (always out of gas, retrofitting, or traveling). Is there a way to stop this?
If it is on Manual, it really should not be going off.
Unless you enabeled a lot of the Options under Policy -> Military.

Also when you say "attack fleet", does it mean the template? And/or the automation setting?
Never under any circumstances have a fleet on automatic. Unless you want to get rid of it. It would nice to have a option to "hide fleet" so you don't have to look at, or deal with a fleet, that is just not worth dealing with anymore.
Fleet management was a complex topic in DW1/DW:U. People debated and speculated for years about how it was supposed to work, and whether it was working as intended or not. Hopefully, this time Erik and/or Eliott will, in a not too distant future, explain clearly how it is supposed to work, in depth, with details, to avoid repeating the same thing (I particularly would love to get more explanations for the "Fleet Ships - Tactical Overrides" settings).

In DW2, whether on manual or auto, many things can affect your fleet's behaviors. Among them:
- ship designs and ship tactical settings
- fleet tactical settings
- fleet templates
- fuel availability
- etc.

Clearly, there are problems right now with fleet behaviors. For instance in relation with space creatures:
- https://www.matrixgames.com/forums/view ... 6&t=381640
- https://www.matrixgames.com/forums/view ... 6&t=381604.

But in my experience, I've found that I can get decent behaviors from my defense and raid fleets on auto*. But I would definitely recommend leaving your attack and invasion fleets on manual.

* Caveat: I'm still in my first game, and at easy difficulty (makes it easier to explore different things/mechanics while I learn what's changed from DW:U and how it all works). So defense and raid fleets on auto might not work as well on higher difficuly...

Edit: fix first link above: wasn't giong to top of thread.
Last edited by 100thMonkey on Fri Mar 25, 2022 2:43 pm, edited 1 time in total.
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zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

WingedIncubus wrote: Fri Mar 25, 2022 2:28 pm I've captured a number of Pirate Leaders, but they remain on my ship "commanding my fleet" despite going for a refuel to disembark. What am I to do with these?
Nothing at this time.

Leaders from other Factions do appear in your Prisioners Tab, where they can be hired, released, executed or used in negotiations.
But not Pirate leaders
schnetz
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by schnetz »

schnetz wrote: Tue Mar 22, 2022 2:30 pm
fenmoorz wrote: Mon Mar 21, 2022 2:02 am Funding issue Update:

Ok 40k in state ship and base spending...

No new Mining bases.
No new Resort Bases.
No new construction ships.
No increase in Military Strength (indicating military ships)
No new exploration ships.
No troops are at least SUPPOSE to be able to be built... Nothing looks cued up.

What am I missing?

EDIT:

The number of resort bases is fluctuating between 7 and 13. Even while paused. I built about 7 so those are probably the good ones, but the Resort bases page (no new ones page) is flashing different bases constantly. I am going to try and see if I can figure out which bases are real and which are ghosts. It might have something to do with this...
You can also hover over your revenue number to see any upcoming spendings, like "Waiting for 150k credits to construct Galactic Arsenal xyz""
I was asked in a private message for the exact location of this hover menu - unfortunately I'm not allowed to write a PM yet :roll:
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Emperor0Akim
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Emperor0Akim »

What is the actual difference between external and internal component bays in ships/stations ?
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 )
zgrssd
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by zgrssd »

Emperor0Akim wrote: Fri Mar 25, 2022 5:53 pm What is the actual difference between external and internal component bays in ships/stations ?
According to Erik:
External Components are shonw on the Model.
That is all.
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Emperor0Akim
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Re: DW2 FAQ/QnA megathread - Ask your question here!

Post by Emperor0Akim »

zgrssd wrote: Fri Mar 25, 2022 5:57 pm
Emperor0Akim wrote: Fri Mar 25, 2022 5:53 pm What is the actual difference between external and internal component bays in ships/stations ?
According to Erik:
External Components are shonw on the Model.
That is all.
Okay, so it makes sense that the auto-designs prefer the external bays.
I was working under the assumption that outer bays got hit first, so I always put Armor on Outer and Shield Inside :)
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 )
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