A few race specific observations...

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Jorgen_CAB
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A few race specific observations...

Post by Jorgen_CAB »

Just two for now...

Zenox need to have a prerequisite for their shields of at least "nuclear supercharging"... the AI can't deal with the large static energy draw of the Zenox shields which end up with few weapons on their ships. This definitely hampers the AI. The beams is probably OK as is, but the shields should have this for the AI to build decent ships.

In general I think some items might need to be investigated for the same reasons... the AI must to some degree keep up with reactor technology or they will end up with designs that simply don't work. Talassos shields have the same problems for example.

Also, the Zenox Small spaceport have one of their weapon ports facing the wrong direction, weapon port #6 I believe. I'm sure it is the same issue on all Zenox small spaceport versions.
The Zenox Small Transport also don't have their left weapon port displayed at all, so not even sure it can fire at all, weapon port #2.

Also, the first level of the Boskaran "Flux Hardened Armor" is wrong. It only has 17 rating while it should have 86.
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Nightskies
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Re: A few race specific observations...

Post by Nightskies »

When I had the wrong direction weapon bug, a reload of the editor solved it.

The AI does seem a bit funny about the shield energy requirements, especially pirates and ancient derelicts.
zgrssd
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Re: A few race specific observations...

Post by zgrssd »

The AI? My Autodesigner made a Colony Ship that could only run at 10% Hyperdrive Speed. The Zenox Shields it installed simply ate too much power.

Dangit, on Civil Ships defenses should be a token amount - not the main consumer!
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

Nightskies wrote: Wed Mar 15, 2023 6:30 pm When I had the wrong direction weapon bug, a reload of the editor solved it.

The AI does seem a bit funny about the shield energy requirements, especially pirates and ancient derelicts.
The Weapon direction bug has been there since forever and never fixed... it does not help to reload in the editor. It clearly is something you need to fix with the XML files... I have not looked into fixing it myself though.
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

zgrssd wrote: Wed Mar 15, 2023 7:26 pm The AI? My Autodesigner made a Colony Ship that could only run at 10% Hyperdrive Speed. The Zenox Shields it installed simply ate too much power.

Dangit, on Civil Ships defenses should be a token amount - not the main consumer!
The AI should install all less capable shield in civilian ships in these cases. I hope the ship designer AI get an overhaul at some point since it does create some horrible design. In my current test game the Zenox destroyer had a small beam, small PD and a large Bombardment weapon and the shields. These kinds of ships are totally useless... The AI should probably on install a single bombardment weapon on cruisers and bigger if ever. I really think the AI need a specific bombardment ship category which they include into invasion fleets, like troop transports or tankers and never install them on regular ships.
zgrssd
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Re: A few race specific observations...

Post by zgrssd »

Jorgen_CAB wrote: Wed Mar 15, 2023 10:35 pm
zgrssd wrote: Wed Mar 15, 2023 7:26 pm The AI? My Autodesigner made a Colony Ship that could only run at 10% Hyperdrive Speed. The Zenox Shields it installed simply ate too much power.

Dangit, on Civil Ships defenses should be a token amount - not the main consumer!
The AI should install all less capable shield in civilian ships in these cases. I hope the ship designer AI get an overhaul at some point since it does create some horrible design. In my current test game the Zenox destroyer had a small beam, small PD and a large Bombardment weapon and the shields. These kinds of ships are totally useless... The AI should probably on install a single bombardment weapon on cruisers and bigger if ever. I really think the AI need a specific bombardment ship category which they include into invasion fleets, like troop transports or tankers and never install them on regular ships.
I think we should be able to ban Racial technology from the uncontrollable Civil Fleets.
If you put it on a freighter, that Z4 Shield has a high chance of ending up in enemy hands. Either as Capture or Debris.
And it would also help with issues like these.

But only after the pass that makes sure my Colony Ships don't slowboat at 10% speed!
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

zgrssd wrote: Wed Mar 15, 2023 10:46 pm I think we should be able to ban Racial technology from the uncontrollable Civil Fleets.
If you put it on a freighter, that Z4 Shield has a high chance of ending up in enemy hands. Either as Capture or Debris.
And it would also help with issues like these.

But only after the pass that makes sure my Colony Ships don't slowboat at 10% speed!
Sounds reasonable to me...
AKicebear
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Re: A few race specific observations...

Post by AKicebear »

zgrssd wrote: Wed Mar 15, 2023 10:46 pm I think we should be able to ban Racial technology from the uncontrollable Civil Fleets.
If you put it on a freighter, that Z4 Shield has a high chance of ending up in enemy hands. Either as Capture or Debris.
And it would also help with issues like these.

But only after the pass that makes sure my Colony Ships don't slowboat at 10% speed!
Agreed. And/or, I think reverse engineering other-race-unique techs should either be:
a) much, much slower - e.g. 10x slower
b) provide much less progress - e.g. 1/10 of the progress of a normal tech

The same for espionage stealing other race unique techs (risk/progress), and trade via diplomacy (value). These techs should remain very unique - not impossible, but extremely challenging to obtain if not of the same race.
Lunalis
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Re: A few race specific observations...

Post by Lunalis »

AKicebear wrote: Wed Mar 15, 2023 11:06 pm
zgrssd wrote: Wed Mar 15, 2023 10:46 pm I think we should be able to ban Racial technology from the uncontrollable Civil Fleets.
If you put it on a freighter, that Z4 Shield has a high chance of ending up in enemy hands. Either as Capture or Debris.
And it would also help with issues like these.

But only after the pass that makes sure my Colony Ships don't slowboat at 10% speed!
Agreed. And/or, I think reverse engineering other-race-unique techs should either be:
a) much, much slower - e.g. 10x slower
b) provide much less progress - e.g. 1/10 of the progress of a normal tech

The same for espionage stealing other race unique techs (risk/progress), and trade via diplomacy (value). These techs should remain very unique - not impossible, but extremely challenging to obtain if not of the same race.
i would like a button at game setup next to "allow tech trading" where you can turn on/off if you can "use" other races tech atall.
and if turned off you cant get any tech of other races (salvage/espionage) and cant use it.

sometimes it feels weird that the special racial tech that makes races different from eachother ends up in your techtree in a "catch them all pokemon" mindset.
whats so special that race x has this tech y if everyone can get it from them one way or another.
Jorgen_CAB wrote: Wed Mar 15, 2023 10:35 pm
zgrssd wrote: Wed Mar 15, 2023 7:26 pm The AI? My Autodesigner made a Colony Ship that could only run at 10% Hyperdrive Speed. The Zenox Shields it installed simply ate too much power.

Dangit, on Civil Ships defenses should be a token amount - not the main consumer!
The AI should install all less capable shield in civilian ships in these cases. I hope the ship designer AI get an overhaul at some point since it does create some horrible design. In my current test game the Zenox destroyer had a small beam, small PD and a large Bombardment weapon and the shields. These kinds of ships are totally useless... The AI should probably on install a single bombardment weapon on cruisers and bigger if ever. I really think the AI need a specific bombardment ship category which they include into invasion fleets, like troop transports or tankers and never install them on regular ships.
or use dedicated "bombardment ship designs" just in their invasion fleets... and all other fleets ship designs use no/less bombardment weapons.
IF the ai can understand that it can build multiple different designs now with the new ship designer and fleet designer.
and CAN make speedy raid designs... tanky defence designs... long range designs... close combat brawler designs... hangar designs....
and not just "use whatever best items you got researched".
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

Lunalis wrote: Thu Mar 16, 2023 11:27 am or use dedicated "bombardment ship designs" just in their invasion fleets... and all other fleets ship designs use no/less bombardment weapons.
IF the ai can understand that it can build multiple different designs now with the new ship designer and fleet designer.
and CAN make speedy raid designs... tanky defence designs... long range designs... close combat brawler designs... hangar designs....
and not just "use whatever best items you got researched".
Was that not exactly what I was suggesting in my comment... ;)
Lunalis
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Re: A few race specific observations...

Post by Lunalis »

Jorgen_CAB wrote: Thu Mar 16, 2023 12:40 pm
Lunalis wrote: Thu Mar 16, 2023 11:27 am or use dedicated "bombardment ship designs" just in their invasion fleets... and all other fleets ship designs use no/less bombardment weapons.
IF the ai can understand that it can build multiple different designs now with the new ship designer and fleet designer.
and CAN make speedy raid designs... tanky defence designs... long range designs... close combat brawler designs... hangar designs....
and not just "use whatever best items you got researched".
Was that not exactly what I was suggesting in my comment... ;)
aaahh, haha... that happens when you read something when you wake up half tired :lol:
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frankycl
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Re: A few race specific observations...

Post by frankycl »

Jorgen_CAB wrote: Wed Mar 15, 2023 2:42 pm Also, the first level of the Boskaran "Flux Hardened Armor" is wrong. It only has 17 rating while it should have 86.
Well, if this is a bug - have you allready reported it ? (or why do you post it here ?) ;)
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

frankycl wrote: Thu Mar 16, 2023 7:28 pm
Jorgen_CAB wrote: Wed Mar 15, 2023 2:42 pm Also, the first level of the Boskaran "Flux Hardened Armor" is wrong. It only has 17 rating while it should have 86.
Well, if this is a bug - have you allready reported it ? (or why do you post it here ?) ;)
To be honest I don't know where to post a bug report... not even sure it is a bug, but I suppose it is.
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frankycl
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Re: A few race specific observations...

Post by frankycl »

Jorgen_CAB wrote: Thu Mar 16, 2023 11:04 pm
frankycl wrote: Thu Mar 16, 2023 7:28 pm
Jorgen_CAB wrote: Wed Mar 15, 2023 2:42 pm Also, the first level of the Boskaran "Flux Hardened Armor" is wrong. It only has 17 rating while it should have 86.
Well, if this is a bug - have you allready reported it ? (or why do you post it here ?) ;)
To be honest I don't know where to post a bug report... not even sure it is a bug, but I suppose it is.
Well, here they have e.g. this "Distant Worlds 2: Tech Support"-forum, didn't you kow ? ;)

And additionally you could use the official form: https://forms.gle/iYDC4y5zggfGVAzQ7 ... or you can send an e-mail to: erikr@matrixgames.com :)
Jorgen_CAB
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Re: A few race specific observations...

Post by Jorgen_CAB »

That bug form seem the best way... the tech forum seem odd to post it in.. but sure...

In general I wanted to comment about balance issues here, the other ones was just things I found at the same time.
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