Energy/energy collector mechanics

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diji
Posts: 12
Joined: Fri May 10, 2019 8:14 am

Energy/energy collector mechanics

Post by diji »

So far as I understand it, energy collectors only work when the vessel is static. What I'm wondering is how they function, exactly, in particular for stations which are always static. The reason I'm wondering this is because sometimes I get a warning/recommendation about the reactor output being too low, rather than a defect that prevents the design being used.

So I really have a few questions:
  1. What implications does the "reactor energy output is too low" warning have for the design and is there any case where it's even feasible to use a design where this message is given?
  2. Does the energy collector rate add to the reactor output, such that static entities like stations can effectively use fewer reactors and rely on energy collectors to cover the entirety of their static output, or does this rate just replace the reactor's output while static?
  3. On a static entity, can energy collectors also power shield recharging and weapon energy costs, so that given a high enough energy collection rate, the reactor doesn't need to be used at all?
  4. Why does the reactor output of stations need to meet the static energy requirements at a minimum (why do they need reactors at all if energy collectors are present)? Presumably this is just a hard coded requirement but I'm nevertheless curious.
Ax
Posts: 88
Joined: Wed Jan 27, 2021 2:20 pm

Re: Energy/energy collector mechanics

Post by Ax »

This is part of a not so recent anymore change, where caslon deliveries to stations were supposedly creating too many orders for the transport system. Unfortunately this still remains in an unfinished state.

Unless your station is around a settled planet with a caslon pile it won't be using the reactor except for storage or buffering. Solar panels are supposed to feed all energy needs, you can guess the circa amount from the right hand bar graph in the ship designer. At least that's how I understand it to work, I don't think we ever got a detailed explanation from the devs.
diji
Posts: 12
Joined: Fri May 10, 2019 8:14 am

Re: Energy/energy collector mechanics

Post by diji »

Ax wrote: Sun Oct 29, 2023 7:13 am This is part of a not so recent anymore change, where caslon deliveries to stations were supposedly creating too many orders for the transport system. Unfortunately this still remains in an unfinished state.

Unless your station is around a settled planet with a caslon pile it won't be using the reactor except for storage or buffering. Solar panels are supposed to feed all energy needs, you can guess the circa amount from the right hand bar graph in the ship designer. At least that's how I understand it to work, I don't think we ever got a detailed explanation from the devs.
Ah, I see. If that's the case I do wish we had the power from energy collectors included in that graph on the side of the designer interface. I wasn't sure if I was missing something with regards to how collectors work, like if they somehow constantly top up the fuel at a rate equivalent to what the reactor consumes or something more obscure like that.
Jorgen_CAB
Posts: 875
Joined: Wed Mar 17, 2010 7:53 pm

Re: Energy/energy collector mechanics

Post by Jorgen_CAB »

This is a "temporary" change as it is not suppose to work this way but it does.

In practice you only need to cover the static use with the reactor. Because it is a design rule but mechanically you would not need it currently.

You can then use solar panels to cover the total need of energy in combat if this is higher, but you will need to cover it all, both static and combat use.

This likely will remain in this stage until they get around to enable fuel on station again. The solar panels are mainly meant to cover the static energy need of a station and during combat the reactor would burn fuel to fuel the weapons and shields, but that is not how it currently works for stations.

In general I just build my stations as they are meant to function, that is solar panels to cover the static needs and reactors to cover all the needs. Mainly because that is how the AI designs them and I don't want to learn or use anything from a "temporary" fix of a system that is not meant to work that way.
Ax
Posts: 88
Joined: Wed Jan 27, 2021 2:20 pm

Re: Energy/energy collector mechanics

Post by Ax »

You can also set an amount of caslon to be stored manually. I think the automatic setting was around 1500. Takes a while to get delivered, but works. It's even possible to increase this amount and have fuel depots in strategic locations.
fruitgnome
Posts: 612
Joined: Wed Jun 04, 2014 11:49 am

Re: Energy/energy collector mechanics

Post by fruitgnome »

Nice tip.
Jorgen_CAB
Posts: 875
Joined: Wed Mar 17, 2010 7:53 pm

Re: Energy/energy collector mechanics

Post by Jorgen_CAB »

When you base a fleet at a mining location that is not a fuel station the AI actually add some Caslon demand for the station as well.
Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Energy/energy collector mechanics

Post by Schatten »

later in the game you can use the energy-fuel converter on your Stations to convert your excess energy into caslon. That way the reactors work if you need more energy in combat.
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