1.0.4.5 Pirates

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
Fishers of Men
Posts: 329
Joined: Sat Mar 27, 2010 2:05 pm
Location: Fishers, IN USA

RE: 1.0.4.5 Pirates

Post by Fishers of Men »

Old............but very fast
HsojVvad
Posts: 1036
Joined: Tue Mar 23, 2010 9:21 pm

RE: 1.0.4.5 Pirates

Post by HsojVvad »

I click on it, not working for me.
User avatar
Fishers of Men
Posts: 329
Joined: Sat Mar 27, 2010 2:05 pm
Location: Fishers, IN USA

RE: 1.0.4.5 Pirates

Post by Fishers of Men »

Old............but very fast
HsojVvad
Posts: 1036
Joined: Tue Mar 23, 2010 9:21 pm

RE: 1.0.4.5 Pirates

Post by HsojVvad »

Thanks Fishers of Men, I got it now. Thanks.
User avatar
milkweg
Posts: 568
Joined: Mon Jul 23, 2007 10:06 am

RE: 1.0.4.5 Pirates

Post by milkweg »

ORIGINAL: taltamir

disable pirates...

That was my solution too because fighting off wave after wave of pirates was preventing me from enjoying the game. Pirates are ok but pirates should be an infrequent annoyance and not frequent.
lostsm
Posts: 170
Joined: Thu Jul 09, 2009 10:06 pm

RE: 1.0.4.5 Pirates

Post by lostsm »

ORIGINAL: taltamir

I noticed that the higher you set the pirates to be, the more of them there are, the more powerful their ships, and so on...

I turn them off completely... I find that they always have smaller ships if you set them to low.
the largest pirate i've seen was a cruiser and it was one of those large preset rat forces garding independant worlds

i don't think they can make ships larger than destroyers... and if they did then their bases should be upgraded equally i think
taltamir
Posts: 1290
Joined: Fri Apr 02, 2010 2:51 am

RE: 1.0.4.5 Pirates

Post by taltamir »

ORIGINAL: lostsm
ORIGINAL: taltamir

I noticed that the higher you set the pirates to be, the more of them there are, the more powerful their ships, and so on...

I turn them off completely... I find that they always have smaller ships if you set them to low.
the largest pirate i've seen was a cruiser and it was one of those large preset rat forces garding independant worlds

i don't think they can make ships larger than destroyers... and if they did then their bases should be upgraded equally i think

set pirates to high and you constantly get attacked by pirate cruisers... and IIRC even capital ships... they CAN'T make ships that big in NORMAL settings. increase the pirates "level" and they will, decrease it and they will be limited to frigates.
I do not have a superman complex; for I am God, not Superman.
Fishman
Posts: 795
Joined: Thu Apr 01, 2010 6:56 pm

RE: 1.0.4.5 Pirates

Post by Fishman »

ORIGINAL: Xmudder

I had 6 pirate ships warp in from 3 directions a few minutes into a new game, where I started with all of 2 combat ships. How, exactly, is this fun?
Eh, that's not so bad. Bad would be if they all came from the SAME direction. Since they're all in DIFFERENT directions, you can pick one direction, kill the ones there, and by the time the other two groups catch up, you can RUN AWAY!
HsojVvad
Posts: 1036
Joined: Tue Mar 23, 2010 9:21 pm

RE: 1.0.4.5 Pirates

Post by HsojVvad »

In my new game, I increased pirates and Space Monsters all the way to max. I am trying to make a bigger fleet but getting close to being into the red, so hopefully I can find these pirate bases and pick them off one at a time. Now from what I am reading here, I think I am regretting what I did. Oh well, time will tell now. [:)]
JasmoVT
Posts: 38
Joined: Mon Apr 19, 2010 6:03 pm

RE: 1.0.4.5 Pirates

Post by JasmoVT »

Two observations:

As to the private sector ships, the fault seems to be in the combat AI while they are set to flee on sight of enemy, they do no do that. This is a bug that needs fixing.

I do not find pirates that much of a hassle. I do arm mining stations to a point they can take care of most pirates. As long as your economy is strong, both public and private, you actual make money on the private sector having to replace freighters and it is easy to keep several fleets available to clean out pirates and beasties interfering with important freighter runs. Above and beyond this they are a great source of info. Since after getting a good core empire established with all necessary luxury and strategic goods, I only colonize where there are native populations or ruins to give good development boosts, the locations of both can be bought from the pirates. ( I of course also settle planets with the super luxury goods but those I have to find on my own.)
taltamir
Posts: 1290
Joined: Fri Apr 02, 2010 2:51 am

RE: 1.0.4.5 Pirates

Post by taltamir »

My problem with pirates is that they are impossible to eradicate... there is always the same amount of them, which depends on the level you set them to.
I expected that setting pirates to high will give me a tough extra opponent to crush, but even when I conquered the galaxy and I am the only empire and I colonized every single planet and moon in the game there is an exact amount of pirate empires, and no matter how many i destroy new ones pop right back up..
And no matter how much I paid them (say, for secrets that they found) they will not get stronger.

So I disable pirates because this type of opponent is not what I wanted.
I do not have a superman complex; for I am God, not Superman.
Post Reply

Return to “Distant Worlds 1 Series”