Get rid of fuel

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caerr
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RE: Get rid of fuel

Post by caerr »

Once you send the resupply ship to an object that has fuel type as a resource, a context menu should appear with the option to deploy.

Keep in mind that there are several fuel types and the one that your ships use depends on the reactor type. You can find it in your ship design screen. A good way to scout for fuel is to click on a system star which will display all the resources in the system.
cmdrnarrain
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RE: Get rid of fuel

Post by cmdrnarrain »

[font=arial]My agrument is that the current fuel system is annoying, very very annoying.  If you fail to see the logic in it there is nothing I can do to help.[/font]
[font=arial][/font] 
[font=arial]This game has hundreds of world, but I reduced to mircomanaging the fuel of every ship in my fleet so that they can be counted on do what they are suppose to do when I want them to do it.[/font]
[font=arial][/font] 
[font=arial]I fail to see the difference between adding a refueling ship to every fleet as opposed to supply bubbles.  Except that maybe I wouldn't have to worry about my fleet's destoryers running out of fuel before my crusiers because if they were in supply they would all have fuel.  Or is the solution an all capital ship fleet with exactly the same fuel amounts....er wait isn't that the way it currently works? [/font]
[font=arial][/font] 
[font=arial]Reduce the fuel ranges... sound just like supply bubbles to me, but again I wouldn't have to worry if they have fuel or not because if they were in the bubble they would automatically.     [/font]
[font=arial][/font] 
[font=arial]Your too lazy to load your own troops, but apparently you just love filling up each and every ship so it will go where it is suppose to and do what you want it to do. [/font]
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WoodMan
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RE: Get rid of fuel

Post by WoodMan »

Hmm, to be honest I like fuel the way it is.  I don't know where all this micromanaging spiel comes from, because you certainly aren't the only person who feels this way cmd.

I've never found myself micromanaging fuel, unless you and me have a different definition of micromanaging.  You send your fleet to refuel before sending it on a mission and everything should be fine.  To do this all you need to do is click the fuel sign the toolbar below the info window with the fleet selected, then right crtl-right click whatever it was you wanted them to do, queue next mission, move here. 

That is a planned attack, on defence, well thats all part of the game, maybe you are caught unawares and have to respond with whatever is in the area, ships further away and low on fuel might not make it to the battle in time, but thats more exciting IMO.
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Sithuk
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RE: Get rid of fuel

Post by Sithuk »

Many thanks BigWolf. I was going to try and create the "super fuel depots" and position them strategically but haven't got to that point in today's game yet. Its good to know that it'll work fine. Cheers for the reminder to put plenty of docking bays on it. Any tips for the number of gas extractors and cargo capacity? I'll need something to handle 30 ship fleet ideally.
ORIGINAL: BigWolf

ORIGINAL: Sithuk

I'm finding micro-managing fuel to be an irritating issue too. Highly frustrating when 15+ ship fleets are not able to refuel.

I'm thinking about deploying special "gas collection" bases around gas giants with huge cargo holds that I can send my attack fleets to re-fuel. They'll have to have 20 docking bays to turn around a fleet quickly. I'm not sure the private economy won't bleed them dry before my Attack Fleets arrive though.

You must be doing something wrong if a 15 ship fleet is struggling to remain fueled

I will have larger ports and gas mining stations placed in certain systems and nebulae to ensure fuel is freely available
My large space port has 32 docking bays and 10 construction yards, meaning 22 bays will always be free to fuelling/repairing/retrofitting
I will have a half a dozen of these located throughout my empire
If I really need, I will have construct a super port with 60+ bays

Also, don't restrict yourself to one design per role, I have two sizes of gas mining stations for each gas reactor
Small size for basic operations, and large ones for nebulae and gas giants in areas that are close to fleets needing refuelling
And each large design will be placed to a planet/nebulae that provides their fuel (so these bases inside nebulae will remain operational)

If you're struggling with fuelling, changing your strategy might be the solution
Sabin Stargem
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RE: Get rid of fuel

Post by Sabin Stargem »

I would like to have an visual aid for determining how much range I am getting from my ship's fuel reserves. Perhaps a map of the galaxy, with a circle emanating from the center that shows how far the ship can go before living on fumes? It would certainly help me with figuring out how many I should put on my ship, since I don't have a clue of what is ideal.
caerr
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RE: Get rid of fuel

Post by caerr »

You do have a circle, however it's typically so big that you can't see it. [:D] There really is no upper limit to how much fuel you want on your ships, the more the better. The challenge lies in balancing the ship for the duties you want it to do.
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sabre1
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RE: Get rid of fuel

Post by sabre1 »

Sword of the Stars has fuel limitations too. I like having fuel issues, it's more "realistic." [:'(]
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blastpop
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RE: Get rid of fuel

Post by blastpop »

I think the solution is to have an option at game start to allow a player to choose whether they want to use fuel as an option. That way folks can choose to play the game that best fits their style.

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diablo1
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RE: Get rid of fuel

Post by diablo1 »

People like and do things differently, deal with it.

Perhaps you should practice what you preach, deal with it. [:)]

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diablo1
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RE: Get rid of fuel

Post by diablo1 »

X3 doesn't have a fuel system, except for jumpdrives,

I guess that's why energy cell platforms are needed to be STRATEGICALLY placed all around the universe? Universal traders require energy because they use the jumpdrives "all the time". pfft
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forsaken1111
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RE: Get rid of fuel

Post by forsaken1111 »

ORIGINAL: diablo1
People like and do things differently, deal with it.

Perhaps you should practice what you preach, deal with it. [:)]

Also notice my sig?
So you came to this forum to tell us all about some other game? That makes you little more than an advertising bot. X3 isn't all that great, I have played each iteration at some point and they are all the exact same game with some newer shiny features tacked on each time.
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RE: Get rid of fuel

Post by diablo1 »

ORIGINAL: cmdrnarrain

[font=arial]My agrument is that the current fuel system is annoying, very very annoying.  If you fail to see the logic in it there is nothing I can do to help.[/font]
[font=arial][/font] 
[font=arial]This game has hundreds of world, but I reduced to mircomanaging the fuel of every ship in my fleet so that they can be counted on do what they are suppose to do when I want them to do it.[/font]
[font=arial][/font] 
[font=arial]I fail to see the difference between adding a refueling ship to every fleet as opposed to supply bubbles.  Except that maybe I wouldn't have to worry about my fleet's destoryers running out of fuel before my crusiers because if they were in supply they would all have fuel.  Or is the solution an all capital ship fleet with exactly the same fuel amounts....er wait isn't that the way it currently works? [/font]
[font=arial][/font] 
[font=arial]Reduce the fuel ranges... sound just like supply bubbles to me, but again I wouldn't have to worry if they have fuel or not because if they were in the bubble they would automatically.     [/font]
[font=arial][/font] 
[font=arial]Your too lazy to load your own troops, but apparently you just love filling up each and every ship so it will go where it is suppose to and do what you want it to do. [/font]

I agree with you cmdrnarrain they should remove the fuel micromanaging.
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BigWolfChris
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RE: Get rid of fuel

Post by BigWolfChris »

ORIGINAL: Sithuk

Many thanks BigWolf. I was going to try and create the "super fuel depots" and position them strategically but haven't got to that point in today's game yet. Its good to know that it'll work fine. Cheers for the reminder to put plenty of docking bays on it. Any tips for the number of gas extractors and cargo capacity? I'll need something to handle 30 ship fleet ideally.

The current design I'm using is
20 Docks
20 Cargo Bays
4 Gas Extractors
2 Energy Collectors (for system bases, useless inside nebulae)

There will still be a delay when you have very large or multiple fleets
If the area will be heavily used, increase the number of docks, bays and extractors

Unless you intend to have a fleet in protection, you also need to ensure you have enough weapons and shields onboard to handle an enemy fleet

You also eventually want two types of these bases, one for each reactor gas (caslon and hydrogen)
Plus, due to the expense of these, pick wisely where you place these bases as too many will send your reserves down the drain
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BigWolfChris
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RE: Get rid of fuel

Post by BigWolfChris »

ORIGINAL: diablo1
X3 doesn't have a fuel system, except for jumpdrives,

I guess that's why energy cell platforms are needed to be STRATEGICALLY placed all around the universe? Universal traders require energy because they use the jumpdrives "all the time". pfft

Outside of jumpdrives, Energy cells are only apart of the X3 production economy and are no more automatic then DW without mods
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diablo1
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RE: Get rid of fuel

Post by diablo1 »

Outside of jumpdrives, Energy cells are only apart of the X3 production economy and are no more automatic then DW without mods

Really? Then why are all those transports I raid in the game carrying energy cells around? Energy cells are very important for just about everything in the game and they are "automatically" moved around by the AI as well as my own automated traders and I don't have to have any mod to do that with. If you had Terran you would know that but obviously you don't. The game also automatically delivers energy cells to ALL the UNIVERSAL TRADERS for jumping around the universe.
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forsaken1111
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RE: Get rid of fuel

Post by forsaken1111 »

I like that design for a forward resupply base. Hey we should do some kind of design swap or ship design depot...
forsaken1111
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RE: Get rid of fuel

Post by forsaken1111 »

ORIGINAL: BigWolf

Outside of jumpdrives, Energy cells are only apart of the X3 production economy and are no more automatic then DW without mods
Just ignore him BigWolf, he has been running to every thread spamming about X3 without contributing anything to the forum.
diablo1
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RE: Get rid of fuel

Post by diablo1 »

ORIGINAL: forsaken1111

ORIGINAL: BigWolf

Outside of jumpdrives, Energy cells are only apart of the X3 production economy and are no more automatic then DW without mods
Just ignore him BigWolf, he has been running to every thread spamming about X3 without contributing anything to the forum.

Lol do you need reinforcements now? Can't fight your own debates Troll?

You might take a look in the mirror bud. You're the one acting like you own this forum and threads.
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forsaken1111
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RE: Get rid of fuel

Post by forsaken1111 »

If by 'acting like I own the forum' you mean kindly asking you to stop advertising another game while contributing nothing to the threads you post in, then I suppose you're right.
diablo1
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RE: Get rid of fuel

Post by diablo1 »

ORIGINAL: forsaken1111

If by 'acting like I own the forum' you mean kindly asking you to stop advertising another game while contributing nothing to the threads you post in, then I suppose you're right.

Thing is you're not a moderator and you have no right to tell me I can't have an opinon here. I am comparing this game to X3 and I have that right. You are beyond your rights acting like a moderator. But, keep it up you are just hanging yourself.
X3:Universe of games rules them all!! Xtra coming soon X3:REBIRTH 4th qtr 2011 YAY!
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