Fighters and Nebulas

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Schatten
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Joined: Sat Oct 03, 2009 8:38 am

Fighters and Nebulas

Post by Schatten »

Fighters have still the issue that Ships/Fleets launch them in combat while in Nebulas that do damage to Ships.
While the Ships are protected by the Ion Shields the Fighters dont have it and go destroyed and permanently rebuild/destroyed etc.

Pls give a extra ion slot (and hull size) so you can equipt them with Ion Shields as soon you have them or make them generally immune to nebulas since they only here if on ships that can enter.
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MaximKI
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Re: Fighters and Nebulas

Post by MaximKI »

Do you have a save you can upload showing the issue?
Schatten
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Re: Fighters and Nebulas

Post by Schatten »

MaximKI wrote: Mon Nov 18, 2024 2:28 pm Do you have a save you can upload showing the issue?
what do you need a save? every fighter takes damage from damage nebulas like a ship without ion shield. So make a ion shield slot into fighters so you can use them if you research them.
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MaximKI
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Re: Fighters and Nebulas

Post by MaximKI »

We'd like a save to have a clear demonstration of the issue. This will help us better understand the root cause and apply the correct fix.
hurkle
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Joined: Tue Jan 30, 2024 5:50 am

Re: Fighters and Nebulas

Post by hurkle »

Have seen this too but I see it more early on in games.

Weak drones just dont survive in nebulas and I notice it more with planets and starbases in nebulas constantly repairing drones in their queue and not really building any structures or ships because of this.

Am assuming that the drones need a higher level of armour or shield or drone hull to survive in nebulas which is why I thought this was working as intended.

edit: just realised that this might link to the far too many ship losses issue in player victory conditions, and losing drones in nebulas counting as a lost ship would explain how I "lost" 1600 ships in the victory conditions page in a fully pacifist game (for testing mechanics) when it should have been close to zero ship losses.
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MaximKI
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Re: Fighters and Nebulas

Post by MaximKI »

hurkle wrote: Wed Nov 20, 2024 7:00 pm Have seen this too but I see it more early on in games.

Weak drones just dont survive in nebulas and I notice it more with planets and starbases in nebulas constantly repairing drones in their queue and not really building any structures or ships because of this.

Am assuming that the drones need a higher level of armour or shield or drone hull to survive in nebulas which is why I thought this was working as intended.

edit: just realised that this might link to the far too many ship losses issue in player victory conditions, and losing drones in nebulas counting as a lost ship would explain how I "lost" 1600 ships in the victory conditions page in a fully pacifist game (for testing mechanics) when it should have been close to zero ship losses.
Do you have saves for the situations you describe here you could share with us?
hurkle
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Re: Fighters and Nebulas

Post by hurkle »

https://drive.google.com/file/d/11N5rj8 ... k1CWe/view

https://filebin.net/o1hwdofbwuefkaba


I can do better than that...

I made a new game specifically for some issues including those in this thread. Load it up, keep it paused, press the 1-0 keys to go to appropriate places. I will describe the issues below for each key. Start game and see what happens.

1) About to capture war target civilian ship. Ship capture now has a lot of issues and this highlights one of them. Check diplomacy and my reputation, there is no minus for attacking civilian ships. Once the war target capture completes there will be a penalty...this is due to my ships shooting my newly captured ship counting as attacking civilian ships. In old capturing ships code my ships would stop shooting, time passes, ship captured with no penalty, but the new ship capture system is capturing ships too quickly meaning ships are still shooting the ship about to be captured and this is causing the penalties. (Am not sure if it is civilian ship firing at you, then gets captured, then its weapons hit your ships that is causing the penalty, hey you are the ones getting paid to work this stuff out :lol: ) The ship might be captured too quickly but you can replicate this by capturing any civilian war target and having weapons in flight hitting the ship (or hitting your ships) after it is captured.

2) About to capture war target mining station. This too has added negative reputation for attacking military "ships" once captured, shooting your own ships/bases should not count as attacking military/civilian ships. I am currently at -5.8 for "Attacks on Military Ships" by capturing pirate ships as this is counting as "Attacks on Military Ships" when it should not be. Think mining bases counts as a military target and will give a penalty for "Attacks on Military Ships", not sure

3) The fleet being used to capture the mining station mentioned in 2. You can see assault pods have been correctly launched from closest four ships in fleet but assault pods from other ships are missing and this was supposedly fixed. The closest four ships are in assault pod launch range, while the other ships are not but these out of range ships launched pods too and the pods never showed on screen.

4) About to capture war target combat ship. Like 1 above there will be a reputation penalty for shooting my newly captured ship (or it shooting me?). The military and civilian capturing then shooting your own ships penalty has been as high as -20 to reputation for each so it is a significant problem that affects things like colonising independents and wars being declared on you. The fix for this is to remove any penalty for shooting your own ships (or to return ship capture to previous working fine version). You notice that the out of range ships in this fleet still have their assault pods so the bug in 3 above is not replicated here, these ships are working correctly. The ship might be captured too quickly but you can replicate this by capturing any military war target and having weapons in flight hitting the ship (or hitting your ships) after it is captured.

5) The planet Brakios Prime 1. Notice how you can build a mining base and a research base on it. The issue is that this is too far for construction ships to build on when you look at the mining and research tabs but you can still build on it using the planet itself. "Beyond maximum Construction Ship fuel range" is not being applied on the planet screen.

6) The planet Anseun Minor 1. In a real game you might notice places with research bonuses on them that say "No research bonuses here", this is an example of this. It appears to be the rare empire wide research bonus that does this because if you change the research bonus to item in the editor you can build a research base.

7) A mining station. I manually set the caslon maintain level to 1000 to test if the fuel moved here fuelled up the station itself, upgraded base and it has been reset back to 0.

8) A cargo ship moving caslon to 7. Manual stock levels do work but it would be irritating to have to manually set every single non-caslon mining base just to get it some fuel. Leaving the station on automatic stock level means it never gets fuel (yes, I dont know or care if it gets fuel 1000 years after game start but can confirm stations have not received any fuel in first 36 years of this game). You need fuel in stations to keep them alive long enough to get help to them or for the station to beat space creatures on its own. None of the stations I have get fuel even though in this game there is plenty of spare cargo transport capacity and plenty stored fuel. Stations used to get fuel now I have never seen a station with fuel in it, except for caslon producing stations. Most annoying point here is that all the computer controlled empires all have fuelled up bases while we dont.

9) The drones. Two space stations and four cruisers versus six ardiluses (or ardilusii) and lots of drones that die from the nebula. This is a strong nebula and has been killing weak drones constantly since the game start, earlier drones started launching and were one shotted by the nebula. I think gravitic is the worst for drones and as Schatten says there is not really anything you can do for drones survivability in nebulas that do damage to drones.

10) Just the home world. I did add caslon production at 100% to see if it would make cargo transports move fuel to bases but it did not. It is really annoying having to use fuel transports to manually refuel bases. If there is some other way to 'force' bases to be refuelled automatically then please tell us!

One last point, I mentioned above the unknown ship losses and can confirm this testing has shown is not losing drones that is the issue. In this game I have "lost" four ships and I have watched every fight that I had a notification for and have had no losses. No idea how I lost any ships. There is something going on with ship losses count being wrong even if I dont know what it is and hopefully someone else has an idea about what is happening here.
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iancmtaylor
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Re: Fighters and Nebulas

Post by iancmtaylor »

Scrapped ships count as lost ships.
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