Attack of the Rift Striders

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

Moderator: MOD_DW2

Post Reply
Xmudder
Posts: 233
Joined: Sun Feb 14, 2010 10:13 pm

Attack of the Rift Striders

Post by Xmudder »

1) Rift striders are eating my mining bases. When I checked, all my mining bases had short ranged weapons, and 2 docking bays instead of a docking bay and a Starfighter bay, so they can not defend themselves from rift striders or marauding space creatures.

2) Mining bases are still being built with built with reactors requiring Caslon, despite mining bays not being delivered Caslon. This means that they can not power their weapons and shields in combat, and wasting space on reactors and fuel cells instead of static energy collectors and anti rift strider weapons.

3) I was manually managing my doom stack fleets to kill concentrations of monsters. I switched to automated fleets to hunt rift striders, but my big fleets are not being split up. Manually breaking them up is an annoying click fest. Can we have a split fleet / split fleet in half interface to expedite things? And even a combine fleet?
Jorgen_CAB
Posts: 860
Joined: Wed Mar 17, 2010 7:53 pm

Re: Attack of the Rift Striders

Post by Jorgen_CAB »

Mining bases don't require Caslon to operate, this was removed from the game a long time ago since there was issues with players not able to deal with the consumption of this and it also at the time had adverse effect on performance as well.

If you don't like the AI designs then you need to manually design the stations, you don't have to rely on the AI designs.

If you use the AI to manage fleets the AI will split or remove ships that is not part of the template if you allow this in the template itself. Make sure the AI use templates with the proper number of ships.
ChrisGb
Posts: 74
Joined: Thu Mar 21, 2024 8:10 pm
Location: Spain

Re: Attack of the Rift Striders

Post by ChrisGb »

Jorgen_CAB wrote: Wed May 28, 2025 9:24 pm Mining bases don't require Caslon to operate, this was removed from the game a long time ago
forgot to mention that player needs to add enough energy collectors to meet energy demands when manually altering mining station designs.
This not obvious for new players.
Devs should update the design templates and component check as the game still dont let you save the design of mining station if no reactor is added.
Its confusing and absurd to be honest.
Conquest: Terran Frontier Wars - Return to Terra (Terran Campaign DLC) Summer 2025
https://www.matrixgames.com/forums/view ... 9&t=403676
Image
arvcran2
Posts: 2901
Joined: Fri Dec 11, 2020 3:17 pm

Re: Attack of the Rift Striders

Post by arvcran2 »

The reactors have capacitors and I think are required in order to save 'static energy'. They have a maximum power per second and is the ceiling on power draw. That is how I understand it. You need to have enough energy collection in order to maintain energy in the capacitors in order to service all power demands over time.
ChrisGb
Posts: 74
Joined: Thu Mar 21, 2024 8:10 pm
Location: Spain

Re: Attack of the Rift Striders

Post by ChrisGb »

arvcran2 wrote: Thu May 29, 2025 1:51 pm The reactors have capacitors and I think are required in order to save 'static energy'. They have a maximum power per second and is the ceiling on power draw. That is how I understand it. You need to have enough energy collection in order to maintain energy in the capacitors in order to service all power demands over time.
Well, this not how it works.
Reactors are completely redundant in Stations. Including their energy storage means nothing if the collectors collect more than what the maximum use (including weapon and shield recharge) is.

Reactors metrics are the following:
<ComponentIonDefense>1
<CrewRequirement>10
<ReactorEnergyOutputPerSecond>54
<ReactorEnergyStorageCapacity>90
<ReactorFuelResourceId>14
<ReactorFuelUnitsForFullCharge>0.21

None of these values would really suggest or support your theory about capacitors, power draw ceiling etc cause if I only add one Reactor to a large Space Port I still satisfy the Reactor check but with 54 Energy Output I go nowhere so I add 5 or 6 Energy Collectors for 500-600 Energy. Still the Energy Graph in the builsd screen is NOT accounting for it so one has to manually calculate max power draw and add enough collectors.

The current setup is not fully implemented and coherent it seems.
Reactors should be redundant for Stations and the Energy Graph should accout for Energy Collectors and show correct values when it comes to max power draw. ;)
Conquest: Terran Frontier Wars - Return to Terra (Terran Campaign DLC) Summer 2025
https://www.matrixgames.com/forums/view ... 9&t=403676
Image
Xmudder
Posts: 233
Joined: Sun Feb 14, 2010 10:13 pm

Re: Attack of the Rift Striders

Post by Xmudder »

I tried to manually build mining stations without reactors and fuel storage. It would not let me. The error I got was "Must have Reactors. Must have Fuel Storage"

My rebuilt mining stations had a long range beam in the L slot (instead of PD) and 3 torpedoes in the S slots, plus a PD, and a fighter bay, and 2 static energy collectors. It was able to kill a 1k rift strider, but was killed by a 4k rift strider.

I used to have over 200 mining stations. Now I have 48. No pop up when they die, either.
ChrisGb
Posts: 74
Joined: Thu Mar 21, 2024 8:10 pm
Location: Spain

Re: Attack of the Rift Striders

Post by ChrisGb »

Xmudder wrote: Sat May 31, 2025 11:22 pm I tried to manually build mining stations without reactors and fuel storage. It would not let me. The error I got was "Must have Reactors. Must have Fuel Storage"
of course, because the issue with the fuel and stations for energy was not adressed in a coherent but in a provisional way, all the underlying mechanics and dependencies have not been deleted/changed > like check for fuel and reactors when building mining/research/monitoring stations nor the energy chart in the build screen does account for energy collectors when calculating the max energy needed with weapons, shiedls etc if I recall correctly.
My understanding is that these dependencies are probably tied in a static way to the shipbuilder and cannot have ex exceptions at this point.

Also when the Striders appear do not let them roam into your empire, they are way to powerful for any mining station. Place a big enough fleet (powerful enough!) at the rift (2 Battelcruiser & 2 Battleships) with "Evade" & "Same System" and loads of long range missile to keep the appearing Striders at bay and end them before they start jumping to other systems.
Have a second equal fleet ready at nearest starport as your Strider Annihalation Force will get damaged no matter what so you have a relief force while one goes for repair.

This worked really well for me so I had no dmg by Striders till the Shakturi arrived.
However it may well depend on your tech level and at which point in the game the Shakturi are set to appear.
Conquest: Terran Frontier Wars - Return to Terra (Terran Campaign DLC) Summer 2025
https://www.matrixgames.com/forums/view ... 9&t=403676
Image
arvcran2
Posts: 2901
Joined: Fri Dec 11, 2020 3:17 pm

Re: Attack of the Rift Striders

Post by arvcran2 »

I wonder what Shakturi and lord of the rings have in common ...
Post Reply

Return to “Distant Worlds 2”