Game Stopper

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Erik Rutins
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RE: Game Stopper

Post by Erik Rutins »

ORIGINAL: Yarasala
@Erik: when you are at it, is there a possibility to refine the troop handling some more? Right now it seems the auto AI recruits a lot of troops (some 8 or 10 or so) at the home planet, but only one everywhere else. For one that makes it quite difficult to refill your troop transports if far away from home, because although you can recruit your own troops and leave automation on, most of the time I only think of that when a troop transport arrives at a planet and there are not enough troops ...

Actually, this has already been improved in the current 1.0.4.6 public beta.
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Yarasala
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RE: Game Stopper

Post by Yarasala »

ORIGINAL: Canute
Right now it seems the auto AI recruits a lot of troops (some 8 or 10 or so) at the home planet, but only one everywhere else

Not true, it looks like the AI recruit troops depend on the population on a planet.
On any AI empire planet with high population i encounter 6-11 troops so far.
New colonies got 0 troops.
Ok, I did not play enough to have reliable information about that it seems.
Still, my suggestions hold, since I want to be able to set troop recruitment independent of population.
Troop transports keep the "load troops" order until they are full.
You should try to give the troop transport the Load troop command, then turn it on automatic. After a while he is full. Better dont put it into a fleet.
Good to know as a workaround for now. But I tend to lose track of ships that move away from the locations I ordered them to.
Fishman
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RE: Game Stopper

Post by Fishman »

ORIGINAL: Erik Rutins

Technically, your troops didn't "defect". Rather they were slaughtered while trying to hold back the planet-wide rebellion and their equipment procured by the rebels to equip their own units.
If that's so, why are the defending units YOUR race instead of theirs?
ORIGINAL: Erik Rutins

Right now, when a planet rebels, it takes over any enemy troops that are in place, but we should model this in more detail as there are situations where with a large enough garrison a rebellion should a real chance of failing and where there should also be time after the planet has "switched" for the troops to continue fighting and possibly escape the planet if they are losing. What I'd like to see in the long run is for rebellious planets to generate their own troop/militia units that actually fight your garrison for control of the planet.
That shouldn't actually be difficult: If a rebellion occurs, the planet immediately switches sides and gains a rebel militia, with your existing garrison as the invaders. If your garrison successfully "invades" the planet, you retake the planet and put down the filthy rebel scum. Otherwise they are killed and the rebels keep the planet.
taltamir
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RE: Game Stopper

Post by taltamir »

ORIGINAL: Yarasala
- Troop transports keep the "load troops" order until they are full. For that they stay at the planet where they began loading troops although that may last longer than going somewhere else but prevents them from scattering and moving far away in search of troops. Or even better, make it two separate commands so that the player (and the AI) can decide according to the situation at hand.

how about they do go to other planets, but then come back?

So, say I order my troop transport near Sol3 to load troops... it loads 3 from Sol3, then 2 from alpha centauri, then 5 from planet X, and so on... and when its finally full, it comes back to the point where it originally was, near sol3.
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gijas17
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RE: Game Stopper

Post by gijas17 »

I find that total destroying an race causes a civil war and a division in my empire even playing as a military dictatorship? I can handle a colony in a enemy system revolting due to take-over but I find that my own home colonies rebel far to often though its usually related to my funds draining or declaring war in the galaxy with several races at once. Still learning the "cause and effect" factors in this game and coming from GC 2 and the AI in that game didn't help.
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gargoil
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RE: Game Stopper

Post by gargoil »

ORIGINAL: gijas

I find that total destroying an race causes a civil war and a division in my empire even playing as a military dictatorship? I can handle a colony in a enemy system revolting due to take-over but I find that my own home colonies rebel far to often though its usually related to my funds draining or declaring war in the galaxy with several races at once. Still learning the "cause and effect" factors in this game and coming from GC 2 and the AI in that game didn't help.

First, understand that the biggest factor that is destroying your planets morale is that you are attacking and killing a race that is living on your planets. They don't like it, and just becasue you are a dictatorship doesn't make them like you anymore for it.

Second, you know you can manually adjust tax rates do counter unhappiness, right?

Edited for spelling.
Yarasala
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RE: Game Stopper

Post by Yarasala »

ORIGINAL: taltamir
ORIGINAL: Yarasala
- Troop transports keep the "load troops" order until they are full. For that they stay at the planet where they began loading troops although that may last longer than going somewhere else but prevents them from scattering and moving far away in search of troops. Or even better, make it two separate commands so that the player (and the AI) can decide according to the situation at hand.

how about they do go to other planets, but then come back?

So, say I order my troop transport near Sol3 to load troops... it loads 3 from Sol3, then 2 from alpha centauri, then 5 from planet X, and so on... and when its finally full, it comes back to the point where it originally was, near sol3.
Not ideal in my eyes (because when I urgently need troops and would also take a partially loaded transport I would still have the problem that the ships would not be where I expected them to be), but I could live with that.
taltamir
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RE: Game Stopper

Post by taltamir »

ORIGINAL: Yarasala
ORIGINAL: taltamir
ORIGINAL: Yarasala
- Troop transports keep the "load troops" order until they are full. For that they stay at the planet where they began loading troops although that may last longer than going somewhere else but prevents them from scattering and moving far away in search of troops. Or even better, make it two separate commands so that the player (and the AI) can decide according to the situation at hand.

how about they do go to other planets, but then come back?

So, say I order my troop transport near Sol3 to load troops... it loads 3 from Sol3, then 2 from alpha centauri, then 5 from planet X, and so on... and when its finally full, it comes back to the point where it originally was, near sol3.
Not ideal in my eyes (because when I urgently need troops and would also take a partially loaded transport I would still have the problem that the ships would not be where I expected them to be), but I could live with that.

Currently the only command under "load troops" is "in nearest planet". It should be removed and replaced with two commands:
1. "until full" - load troops until full then return to location it was in when the command was initially given
2. "within this system" - where it only loads troops within this system and doesn't leave it.

I can see cases where both are useful.
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Shark7
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RE: Game Stopper

Post by Shark7 »

ORIGINAL: taltamir
ORIGINAL: Yarasala
ORIGINAL: taltamir



how about they do go to other planets, but then come back?

So, say I order my troop transport near Sol3 to load troops... it loads 3 from Sol3, then 2 from alpha centauri, then 5 from planet X, and so on... and when its finally full, it comes back to the point where it originally was, near sol3.
Not ideal in my eyes (because when I urgently need troops and would also take a partially loaded transport I would still have the problem that the ships would not be where I expected them to be), but I could live with that.

Currently the only command under "load troops" is "in nearest planet". It should be removed and replaced with two commands:
1. "until full" - load troops until full then return to location it was in when the command was initially given
2. "within this system" - where it only loads troops within this system and doesn't leave it.

I can see cases where both are useful.

I second this. The current method is tedious. Or a third option, when automated, they fly around picking up troops until full, then go park themselves until needed. Then you can take them off automation to attack, but put them back on and let the AI take care of loading troops for you.

Also an option in the fleet screen to 'LOAD TROOPS' from that screen instead of having to choose each ship individually.
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taltamir
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RE: Game Stopper

Post by taltamir »

ORIGINAL: Shark7
I second this. The current method is tedious. Or a third option, when automated, they fly around picking up troops until full, then go park themselves until needed. Then you can take them off automation to attack, but put them back on and let the AI take care of loading troops for you.
sometimes I will see them doing it when automated, but often they just sit there doing nothing. I don't know what determines which ship would do so and which ship would not.
Also an option in the fleet screen to 'LOAD TROOPS' from that screen instead of having to choose each ship individually.
That would be useful.
I do not have a superman complex; for I am God, not Superman.
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Shark7
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RE: Game Stopper

Post by Shark7 »

ORIGINAL: taltamir
ORIGINAL: Shark7
I second this. The current method is tedious. Or a third option, when automated, they fly around picking up troops until full, then go park themselves until needed. Then you can take them off automation to attack, but put them back on and let the AI take care of loading troops for you.
sometimes I will see them doing it when automated, but often they just sit there doing nothing. I don't know what determines which ship would do so and which ship would not.
Also an option in the fleet screen to 'LOAD TROOPS' from that screen instead of having to choose each ship individually.
That would be useful.

Seems I found a decent work-around. Pick a home planet for your transport fleet. Make that planet one of your bigger ones, with full support facilities (starport etc), and preferably of your strongest troop race. Manually build up 20-30 troops for the planet. As the transport fleet is stationed there, it will pick up the excess troops automatically. It seems to work fairly well, but still requires a bit of micro-management (recruiting the troops manually).
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AMF
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RE: Game Stopper

Post by AMF »

It is totally ridiculous that we can't effectively slaughter alien populations without massive civil morale hits. I mean, not to put too fine a point on it, but the only race that we know about, Humans, have had no problem in their history slaughtering millions of each other with little morale hits. It's not too hard a leap to realize that if we can "de-humanize" each other enough to allow that, then we could easily make excuses for killing millions or billions of aliens on distant worlds.

I mean, genocide is not my chosen tactic to deal with alien races in DW, but if Hitler, Stalin, and Mao could do it to fellow humans, I should certainly be able to get away with doing it to aliens, no?

Hope this example isn't in poor taste. Just wanted to point out the illogic I see.
cmdrnarrain
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RE: Game Stopper

Post by cmdrnarrain »

I'm with you.  Isn't one of the 4x's exterminate?  I'm pretty sure it isn't subjugate.   I'm currently playing the Evil Bugs (Boskata?) with Hive Mind but still my people are really unhappy because I'm at war.  Now one of the alien's I'm at war with is another Boskata empire, but what can I do, two out of the 6 random opponents are Boskata. 
 
  
"Good, evil... I'm the guy with the World Destroyer"
taltamir
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RE: Game Stopper

Post by taltamir »

ORIGINAL: AMF

It is totally ridiculous that we can't effectively slaughter alien populations without massive civil morale hits. I mean, not to put too fine a point on it, but the only race that we know about, Humans, have had no problem in their history slaughtering millions of each other with little morale hits. It's not too hard a leap to realize that if we can "de-humanize" each other enough to allow that, then we could easily make excuses for killing millions or billions of aliens on distant worlds.

I mean, genocide is not my chosen tactic to deal with alien races in DW, but if Hitler, Stalin, and Mao could do it to fellow humans, I should certainly be able to get away with doing it to aliens, no?

Hope this example isn't in poor taste. Just wanted to point out the illogic I see.

I agree, it is not how I like to play, but the penalty for nuking a planet from orbit right now is that everyone in the galaxy declares war on you and half your planets and fleets split off from you in civil war. (forget about genocide inside your own planets).
Heck, nuking a planet from orbit isn't even genocide, its the slaughtering of millions, but many times that amount could be living comfortably in planets you control... and it should be doable as an intimidation.
I do not have a superman complex; for I am God, not Superman.
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