New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Played Humans and when I had learned Tactical Interceptor they got AI carrier design. Launched Ackdarians new game with advanced technology - they had a design. Maybe, a design creates not always? [8|]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
After a days playing my views.
10x10 sector map
Long journeys are still causing some issues with small freighters traveling at 0 speed as they just do not have the fuel reserves to reach.It's Improved a lot from the release version.
Long range sensor base seems to have gone from default design so how does the A.I empires have sensor coverage?.
New colonies border territory takes to long to expand and still causes messy maps with various empire colonies all over the place..Only the homeworld seems to have any territory infuence of any worth.New colonies need to expand territory much quicker to counter messy borders.
Explorer ships do not understand that space monsters are the enemy.
10x10 sector map
Long journeys are still causing some issues with small freighters traveling at 0 speed as they just do not have the fuel reserves to reach.It's Improved a lot from the release version.
Long range sensor base seems to have gone from default design so how does the A.I empires have sensor coverage?.
New colonies border territory takes to long to expand and still causes messy maps with various empire colonies all over the place..Only the homeworld seems to have any territory infuence of any worth.New colonies need to expand territory much quicker to counter messy borders.
Explorer ships do not understand that space monsters are the enemy.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
I concur with Ashbury's points after a day of playing. I'd especially like to see influence borders expand quicker.
- Gelatinous Cube
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
ORIGINAL: WiZz
Played Humans and when I had learned Tactical Interceptor they got AI carrier design. Launched Ackdarians new game with advanced technology - they had a design. Maybe, a design creates not always? [8|]
Ackdarians get larger ships by default, which means they get some designs sooner.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
First... Great Game. It feels a bit like my expirience with Europa Universalis III. Vanilla was an interesting game and with the AddOns it became one of the best games of their genre,
My points with 1.703 (It dont looks like anything of the following was touched with 1.704)Setting: humans, hard, 1000Stars, 15x15 Galaxie, 20 factions)
My points with 1.703 (It dont looks like anything of the following was touched with 1.704)Setting: humans, hard, 1000Stars, 15x15 Galaxie, 20 factions)
- Known Problem also with 1.703: Most of my Freighters travelling without fuel to the end of the galaxie ruined my economy. I solved the problem turning the trade in the policys off, I had no problem with money, so I dont needed any income from trade.
- But one reason that I dont needed any money was that I get nearly every minute a gift from anyone. Sometimes more than my taxes because often the gift was 20.000 Credits. Thats far too much. Perhaps its a bit because of my playstile not rampaging with a millitary dictatorship through the galaxy. But it looks like a cash cow when factions are friendly towards you. Another reason could be that every leader of my republic boosted the diplomacy very much. So you have to do nothing that everyone who is not a bug loves you.
- In both of my games there were the insectoids on the one side (in one case in addition with a reptillian race) and the rest with mutual defensive pacts with each other on the other side living in perfect harmony. So every war became a world war with everyone involved. But because of the multi-front wars for everyone the wars were often very short, seeing not much action.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Agree with El Vis on the gifts. I get them all the time.
Also, we can see if pirate bases are in a system by clicking on the system on the main view screen... without having sent a ship in to check first. Must be a bug?
Also, we can see if pirate bases are in a system by clicking on the system on the main view screen... without having sent a ship in to check first. Must be a bug?
- RooksBailey
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
ORIGINAL: El Vis
[*]In both of my games there were the insectoids on the one side (in one case in addition with a reptillian race) and the rest with mutual defensive pacts with each other on the other side living in perfect harmony. So every war became a world war with everyone involved. But because of the multi-front wars for everyone the wars were often very short, seeing not much action. [/ul]
This is something I've been noticing, too. It's hard to draw conclusions with a game like DWL, where there is so much randomness and different starting conditions from game to game, but I've always had the general impression that the AI in the game is generally too reluctant to go to war, and when war is declared, it seems to be more of a smash and grab than an epic knock down - drag out fight. I was hoping the new spheres of influence would create greater friction, but I really haven't seen that. I don't know what the solution is, but I would like to see a more aggressive AI across the board.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
I think also that AI Empires are too passive.
Maybe they should crave for more luxury and make luxuries more scarce. Scarce I mean more source but less productivity.
Maybe they should crave for more luxury and make luxuries more scarce. Scarce I mean more source but less productivity.
~ Full and Warm ~
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Wrong, Carrier and Resupply ships arn't based on Size, they are based on research. You can made very tiny carrier with just 1 fighter bay or max them out at the ship size limit.Ackdarians get larger ships by default, which means they get some designs sooner.
And any race should have Carrier and Resupply ships by default at the Design list, even they can't build them.
the AI in the game is generally too reluctant to go to war, and when war is declared, it seems to be more of a smash and grab than an epic knock down
When you start next time a new game, increase the aggresion to max, maybe you notice a different.
But when you dont encount a race that hate your Race and your goverment, and if you smash alot pirate bases the other races don't have a reason to attack you.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
ORIGINAL: El Vis
First... Great Game. It feels a bit like my expirience with Europa Universalis III. Vanilla was an interesting game and with the AddOns it became one of the best games of their genre,
My points with 1.703 (It dont looks like anything of the following was touched with 1.704)Setting: humans, hard, 1000Stars, 15x15 Galaxie, 20 factions)
- Known Problem also with 1.703: Most of my Freighters travelling without fuel to the end of the galaxie ruined my economy.
Seems like having freighters simply not go on trips that would use more than 50% of their fuel would be the way to go. Right now if you click on a Constructor, for example, it shows you the fuel range (if you zoom out), but it's based on using all of the fuel available. The freighters (and probably only the freighers) need to assume they need to make a round-trip to avoid lengthy delays. If such a check was in place, then players would be able to get freighters to make the journey by adding more fuel cells, using a faster hyperdrive, or both.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Something strange happened. All non fleet military ships were heading to mechanoid system.
It happened twice. I had to select them manually stop and refuel to turn them back.
Before that also, I've been warned by mechanoid that I've put my force in their territory, which I did not.
It happened twice. I had to select them manually stop and refuel to turn them back.
Before that also, I've been warned by mechanoid that I've put my force in their territory, which I did not.
~ Full and Warm ~
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
The AI loves to park automated ships in the mech system. I guess it fears you will be bored if you don't get those warnings, and also make sure to keep you on your toes to catch them in the act.
- Gelatinous Cube
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Building a space port near the system does solve the problem! Although it had to be a large one, on a colony that was maybe 1/4 Sector away from utopia. For some reason, every escort i owned in that part of space wanted to go to utopia. Thankfully, you can bribe the Ancient Guardians sometimes (unless they naturally dislike your race and governent, and your rep sucks) when you notice that the modifier for having your ships intruding in their space is getting a little high.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Why would the AI have military ships hang around in Utopia due to lack of a nearby space port? That does not make sense at all.
They have no reason going there in the first place, unless the AI feels some freighter needs protection. And if they go to protect a freighter, they should have the sense to go home once the freighter is gone.
They have no reason going there in the first place, unless the AI feels some freighter needs protection. And if they go to protect a freighter, they should have the sense to go home once the freighter is gone.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
I think I've been getting something similar with all my Explorer ships heading to one enemy controlled (and fully explored) system at the edge of the map.
"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Wonderful with the quick patching going on! I played this game first when it came out, and found it a fun toy to play with for a while. Now, with the expansions applied and some smoothing out, it has turned out to a real diamond. The living universe makes it feel like the spiritual 4x companion to Space Rangers 2.
I also got the automated ships heading to Utopia problem a few times. As I was playing an Ackdarian empire in my last game it sometimes felt like seals trolling orcas, and people that have watched what happens in most orca vs seal confrontations know how that usually turns out.
Building a space port does solve it in most cases, but I agree about being able to set systems like Utopia to no-go zones.
As for the slowboating freighters I don't find it a huge problem to be honest. I have yet to see it tying up so many freighters it causes logistical problems and resource shortages with my empire. They do get where they are going eventually and I find it an interesting logistical problem to try solving with placing spaceports in the right places.
Also, a quick litte suggestion that probably would be quick and very easy to implement is that I would like to have a "None" option for the tax rate settings in the empire policy screen (Making each colony size have "None" in addition to "Low", "Medium" and "High"). I often run my colonies with zero taxes to maximize growth until they have grown quite a lot, and then set the tax rate to some arbitrary number to let them still grow at a decent pace until they max out.
I also got the automated ships heading to Utopia problem a few times. As I was playing an Ackdarian empire in my last game it sometimes felt like seals trolling orcas, and people that have watched what happens in most orca vs seal confrontations know how that usually turns out.

As for the slowboating freighters I don't find it a huge problem to be honest. I have yet to see it tying up so many freighters it causes logistical problems and resource shortages with my empire. They do get where they are going eventually and I find it an interesting logistical problem to try solving with placing spaceports in the right places.
Also, a quick litte suggestion that probably would be quick and very easy to implement is that I would like to have a "None" option for the tax rate settings in the empire policy screen (Making each colony size have "None" in addition to "Low", "Medium" and "High"). I often run my colonies with zero taxes to maximize growth until they have grown quite a lot, and then set the tax rate to some arbitrary number to let them still grow at a decent pace until they max out.
- Gelatinous Cube
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Also, for all those people wondering why they're explorers aren't exploring: Are you at war!?
During war, some of your automated explorers will scout out enemy systems, instead of exploring the map. You can bias the AI towards exploration by changing the exploration priority in the policy settings.
During war, some of your automated explorers will scout out enemy systems, instead of exploring the map. You can bias the AI towards exploration by changing the exploration priority in the policy settings.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
About explorers exploring enemy systems and getting attacked.
Its OK, if some or many of them dies in process of getting info, its really annoying to have all those under attack
sign. Smaller independent under attack notifier would be nice...
Its OK, if some or many of them dies in process of getting info, its really annoying to have all those under attack
sign. Smaller independent under attack notifier would be nice...
~ Full and Warm ~
- Gelatinous Cube
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
My biggest wish for DW is currently to have some kind of checkbox for specific attack popups. For example "Check this box to ignore explorers under attack" or "Check this box to ignore non-fleets under attack" or "Check this box to ignore under attack by pirates" ect.
Pop-ups for attack are vital! But having the ability to parse the information is also pretty swell.
Pop-ups for attack are vital! But having the ability to parse the information is also pretty swell.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Playing still with Legends 1701.
Should the Shakturi sue for peace treaty after the player chose alliance and protect Utopia? Is this a bug? After the alliance is set, the two factions must fight to the death.
Should the Shakturi sue for peace treaty after the player chose alliance and protect Utopia? Is this a bug? After the alliance is set, the two factions must fight to the death.
nammafia