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Author Topic: Distant Worlds 2  (Read 70438 times)

Undercovergeek

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Reply #315 on: April 25, 2022, 03:30:20 PM
Had my first ship out of fuel after getting damaged fighting a space beastie - do you simply build a fuel tanker and send it there? Does it auto fill with fuel - if i left it on auto would it take fuel to the stricken ship - which somehow after 30 mins sorted itself out and flew off anyway!

And after about 8 hours gaming now, and exploring maybe 15 systems i still havent found a suitable colony if im sticking to the 20% rule - this sound normal?



Huw the Poo

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Reply #316 on: April 25, 2022, 04:50:29 PM
Had my first ship out of fuel after getting damaged fighting a space beastie - do you simply build a fuel tanker and send it there? Does it auto fill with fuel - if i left it on auto would it take fuel to the stricken ship - which somehow after 30 mins sorted itself out and flew off anyway!

Tankers are busticated to be honest. Ship to ship refuelling just sucks, the implementation is horrible. Ships without fuel can still travel at 33% speed, so if you try to send a tanker to it, it will play an endless game of warp in, fail to catch up, go back to warp to try again. Repeat until both ships reach the destination anyway. All you do is tie up two ships instead of one.

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And after about 8 hours gaming now, and exploring maybe 15 systems i still havent found a suitable colony if im sticking to the 20% rule - this sound normal?

That does sound a bit on the unlucky side, although by the time I shelved the game in my latest run, I'd only found one other suitable planet.



Yskonyn

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Reply #317 on: April 26, 2022, 02:56:15 AM
Tankers were / are pretty broken indeed .

Last two patches (iirc) there has been some fleet behaviour fixes, but havent been able to check what their status is yet.

Fleet and Tanker behaviour is on the priority list however, so we should see improvements coming fairly soon.

15 systems and only one suitable colony sounds unlucky. But it has to be said that DW2 has made it more difficult to colonize without spending research first as well. Check your techtree.


Martok

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Reply #318 on: April 26, 2022, 03:42:44 AM
Fleet and Tanker behaviour is on the priority list however, so we should see improvements coming fairly soon.

Not for at least another two weeks, I bet.  (Though for players' sakes, hopefully I'm wrong.) 



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


Undercovergeek

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Reply #319 on: April 26, 2022, 08:13:54 AM
Dear Lord someone help me…….

I’ve designed ‘support frigate’ all sexy torpedos and missiles, set to cautious to sit at the back and launch the doom

Then I ‘copy as new’ and create the ‘close in frigate’ all ion cannons and in your face, set to aggressive but this overwrites the support frigate so do it again and it overwrites the other way…… sob

How do I make 2 different frigates 



ojsdad

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Reply #320 on: April 26, 2022, 11:16:40 AM
By default, the list of ship builds is set to Latest.  Change your filter to Buildable.  Also, you should see both available at one of your shipyards.


Here at ACD, we all pee the same color.


Yskonyn

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Reply #321 on: April 26, 2022, 12:01:45 PM
If you want several models of the same type be sure to disable auto upgrades and auto retrofit.


Undercovergeek

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Reply #322 on: April 26, 2022, 04:02:44 PM
Yeah it worked thanks

And the missile boats stood off which made me smile



Martok

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Reply #323 on: April 26, 2022, 04:44:11 PM
Version 1.0.3.7 has gone live (I noticed my game just updated): 


https://www.matrixgames.com/news/distant-worlds-2-latest-update-1037




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Here's what's new:

CRASH FIXES
- reduced likelihood of hangs before autosaving
- added fix for rare memory corruption when animating space creatures
- fixed crash when adding diplomatic incident
- fixed crash when updating ship engine exhaust
- fixed crash when calculating ship collision avoidance
- fixed crash when resolving character mission location description
- fixed crash when drawing troop summary
- fixed crash when determining resource prices
- fixed crash when determining fleet systems within engagement range
- fixed crash when evaluating threats to ship or base
- fixed crash when fixing ships in a location
- fixed crash when updating location for fighters onboard a carrier
- fixed crash when rendering message
- fixed crash when firing weapons
- fixed crash when rendering character traits
- fixed crash when determining retrofit resources for a ship or base
- fixed crash when finding nearest refuelling point
- fixed crash when drawing empire relation in diplomacy screen
- fixed crash when determining empire mining targets
- fixed rare crash when loading some older savegames
- fixed crash when switching camera modes
- reworked some rendering to further minimize DXGI_ERROR_DEVICE_REMOVED crashes
- fixed crash when evaluating threats
- fixed crash when calculating location visibility level
- fixed crash when rendering research screen
- fixed crash when examining recent trade deals
- fixed crash when extracting resources
- fixed crash when identifying independent repair bases
- fixed crash when fulfilling resource orders
- fixed crash when sorting items while determining mining targets
- fixed crash when executing action
- fixed crash when calculating construction yard wait time
- fixed crash when identifying refuelling points
- fixed crash when rendering ship or base summary
- fixed crash when drawing construction yard summary
- fixed crash when updating ship engine exhaust
- fixed crash when preparing ship for retrofit
- fixed crash when changing ship empire
- fixed crash when obtaining fleet template designs per role
- fixed crash when auto-assigning scout mission to exploration ship
- fixed crash when launching assault pod
- fixed crash when updating user interface controls
- fixed crash when refreshing graphics setup
- fixed crash when checking whether ship is in battle
- fixed crash when checking for appearance of hive threat
- fixed crash when completing ship command
- fixed crash when planet removed in game editor
- fixed crash when calculating ship collision avoidance
- fixed crash when drawing system exploration data
- fixed crash when drawing system summary
- fixed crash when editing bonuses in game editor
- fixed crash when drawing research button
- fixed crash when updating tourism/migration/resource flow data
- fixed crash when adding diplomatic relation incident
- fixed crash when rendering creature effects
- fixed crash when rendering map overlay buttons
- fixed crash when reviewing army templates
- fixed crash when updating character bonuses
- fixed crash when processing ships and bases
- fixed crash when inflicting ion damage from nebula storms
- fixed crash when removing weapon blast from location
- fixed crash when ship unloads passengers
- fixed crash when generating new character
- fixed crash when building facility
- updated Harmony library to resolve some problems

PERFORMANCE IMPROVEMENTS
- improved general performance, especially in very large games
- further adjustments to some map overlays to improve performance (long range scanners, exploration, diplomacy)
- added new default system badge mode (Basic) with smaller, simplified badges when zoomed out to galaxy level. Extended mode is same as previous Basic mode
- improved general performance relating to fleet operations
- fixed occasional hang when fleets bombard colonies
- fixed occasional performance 'stuttering'
- fixed ship movement sometimes being jerky when zoom into same location
- improved rendering performance for map overlays: exploration, diplomacy long range scanners

SYSTEM BADGES AND MAP OVERLAYS
- fixed clickable regions for new basic system badges
- ensure map buttons retain highlight state when apply changes to graphics settings
- altered map overlay buffer format (long range scanners, exploration, diplomacy) to improve overlay opacity and visibility

SAVEGAMES
- updated autosave timer logic to ensure save at specified intervals. Reminder that paused time does not count towards autosave interval
- now check for low disk space when saving game and send warning message if needed
- more graceful handling of savegame failures for whatever reason

OTHER CHANGES
- fixed slow initial zoom-in when start new game
- now purge old low-priority empire messages
- altered texture streaming memory budget to be more generous when no shared system memory allocated
- waypointing ships now properly slow to a stop while waiting for other fleet ships to arrive
- fixed bug when performing jump pathfinding
- fixed colony bombardment ship range when colony has long range defensive weapons (previously ships were too cautious to approach colony when tactics were Evade)
- updated values for planetary shield facilities
- data fixes to allow planetary destroyer to be built again
- fixed Load Fleet Template dialog to properly load from FleetTemplates sub-folder (same folder as Save Fleet Template)
- exploration and diplomacy map overlays now auto-enable when in relevant UI area
- long range scanner, exploration and diplomacy map overlays now more opaque
- The resource and credit discount on Planet Destroyer hulls has come to an end
- Ship hull fixes for certain freighters and transports
- Fixes to component data typos and some tweaks some of which affect the permissible slot sizes for certain late game weapons
- Additional story event fixes
- Fixes for some facility upgrade issues due to incorrect IDs in the facility data



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


Undercovergeek

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Reply #324 on: April 26, 2022, 04:50:05 PM
New update keeps switching on diplomatic and exploration filters - switch off - switches on again

Not the end of the world



Undercovergeek

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Reply #325 on: April 26, 2022, 05:10:05 PM
I’ve finally found a planet at 18 but it’s too far away to colonise(?) - there’s a range limit - tears of sorrow




Yskonyn

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Reply #326 on: April 27, 2022, 01:44:55 AM
I have had one or two starts like that. Just restart man. Its no fun.


Martok

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Reply #327 on: April 27, 2022, 07:58:07 PM
Agreed.  For all that the Distant Worlds series is less about colony-spamming than most 4x games -- a fact I genuinely appreciate -- you're still ultimately at a disadvantage if you can't spread from your homeworld *at all*. 


"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


Undercovergeek

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Reply #328 on: April 27, 2022, 09:21:21 PM
I wish I could see what starting parameters I set

If I go back to start new game I thought it might have my last choices saved but I don’t think it does I’m wondering if I clicked rare for similar planets

I’ve found the in game editor and can simply plop a decent planet halfway between me and the proper one - just feels a bit dirty - I’ll research the colonisation options for living on different planets - see how we do 



Martok

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Reply #329 on: April 27, 2022, 10:16:34 PM
I wish I could see what starting parameters I set

If I go back to start new game I thought it might have my last choices saved but I don’t think it does I’m wondering if I clicked rare for similar planets

Hmm.  I just checked, and DW2 saves my previous game settings, so it *should* be doing the same for you as well.  Odd. 

I kept habitable planets on the default setting, so as to hopefully experience the game in as "balanced" a state as possible. 



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike