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Origins Game Fair 2024 – featuring the Wargame HQ with the Armchair Dragoons – will be held 19-23 June, 2024 ~~ More Info here

Author Topic: Distant Worlds 2  (Read 70369 times)

Undercovergeek

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Reply #330 on: April 27, 2022, 11:07:13 PM
Hmmm ok I’ll have another look

I know I used the setup in Scott’s guide and he opts for rare - I’m sure I’d look at that and think nah and the options are the default by the look of things - it may just be a bad setup but I want to carry on - it’s a learning game



Undercovergeek

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Reply #331 on: April 29, 2022, 05:35:32 AM
.....and with 'its a learning game' the litte red, behorned, trident carrying martok on my shoulder assuaged my guilt and convinced me to add a compatible moon to colonise between me and the games real offering - and were off to 'learn' about colonising shit



Yskonyn

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Reply #332 on: April 29, 2022, 02:59:26 PM
New beta version out 1.0.3.9 which works on fleet behaviour and refueling.
Its expected to have a few more beta patches before this is pushed to release, but at least know that some fleet behaviour is being looked into at the moment.


ojsdad

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Reply #333 on: April 29, 2022, 06:57:29 PM
A nice 902 MB update. 

Quote
Changes in 1.0.3.9:

PERFORMANCE IMPROVEMENTS
- improved performance when calculating construction yard wait times, especially for large games

FLEETS
- fixed Prepare and Attack fleet missions to properly evaluate need to refuel
- fleets now wait for all fighters to board carriers before hyperjumping
- fighters boarding carriers now move at maximum speed when returning to carrier from far away
- fleets now more careful to have enough available ships when auto-assigning attacks against targets
- fleets more careful about completing attack missions (e.g. raid) when all fleet ships have completed the mission type
- ensure disable action buttons when select fleet of another empire

COLONIZATION, MIGRATION AND TOURISM
- improved selection of queued colonization targets by existing colony ships that already have population loaded. Will now also unload population if necessary so that can load more suitable population from existing colonies
- added new mission type to unload passengers for colony ships with colonists onboard. Access by selecting colony ship and right-clicking on one of your empire's colonies for pop-up mission list
- altered auto-assigned migration missions to prefer higher suitability destination colonies
- tourism missions now properly ignore colony population policy settings (tourism to destinations with policy of Do Not Accept, etc)
- further improved race selection for new colonies, even for independent colonies, i.e. attempt to use most suitable race

OTHER CHANGES
- tweaked default design templates for colony ships and troop transports to maximize chance of sufficient reactor energy output to power hyperdrives at
full speed and thus extend travel range
- fixed exploration ships sometimes pausing exploration of home system when have not yet found fuel source
- fixed black hole vortex range so that exploration ships can properly complete mission
- suppress incorrect initial mouse-up when enter research screen from main view header (would sometimes incorrectly queue the hovered research project)
- fixed faulty weapon damage graph for tractor beams in Ship Design screen
- fixed fighters sometimes incorrectly boarding carriers and then immediately relaunching
- disabled ships (cannot move) no longer count as threats and thus do not show up on threats list or block colonization or construction at the location
- fixed bug where destinations were sometimes failing to receive resources via freighter

ART BUNDLE CHANGES
- fixed various issues in the art bundles with incorrect texture sizes as well as uncompressed or unstreamed texture settings
« Last Edit: April 29, 2022, 07:13:31 PM by ojsdad »

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Martok

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Reply #334 on: April 30, 2022, 05:47:45 AM
^  It does look like a decent list of changes & improvements.  It'll be interesting to see how much of a difference they actually make.  Fingers crossed! 




.....and with 'its a learning game' the litte red, behorned, trident carrying martok on my shoulder assuaged my guilt and convinced me to add a compatible moon to colonise between me and the games real offering - and were off to 'learn' about colonising shit

 :bigthumb: 



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

"I drastically overpaid for this existence." - bbmike


Undercovergeek

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Reply #335 on: April 30, 2022, 06:34:22 AM
My very last game of stellaris included a fleet of cruisers and battleships and 2 carriers that would rather sexily stay at the back and launch a huge wave of bombers to decimate capital ships - I loved it - I hope that can be reproduced here



Martok

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Reply #336 on: May 01, 2022, 03:41:23 AM
Would love to know the results.  While admittedly haven't fought many battles yet, the few I have gotten into mostly felt like general scrums. 


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

"I drastically overpaid for this existence." - bbmike


ojsdad

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Reply #337 on: May 01, 2022, 01:31:03 PM
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

Ok, so my question is, how do you get both types into a fleet design.  I'm only seeing how to add one class of each type.  In other words, I can only attached either my gun escort or my missile escort, but not both

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Undercovergeek

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Reply #338 on: May 01, 2022, 01:39:30 PM
Have you put them in a fleet?



ojsdad

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Reply #339 on: May 01, 2022, 06:45:45 PM
Sorry, should have been more specific.  I'm trying to add a gun class escort and a missile class escort to the fleet template.  I'm not seeing how this can be done.  You can choose either one or the other, but not both.  Or at least from what I'm seeing.

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Undercovergeek

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Reply #340 on: May 02, 2022, 01:56:40 AM
Ah fleet template shenanigans - not been there yet

This thread seems to be full of people with same complaint and it looks like it’s recorded as a bug

https://www.matrixgames.com/forums/viewtopic.php?t=380917

That was March so I guess it’s not high enough up the list yet unless a beta has fixed it



Martok

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Reply #341 on: May 02, 2022, 04:57:35 AM
Yeah, from what I've seen, I don't think that's currently possible (though it obviously should be). 




One of the guys on Explorminate's Discord went on a bit of monologue that highlights a lot of the game's current problems with fleets.  Here's the most relevant/insightful part: 

Quote
First of all, ship tactics set in the design editor are not linked to ships using that design. THis means any changes to tactics have to be done by selecting each ship individually.

The alternative is to override at the fleet level which precludes say a carrier set to evade while an attack ship is set to aggressive

Second is the design of fleets. One design per role isn't enough.

Each design needs to be it's own "line" vs one "line" per role.

Finally the interplay of fleet automation, ship tactics, and fleet tactics are unclear. This leads to single ships retreating when you don't want them to or engaging when you don't want them to, or not engaging at all.

So lets say, early game I want my escorts to run away after popping off missiles before they get hit. I set that in the design

Great.

Now as the game progresses I want my escorts in fleets.

Well, what ends up happening is that the fleet jumps in, and those escorts book it away at the first sign of trouble.

Now to fix this I have to select each escort one by one and change their settings or override at the fleet level.

Another example is setting roles. Either the fleet overrides these as needed or I have to manually change every ship that was built prior to changing the design from Attack to Close Escort

So if I had to wager, the issue isn't with you on setting up fleets, it's with how the systems in DW2 are set up and interact with each other creating significant friction against making ANY changes that don't involve fleet settings or overrides.

The result is a blob vs a fleet with roles






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

"I drastically overpaid for this existence." - bbmike


Undercovergeek

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Reply #342 on: May 02, 2022, 06:05:01 AM
I’ve watched a video that addresses a few issues or at least explains why some things happen and others don’t  particularly the ship behaviour at individual level and fleet level with regards to engagement rules when on auto - I can maybe see a patch in the future that dumbs down the amount of choices you can make here as it’s clear too many is complicating the ai



ojsdad

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Reply #343 on: May 02, 2022, 09:41:40 AM
I’ve watched a video that addresses a few issues or at least explains why some things happen and others don’t  particularly the ship behaviour at individual level and fleet level with regards to engagement rules when on auto - I can maybe see a patch in the future that dumbs down the amount of choices you can make here as it’s clear too many is complicating the ai

Can you link that video.

I think the amount of choices that a provided are good.  But it says a lot that the interface doesn't help the player with getting things right that seems more the issue. 

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Undercovergeek

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Reply #344 on: May 02, 2022, 10:37:31 AM
Sure

https://m.youtube.com/watch?v=-6kbVzHAq9M

Think this is the guy that wrote the famous intro guide