Ships with the majority of their damage output at around 300 range and shorter should be set to Point Blank stance for both weaker and stronger enemies. I have been playing Distant Worlds for a few days non-stop now. Hand crafted and purpose built fleets almost always outperform AI designs, but it is very time consuming and if you play the game well you will usually pull far ahead in wars anyways since the AI pretty much sucks at fleet … I put this link in the other DW thread, but wanted to drop it here as well since it changed my DW playing life. http://www.matrixgames.com/forums/tm.asp?m=3508583. Layers- Have each class just be a larger version of the last. They will do significantly less damage at All Weapons. The planet is considered to be unprotected by this destroyer, so another destroy gets assigned this task. More construction yards mean you can build more ships at the same time. Smaller ships should be given more armor compared to large ships to give them more time to escape after their shields go down. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. The series debuted in March 2010 with a first release offering a huge living universe with a lot of things going on, but also a lot of problems.So, I could only recommend the game to hardcore fans of 4X sci-fi gaming at release time, and even there not … What I mean is, there are some strategic choices, some opportunities for long range planning, and some of the underlying game design that remind me of some of Matrix's … Resort bases also, its not clear how much space you should actually put on the things for storage of the people visiting? Ion weapons attack weapons, engines and hyperdrives. Passenger Ships are private (AI control) ships used to move the citizens of your empire around. This is where I recommend starting your DW experience. Press question mark to learn the rest of the keyboard shortcuts. Mod can be found here, I use the 1.04 version since the 1.05 uses another Mod set I don't want to use: http://www.matrixgames.com/forums/tm.asp?m=3647528, Edit: Here are the specific changes made to the weapons, link to the changes here: http://www.matrixgames.com/forums/tm.asp?m=3650767&mpage=1&key=railgun, New comments cannot be posted and votes cannot be cast, More posts from the DistantWorlds community. I try to go back to GalCiv and MoO once in a while, but nothing matches the scale and minute level of control that Distant Worlds … Have you tested this yourself? Having one on each ship might cause shortages and halt shipbuilding. Distant Worlds : Universe. 1 Welcome to the Distant Worlds wikia! In no particular order- (allows shields to start charging) Command Center Reactor Shields Fuel Cells. On Monday, it might be an RTS or a … The game appeared on the Steam platform on May 23, 2014 under the name Distant Worlds: Universe… A shipyard with 50 construction yards can build 50 ships at once, whereas a shipyard with only 1 construction yard can only build one ship at a time. It does, but I think it's better to focus on either recharge rate or total strength. This may be good or bad, depending on what you want them to do. Energy Collectors belong on stations, and that's that. Distant Worlds was released on March 25, 2010. The order that components show up on the list is the order in which they will be built during construction. The assumption is that you have a basic understanding of how the game works. However their lack of range, their lack of power and their lack of accuracy tends to be a pain and all you eventually get back for it is bombard ability but a low figure. Their penalty to armour hurts a bit but only if you are looking at cold hard damage numbers, they have much longer ranges than other weapons (as noted earlier) this means that you have a greater threat range and sometimes you can attack static targets without even having to worry about fighter drones and even get a salvo or two off before the enemy is close enough to hit back, fleeing targets are also potentially going to be in your range for longer as well. I don't even bother with ion defense because the fighters and bombers are doing everything, right? Saica-Fox. 103 likes. Spam it and nothing else. ... big ass ship but it doesnt have warp capabilities. The number of components an Ion weapon knocks out is dependent on the size of the components it hits (random components are hit). By using our Services or clicking I agree, you agree to our use of cookies. A ship with around 6 cruise speed and lower will have difficulty catching up to some planets and moons to refuel/dock. I use a Mod called the "AI Improvement Mod". However, if the enemy has more than one Ion Weapon, the Ion Defense won't be able to absorb it because it has been disabled by the other Ion shot, so having only one Ion Defense will not protect you from multiple weapons. Screenshot gallery Games like Ancient Space. Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Migrants will get moved from well-established colonies to newly-built ones and Tourists will visit Resort Bases. This page is powered by a knowledgeable community that helps you make an informed decision. They only work when a ship is stationary and inside the bounds of a solar system or gas cloud. In my games I tend to fully automate ship design until mid to late game, and then I typically only design capital ships and carriers to use in my attack fleets. But if you are bombarding you need a lot of them to get the deed done quickly and thus might as well use the dedicated bombarding weapons instead. http://www.matrixgames.com/forums/tm.asp?m=3647528, http://www.matrixgames.com/forums/tm.asp?m=3650767&mpage=1&key=railgun. Realistic- design a different ship for each class and have swarms of escorts defending your cruisers and capitol ships. Yea, he's saying the same thing I did, just in a different way. A Teekan Spaceport in orbit around a planet We’ve been working on Distant Worlds 2 for more than four years now and we thought it was time to start giving you a few peeks behind the curtain. I'm talking like 2-3 each of just point defense, tractor beams, and rail guns. One thing to note is that for military ships, it's always most efficient to design ships that are the maximum size you can build. Saved. Press J to jump to the feed. A blaster at size 5 takes 5 damage. This is because there are certain components you only need one of on each ship (command center, hyperdrive, damage control, targeting). I try to go back to GalCiv and MoO once in a while, but nothing matches the scale and minute level of control that Distant Worlds offers. Actually I did think about it, but for some reason I decided not to. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Railguns just don't have much going for them, in the early game I guess they have merit is spooking off pirate ships (provided they don't have repair components, some mods give them repair components early) because of their chance of skipping shields and doing component damage. 1.1 CodeForce Blurb 1.1.1 MMOG scale, 4X depth, RTS simplicity 1.1.2 A Galaxy with a heartbeat... 1.1.3 Private enterprise leads the way 1.1.4 Do things your way 1.1.5 Play the game your way 1.2 Latest activity Greetings all! Shakturi Allies Major Set I do not know if the Shakturi Allies came from a distant galaxy like the Shakturi or if they were residents of the game galaxy that allied themselves with the invaders but I chose to use a shipset from Sins of a Solar Empire again to emphasise … Mod Details Here 6 Jun 2018 Sabranan's Modding Tool For Distant Worlds Universe - Revision 13 -----This tool will help you create your own mod in Distant Worlds Universe. This is a very basic introduction to a few concepts in Distant Worlds Universe. Compared to other weapon types Missiles have the longest of ranges of the default weapon types, they aren't the best for DPS but you can make them work for you. For my next game I wanna try using Railguns and Missiles to see how they fare, but I wanna know how people use Railguns and Missiles and whether it is worth researching to highest tier. Whether they want simplicity and brute efficiency or a flavorful navy. The only detail I'll examine is that this mod also buffs Railguns and Missiles to be far more competitive, while they are still weaker in comparison to other later game tech's they are nonetheless less punishing to use. Clones- pick a random class and design a multipurpose ship. All that said, you can win with any of the weapons and any of the governments/ species some combinations are obviously going to be closer to a deity or super hard mode but the better at the game you become the easier some combinations will be for you to use (Like Atuuk Despots). Theirjob is to patrol, defend and attack. Their little 4 ship strike forces are patently useless, especially when pirates are sending groups of 8-10 ships at a time. I'm currently playing two games: Lemerian (Amphibian with Super Laser), and Ackdarian (Asari-equivalent of Mass Effect). Game: Distant Worlds Universe … CHANGELOG [+] new content/feature [-] update/fix. When you get to the point where you're invading a heavily defended world with a big space port and multiple defense stations and they all have like 10 Ion cannons, putting 10 Ion Defense on each of your troop ships costs 20 size, definitely a doable trade-off. Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. http://www.matrixgames.com/forums/tm.asp?m=3508583 It addresses ship building (among many other things) and is a great read in conjunction with the worthy effort by the OP (great job, man). Distant Worlds in-depth ship design guide. Tractor beams to push large stuff away and rail guns for small, mobile stuff that happen to slip by the bigger ships. So I guess I disagree a bit on the "Layer" philosophy. Overcome overwhelming odds and fight for your life and the survival of your ship and its crew. Silicon, Polymer and Chromium to be exact. The example ship design schools are just to give players that have trouble coming up with designs a framework to work with. I guess I'll post both when I do the fleet part tomorrow, with a link from here to there to get 4Xers over there. Cookies help us deliver our Services. With the popularity of the game the past week or so on here, I finally started writing a game guide, giving you my ~500 game hours of experience (that sounds like a lot, but there's still so much I don't know about this gigantically complex game). Distant Worlds: Universe looks like a 4X game, but it wears many masks. Universe is also the ultimate collectors edition, the first time all previous Distant Worlds releases have been included in one package, along with an updated manual and greatly expanded modding support. Distant Worlds was released on March 25, 2010. Therefore you need more than just a couple to defend against multiple Ion weapons. They will not try to escort freighters when on automatic. Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. The Shakturi ship set is based upon work of user Kalthaniel from the Matrix Games Distant Worlds forum. Thanks! I try to go back to GalCiv Distant Worlds has ruined me for other space-based 4X-strategy games, which is a genre I love more than any other. The Ion Defense will adsorb the attack by the Ion Weapon at all but the shortest of ranges due to damage drop off. One other thing to keep in mind is how ship classes behave when automated. Hope it helps others as much as it helped me. I'm currently playing two games: Lemerian (Amphibian with Super Laser), and Ackdarian (Asari-equivalent of Mass Effect). It should come as no surprise that the only component they need beyond the basic ship set is a Cargo Bay - Small, Standard, or Massive, as your technology permits. 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