Realistic- design a different ship for each class and have swarms of escorts defending your cruisers and capitol ships. Main fleets, responder fleets, purely defensive fleets, whatever, I'll start. 1. As for fleets, I automate patrol fleets (a few frigates led by a destroyer, or a handful of escorts, they're designed to take care of minor nuisances like space monsters and weak. Is there a maximum and/or optimal number for fleets/strike forces? I've noticed that the AI puts 4 ships in strike forces and 16 ships in fleets. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. These roles do not have any component requirements beyond the generic ship requirements, plus weapons. Late-game escorts are maybe 340 size with 100-150 firepower, a max speed of 70-90, acceleration of 13-15, and turn rate of 50-60. In the templates you can only have one of each type of ship (escort, frigate etc) for each type of fleet (attack, defence and so on): Either a specific design or simply 'Latest design'. I have heard of many strategies that people use to organize their military forces, and I still don't know what the best way to organize your fleets are? How many ships should I put in a strike force, and what should strike forces be comprised of? How many ships should I put in a defensive fleet, and what should defensive fleets be comprised of? How many ships. Post whatever you got. I have heard of many strategies that people use to organize their military forces, and I still don't know what the best way to organize your fleets are? How many ships should I put in a strike force, and what should strike forces be comprised of? How many ships should I put in a defensive fleet, and what should defensive fleets be comprised of? How many ships. putting it on stationary mining bases makes sense and should be done automatically. I usually have a group of ~10 ships (escorts, frigates, and later a couple of destroyers) in a system as a fleet to drive off would be attackers. You can create a fleet template (or use the defense one) in the fleets screen. So looking for a few answers to have clear up some of how the AI works with the military. Battleships: Big Dmg dealer ship Cruiser: Similar but smaller, Destroyer: screening ships to protec bis ship Frigattes: even smaller screening ships to protec big boys Escorts: not part of a fleet, escorting civilian ships But one escort is just too weak to defend against a raiding fleet. So looking for a few answers to have clear up some of how the AI works with the military. Distant Worlds is a vast, pausable real-time 4X space strategy game. New to the game. Iniciar sesión Tienda Comunidad. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet?fleet postures are a part of the fleet automation, if you leave it on then your orders will get overwritten! but fleet management is the first thing you should / can turn off, it isn't really complicated and usually you only have a handful of strong fleets anyway. be filled with stuff up to 300, but not over. I think that that naming convention applies only to Destroyers and escorts. I'm up against the insect boys, my economy is 4x larger than theirs. I've started working with a mix of dedicated defense fleets to handle larger pirate threats, and many smaller individual Escort and Frigate ships simply set to automate roaming about defending my assets. New to the game. Just out of curiosity, what are your thoughts on non-fleet escorts and frigates? I usually set up several small fleets and put them on defense posture to watch over mining stationDistant Worlds: Universe. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. From Heavy Destroyers and up, every Heavy Ship Type Hull retains the bonuses granted to the basic Hull and adds to them. . . g, usually escorts, frigates, and DD). Templates determine the ships that go into each fleet. In my current game I have one-design Fleets. :( Other then when my warp capablilities dont go much further then my starting. So I am rebelling against the game, saying "No" a lot of the time. I don’t get it. I use escorts and frigates, but if you have a larger economy and can afford it you can use bigger ships. SatanBless Mar 15, 2022 @ 6:35pm. Do such fleets only defend against empires and pirates? Also. Ok so this game has alot to get into. Heavy frigates are ideal picket ships in more powerful fleets with a notable countermeasure bonus and more weapon slots. I use em all the time. I want to setup a small defence fleet of 3 frigates, that flys to nearby systems and defends the stations there from alien slug attacks. System/sector Defence fleets (sometimes) Perhaps a bunch of solo escorts to do whatever they do protecting freighters etc. A Crusier Fleet is only Crusiers and a Frigate Fleet is only Frigates. Wikimedia Commons has media related to Destroyer escorts of the United States. I think the AI is just bad at diplomacy. 2nd fleet is 5 destroyers 3d fleet is 5 destroyers my defending fleets (2nd and 3rd) doing great job, fighting off pirates, sometimes though they dont have enough time to arrive, which results in me loosing. Filter military ship. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet? What if I want. New to the game. Retrofit will often “upgrade” fast interdiction frigates into fleet frigates because they are a “higher level”. how and why? I find them to be 1)A complete drain on maint better spent on frigates or larger ships/stations 2) Not very productive in killing anything but space lobsters (mabe) 3)If they are capable of being a threat to a lone ship then #1 above is just that much more worse. Is there a maximum and/or optimal number for fleets/strike forces? I've noticed that the AI puts 4 ships in strike forces and 16 ships in fleets. . escorts don't actually protect miningGregorovitch Jun 2, 2015 @ 1:28am. Hello. There's *no* reason to build escorts, ever, and even frigates only if you desperately need to fend off raiding pirates. These will carry through into your fleets. Role in DW2 is "class" in modern naval terms. I have no stations in their territory, nor theirs in mine. Do you use them in your Empire ? If yes with what kind of fitting ?Putting weapons on freighters makes the AI hate you. Also, use to. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet? What if I want. How do i get the frigates to go in also and at least add a target for space stations to shoot at or damage the ships while their being captured? Right now the frigates do not do anything. 1. putting it on stationary mining bases makes sense and should be done automatically. how and why? I find them to be 1)A complete drain on maint better spent on frigates or larger ships/stations 2) Not very productive in killing anything but space lobsters (mabe) 3)If they are capable of being a threat to a lone ship then #1 above is just that much more worse. The colony battle ends and the colony is now mine. And its sequel is not revolutionary, considering how much of it was already there. Also, use to. Early game, the best defense is a few ships stationed in the system, set to - natch - system defense. This guide covers the military policies and fleet combat mechanics of Distant Stars 2, including ship behaviour and stances along with explanations for ship roles and suggestions for stance layouts among your fleets to allow your ship designs to engage with the enemy in an effective manner. Should I be building an even mix of ship types, weighted towards the smaller classes (like real fleets, few carriers, lots of destroyers), or maximizing number of highest ship class I can build. I usually have destroyers as beam or beam/capture ships, frigates as "long range", cruisers are "command cruisers" - lots of shields/armor, long range weapons, fleet targettin/ecm/warp deny and I only make enough to hold admirals/captains or have 1 or 2 per major fleet, escorts are either another capture ship or fighter carriers before I. All rights reserved. DPS, and 6. the stance you want is defensive stance so that it will defend the colony and everything withon the set range (everything within in the system in your example). A Crusier Fleet is only Crusiers and a Frigate Fleet is only Frigates. Hello, so im playing as a warmorgering insectoid race, i got 3 fleets. Also if you don't want issues with designs mixing up, don't click the button in the selected item window for "retrofit to latest design. If you do that your defence fleets and escorts stop attacking pirates and monsters in your home regions. In my current game I have one-design Fleets. Only my explorer and construction ships have fewer. Also is there a begineers guide out there, need some info, trying to start from pre warp but pirates are a ♥♥♥♥♥, My ships were runing out of fuel and I had no. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. Invasion Fleet: 16 ships of 8 Troop Transports, rest 6 picket/attack ships (Frigates and Destroyers, eventually some Cruisers. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. System Defense: 12 ships of 4 Escorts, 6 Frigates, and 2 Destroyers. You can also disable faction victory conditions and change the government and play your chosen. I would liek the ability to set scout ships on patrol as scouts rather then have them just sit around when they cant find anything to do when automated. I've already got some, 70 hours put into Distant Worlds: Universe; however, I am still unsure on some things. Our borders are not intermingled. The difference between ship classes is mostly how the AI treats them once automated (keep in mind that FLEET automation overrides SHIP automation. I then turn that 7 frigate fleet into the fleet that will be defending my home system and sector. I’m thinking of building my fleet entirely of escorts, frigates and destroyers to take advantage of the auto naming feature, but I’m wary that this would break the combat AI. It seems to me all they are doing is spending my money and clogging up my ship list. Hello. I have dozens of 5-10 Frigate or 3-5 Destroyer fleets that I use with Defensive posture and Sector Range to create dozens of overlapping defensive zones. Distant Worlds 2 is a 4X strategy game of ludicrous size, and small problems that become large annoyances. And I also have some minor codes for my fleets to make organizing them better. Is there a maximum and/or optimal number for fleets/strike forces? I've noticed that the AI puts 4 ships in strike forces and 16 ships in fleets. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet? What if I want. Is there a maximum and/or optimal number for fleets/strike forces? I've noticed that the AI puts 4 ships in strike forces and 16 ships in fleets. New to the game. Instead of a mass inmate revolt, the fleet ran into an orbital minefield around the planet's orbit. From Heavy Destroyers and up, every Heavy Ship Type Hull retains the bonuses granted to the basic Hull and adds to them. A more generic response would be to try something like: frigates as missile boats set to stand off, escorts as in close laser ships to decimate shields, destroyers as a mix of both with torpedoes mixed in, cruisers as. I use 3-5 escort teams (3 at game start, as 3 escorts can rip up or board a frigate, and 5-6 later, as once you start letting the AI take over your fleets completely, you really don't want to let them take 3 escorts up against a destroyer (not enough point defense). The AI will assume certain things about certain classes when building them, managing fleets, and conducting warfare. ↳ Distant Worlds: Universe Product Info; ↳ Buy Distant Worlds: Universe Now!I start by clicking that amazing unified construction button and building 10 escorts and a 7 frigate fleet. #footer_privacy_policy | #footer. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet?Hello. To the AI, escorts will always be small, fast and light, almost exclusively used. A Crusier Fleet is only Crusiers and a Frigate Fleet is only Frigates. If you set individual ships to automate, they will. Is it possible to use some type of modified construction ship as a repair frigate? I would like to make some kind of support fleet using a mix of repair and refuel ships. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. When automated, the AI seems to assign different roles to fleets and strike forces. A Crusier Fleet is only Crusiers and a Frigate Fleet is only Frigates. . I cannot work out the best way of stopping my military escorts not assigned to any fleets who are 'patrolling' and escorting the private sector, going into other empires territory and sparking diplomatic incidents. ThShip Design Tips & Tricks in Distant Worlds 2. Rainer May 25, 2014 @ 8:19pm. Fleet automation just controls creation and usage of actual fleets right? Individual ship automation still makes ship do their "role" even if fleet automation is turned off right? Is fleet. When automated, the AI seems to assign different roles to fleets and strike forces. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. No resupply ships, and no explorers. From Heavy Destroyers and up, every Heavy Ship Type Hull retains the bonuses granted to the basic Hull and adds to them. StormingKiwi wrote: ↑ Sun Jan 29, 2023 5:45 am Also - for the three hulls for Escorts: The basic Escort has two engines with +20% ship speed and maneuvering, the Patrol Escort hBattleships: Big Dmg dealer ship Cruiser: Similar but smaller, Destroyer: screening ships to protec bis ship Frigattes: even smaller screening ships to protec big boys Escorts: not part of a fleet, escorting civilian ships But one escort is just too weak to defend against a raiding fleet. But it just made me wonder should I be Fielding these larger ships or is it more effective to go with larger numbers of smaller ships. So looking for a few answers to have clear up some of how the AI works with the military. Most of the planets have stations and i think that it is time to station a small Rapid Response fleet (2 escorts & 1 Frigate) in the system. The Universe is. At the moment I can't see what use a single escort or frigate class ship is - what can it do against what exactly? It's difficult to tell what they actually do 'cos they are so "invisible". . The Colonials strike back! New Battlestar Galactica Deadlock: Resurrection content coming soon! Order of Battle: Red Star OUT NOW WarPlan Dev Diary #5: Supply system Slitherine acquires the Master of Magic franchise Order of Battle moves East on August 8th! Fantasy General II - Twitch Let's Play series announced!At the moment I can't see what use a single escort or frigate class ship is - what can it do against what exactly? It's difficult to tell what they actually do 'cos they are so "invisible". What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet? What if I want. Also, use to read Honor novels. ThHello, I am at a point where I am getting attacked a lot by single pirate ships, to fend them off I made a few fleets of 12 frigates and other ships that I have but they never go after the pirates. What happens if I make a fleet with 10 ships then automate it? Will the AI simply seek to "fill it up" and make it behave like a regular fleet? What if I want. Fleet posture = fleet plan/strategy. I have 5 fleets in the 4-5k strength range. Rainer May 25, 2014 @ 8:19pm. - 12 frigates (picket)- Long range weapons, cautious stance against all. Does anyone even use them? If you do. Thats fine! I personally use them all at some point to fullfill different roles in my fleets and empire. Distant Worlds: Universe. Heavy Escorts and Heavy Frigates are an oddity. You want short range high damage weapons, and lots of them. how and why? I find them to be 1)A complete drain on maint better spent on frigates or larger ships/stations 2) Not very productive in killing anything but space lobsters (mabe) 3)If they are capable of being a threat to a lone ship then #1 above is just that much more worse. When automated, the AI seems to assign different roles to fleets and strike forces. I currently play small maps as i pick the game up, i do want to have automated patrols. So looking for a few answers to have clear up some of how the AI works with the military. 1. I finally had a game that lasted maybe 6 decades before a hive ship popped up. Escort- 1 hab and life, 2 blasters, 2 shields Frigate- 2 hab and life, 4 blasters, 4 shields Destroyer- 3 hab and life, 6 blasters, 6 shieldsSame situation. I feared that combined Fleets would spread because of different speeds and arrive at the target system pieces. So i give the fleet the order to patorl the system by clicking on the sun, and they go do that fine. ago. Select them (ctrl click one by one, or mark the top, shift click the bottom one). Hoping some of you more experienced players could help me out. If you want to keep for example, heavy escorts, and fast escorts in the same fleet, at the current time, you'd likely have to queue up each ship one at time so it gives you a choice of which to retrofit to. ; Distant Worlds 2 Ship Types. Just out of curiosity, what are your thoughts on non-fleet escorts and frigates? I usually set up several small fleets and put them on defense posture to watch over mining stationFor a higher cost, of course. Distant Worlds: Universe > General Discussions > Topic Details. When automated, the AI seems to assign different roles to fleets and strike forces. Acceleration between 10-12, turn radius of 40-50, firepower of 200-300. Late game they are roaming defense ships, cheap enough to make by the dozens and useful for patrolling against small time raids. Also, use to. fleet composition. It is automated, and AI-designed. Fleet composition_. In general everything is going quite alright. 1st fleet is the main attack fleet with 5 destroyers + 4 frigates and 5 troop ships. I cannot work out the best way of stopping my military escorts not assigned to any fleets who are 'patrolling' and escorting the private sector, going into other empires territory and sparking diplomatic incidents. My construction ship says its size is 366, yet it looks like I can build it at my home planet. Escorts and frigates are pretty fragile so I set them to run away at 50% shield or any armor damage, while the flagship is tougher and so it gets 20% shield or 50% armor. They suppliment having defense fleets really well by either holding the pirates at bay long enough for the fleet to arrive, or coming in as reinforcements when they are elsewhere in the system. I would gladly pull them just to get rid of their requests but there is nothing I can do. assumes you want only one type of frigate, one of escort, one carrier, etc. I know people who only use 1 shiptype all game. 3. Your escort ship class could be identical to a cruiser or battleship.