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nessin
Feb 7, 2010

Travic posted:

I'm really starting to get into this game but I have a few quality of life questions:

It's there any way to set up rally points? I keep trying to build fleets but as soon as the ships are built they scatter to defend various mining stations.

Best option I've found to handle building is assign your ships to a fleet after you've queued it up to be built, then when complete it will assemble at it's home and stay within the defined region for the fleet.

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Travic
May 27, 2007

Getting nowhere fast
I think I'm mining the right resources. I get a warning that "Construction has stopped on such and such due a shortage of x/y/z" then I hit F3 and sort by that resource and queue up a bunch of mining stations.

nessin posted:

Best option I've found to handle building is assign your ships to a fleet after you've queued it up to be built, then when complete it will assemble at it's home and stay within the defined region for the fleet.

Excellent thanks. I'll try that when I start my next game.

LtSmash
Dec 18, 2005

Will we next create false gods to rule over us? How proud we have become, and how blind.

-Sister Miriam Godwinson,
"We Must Dissent"

Travic posted:

I think I'm mining the right resources. I get a warning that "Construction has stopped on such and such due a shortage of x/y/z" then I hit F3 and sort by that resource and queue up a bunch of mining stations.

That warning means that particular place has a shortage of that resource, not necessarily that your whole empire does. If you already have a good empire wide supply for that resource your civilian transports will eventually bring it there. One of the screens will show you your empire stocks and demand and sources. If you have decent stocks and sources demand will be filled by transports as they are able.

One of the easiest ways to hamstring yourself is to expand too quickly. Say you are still starting out and only have a couple sources of steel and silicon. You could easily get the message that you are short of steel and silicon at a new mine while having a modest stockpile on your home world that hasn't been brought over yet. If you queue up 15 steel mines and 15 silicon mines all your steel and silicon stockpiles could be used for the new mines (as they will need steel and silicon too) but they will need other resources as well. If you don't have the stocks to complete the new mines they will be stuck in construction and not producing anything while tying up your steel and silicon that would have solved the shortage anyway.

Unlike other 4x games rushing expansion and claiming everything you can right away will really hurt you in the long run. Keep a solid supply of resources and the transports will get it around eventually. But don't put mines on everything or the transports will spend all their time hauling steel while you are out of iridium because you have 1000 steel mines but only 3 iridium mines.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Travic posted:

I think I'm mining the right resources. I get a warning that "Construction has stopped on such and such due a shortage of x/y/z" then I hit F3 and sort by that resource and queue up a bunch of mining stations.

Check your empire stock of that resource to see if there is an actual shortage in your empire or the resources just don't get to where they need to be. If you're just getting the occasional message about some mining base stalling its normal. They only stock a few resources so when they refit they'll often stall until a freighter brings in more. If you're getting a lot of messages all the time you probably have too many space ports. Recommended numbers are one port per five colonies, any more will stall your economy.

Edit: goddamn ninjas

SovietPotatoe fucked around with this message at 22:53 on Jan 9, 2014

Shyrka
Feb 10, 2005

Small Boss likes to spin!

SovietPotatoe posted:

Recommended numbers are one port per five colonies, any more will stall your economy.

Edit: goddamn ninjas

Is that just large ports or any ports at all? I've been putting up small ports on every colony so I can get the bonuses from medical/recreation centres as well as a bit of defensive firepower while only putting large ports on important colonies, and it seemed to have worked out pretty well.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Shyrka posted:

Is that just large ports or any ports at all? I've been putting up small ports on every colony so I can get the bonuses from medical/recreation centres as well as a bit of defensive firepower while only putting large ports on important colonies, and it seemed to have worked out pretty well.

All ports. For facilities its better to just design a star base that has something like two guns and a shield + medical/recreational facilities then build that at every colony because star bases don't hog resources the way ports do.

Dark_Swordmaster
Oct 31, 2011
Whatever happened to Universe? I remember them saying they were looking for a December release but clearly that hasn't happened.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Dark_Swordmaster posted:

Whatever happened to Universe? I remember them saying they were looking for a December release but clearly that hasn't happened.

Right now they're aiming for late Q1 2014.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
From here

quote:

Distant Worlds: “4th Expansion” (modder-focused, no official title available yet)
CodeForce / Matrix Games / Slitherine
Release Date: Late Q1 2014


Distant Worlds is a space 4X game that matured a lot through each expansion released. It all started with a lackluster release in 2010, but after a host of patches and three expansions (Return of the Shakturi, Legends and then Shadows) the game’s quality and overall experience were raised to an incredible level. Complex, deep, alive, that’s what I think best defines this real-time space 4X strategy game. But above all, it offers an insane amount of replayability. There’s always something new to try in this game, and that’s why I recommend it any day to any space 4X fan. Distant Worlds: Legends and then Shadows is one of the games I played the most in recent years. It’s also the most complex, replayable and fun space 4X game available today.

But, CodeForce and Matrix Games never stop and now prepare to release their 4th expansion to Distant Worlds in late Q1 2014. This will be a modder-focused expansion, as Erik Rutins (Matrix Games’ Director of Product Development) told us on an interview last summer. As for content this is as much as we have at the moment:”We want it to be something that when the modders read the list, they will hopefully faint and enjoy. That’s always our goal, to really get people to look at the next expansion and go: “Holy cow! This is what I’ve been waiting for, I really want this!”. Work on Distant Worlds 2 should kick-off after this 4th expansion, but there could be even another expansion before major work starts on the sequel.

Just let me change the start date!

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
I'm really looking forward to modding being made easier. I especially hope it's easy to combine mods, preferably with some sort of 'this mod takes precedence' setting.

Demiurge4
Aug 10, 2011

I know everyone is sick of talking about the price of the game, but a modding expansion absolutely needs the game to be more easily available or it'll fall flat. This is the best 4X game out right now but nobody besides hardcore fans really know about or play it. You want this game to get to as many people as possible to entice modders to play with it.

This also comes back to which features are actually in the expansion. I really hope they go for the Minecraft approach where you can do literally anything with the game because if they try to limit certain things it just won't hold up.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
Yeah it definitely needs more than just 'the most comprehensive list of TNG Era Startrek shipsets' as a talking point.

V for Vegas fucked around with this message at 00:57 on Jan 13, 2014

Travic
May 27, 2007

Getting nowhere fast
Is there anything I can do about troop transports? I just had an enemy fleet attack one of my worlds and a troop transport waltzed right past my impregnable defenses in the confusion and took over a world. Then my defense bases switch over and destroyed the defending fleet. What in the gently caress.

Also I'm still not getting the hang of the economy. My income goes from +5,000 to -10,000 randomly when it's not spiralling downward. I'm lost. I want to like this game I really do, but it seems like there's waaaaaaay to much going on under the hood that I can't affect. I did what you said and put the tax rate to 0% on all colonies that are not at max pop, but the road from 0-X billion will take hours (real time).

Also my fleets are randomly abandoning my worlds. I'll set a fleet to patrol a colony (most times they fly to the world then sit at those coordinates as the colony orbits away defenseless) then come back a few minutes later and they're off in some backwater system.

Also how do I tell the game that when I say no to a suggestion I mean no. After I've said no I don't need to see the same suggestion every few minutes.

I think I may just need to set the game on full auto and see what the computer does.


Help me please.

Travic fucked around with this message at 02:34 on Jan 13, 2014

Demiurge4
Aug 10, 2011

You can set the AI to build troops on your planets according to its population. You should do that because "impenetrable" doesn't seem to be a correct descriptor when a single transport can conquer your planet.

nessin
Feb 7, 2010

Travic posted:

Is there anything I can do about troop transports? I just had an enemy fleet attack one of my worlds and a troop transport waltzed right past my impregnable defenses in the confusion and took over a world. Then my defense bases switch over and destroyed the defending fleet. What in the gently caress.

You can't stop the transports short of having enough firepower to get them before they reach the planet itself, which is one of the major problems the game has had for a while, although the new ground combat system makes it much easier to defend planets with the bonuses you can gain from orbital control and buildings. Basic answer is don't leave your planets undefended on the ground, no matter what. The upside is that bombing a planet to destroy it rather than take it is a serious diplomacy problem, so it's rare that it actually happens and you can easily defend planets entirely through a strong ground presence if you need to.

quote:

Also I'm still not getting the hang of the economy. My income goes from +5,000 to -10,000 randomly when it's not spiralling downward. I'm lost. I want to like this game I really do, but it seems like there's waaaaaaay to much going on under the hood that I can't affect. I did what you said and put the tax rate to 0% on all colonies that are not at max pop, but the road from 0-X billion will take hours (real time).

Yeah, the actual income values on a moment to moment basis are nearly useless because they reflect a large range of possible ups and downs and depend on when you actually get your income. There are some ways you can play with the system (manual control of taxes as needed, shorter distances between space ports which will also increase maintenance costs, controlling stronger caches of high value resources, etc...) but it is a game where you have to play with the hand your dealt with a lot of respects to the economy.

quote:

Also my fleets are randomly abandoning my worlds. I'll set a fleet to patrol a colony (most times they fly to the world then sit at those coordinates as the colony orbits away defenseless) then come back a few minutes later and they're off in some backwater system.

Are you manually telling them to patrol a colony or are you setting their home base and defensive stance settings to cover it? It is annoying until you get used to it, and arguably should be changed, but fleets still maintain some AI control even when you're manually assigning them jobs. They'll usually complete whatever mission your assigned them then go back to a base set of rules, such as needing to refuel at a certain fuel supply level or returning to patrol their home base once they've spent some time patrolling what you wanted them to patrol. I typically only directly control invasion fleets, fleets I'm sending to attack a pirate base, or large fleets I'm using to bash other large fleets. Otherwise I typically just use the fleet stances and attack targets to control fleets since it's just easier than dealing with the times when they fall back on their internal orders.

quote:

Also how do I tell the game that when I say no to a suggestion I mean no. After I've said no I don't need to see the same suggestion every few minutes.

You generally can't. I typically play with my options set to full automated control or full manual control and disable advisor recommendations entirely. One occasional exception for diplomacy, since it's occasionally useful to get a reminder about giving someone money or seeing a trade sanction recommendation for someone I didn't realize was beginning to hate me.

nessin fucked around with this message at 19:36 on Jan 13, 2014

Travic
May 27, 2007

Getting nowhere fast

Demiurge4 posted:

You can set the AI to build troops on your planets according to its population. You should do that because "impenetrable" doesn't seem to be a correct descriptor when a single transport can conquer your planet.


Impregnable space defenses :blush:. It may have been more than one transport. I just remember being very surprised. I had the computer automating troop recruitment, but I'll try and see if I can make it more aggressive about conscripting recruiting new troops.

nessin posted:

Are you manually telling them to patrol a colony or are you setting their home base and defensive stance settings to cover it? It is annoying until you get used to it, and arguably should be changed, but fleets still maintain some AI control even when you're manually assigning them jobs. They'll usually complete whatever mission your assigned them then go back to a base set of rules, such as needing to refuel at a certain fuel supply level or returning to patrol their home base once they've spent some time patrolling what you wanted them to patrol. I typically only directly control invasion fleets, fleets I'm sending to attack a pirate base, or large fleets I'm using to bash other large fleets. Otherwise I typically just use the fleet stances and attack targets to control fleets since it's just easier than dealing with the times when they fall back on their internal orders.


Ohhh. I see. I'll try that. The only reason I really want a medium-large fleet stationed at each world is I tend to lose a fair number of colonies to deep strikes and fleets that system hop around kind of like in MoO2 where a death fleet would hop around destroying things.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint
Pro-Tip: The Patrol command is useless. The ships will fly to the target then burn all their fuel flying triangles around it. Move to gets them to fly to the target and just stay stationary in orbit until something enters engagement range so the solar collectors can cover all the energy needs.

Shyrka
Feb 10, 2005

Small Boss likes to spin!

Travic posted:

Impregnable space defenses :blush:. It may have been more than one transport. I just remember being very surprised. I had the computer automating troop recruitment, but I'll try and see if I can make it more aggressive about conscripting recruiting new troops.


Ohhh. I see. I'll try that. The only reason I really want a medium-large fleet stationed at each world is I tend to lose a fair number of colonies to deep strikes and fleets that system hop around kind of like in MoO2 where a death fleet would hop around destroying things.

Since most transports are just heavily armoured/shielded buckets full of ground troops all they have to do is get in orbit and drop their guys and then they're expendable, and killing anything except escorts before it can make orbit is a pretty harsh prospect unless you have ships you can order to focus fire nearby. That said if you are set on ensuring no spider boots mar your soil, I find equipping all my ports/starbases with hyperspace interdiction arrays works a treat. Pretty high up the tech tree but it forces ships to jump in much further away and gives your guns longer to work on them. Also very handy if someone has desolation moons flying around, although you'll still need a small fleet on hand to stop one of those.

Or for a lower tech solution stick a ton of tractor beams on your defence stations (make sure you place them a bit away from the planet's sprite).

King Doom
Dec 1, 2004
I am on the Internet.
There's also an entire troop type dedicated to shooting down invading soldiers. Not sure if they kill 'em between the transports dropping them and the invasion starting or if they just reduce invading troop strength by a lot.

Completely off topic, but the Naxxilian version of a tank is a giant hairy brachiosaur with a gun turret on its back.

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint
Universe finally had some more information released over on spacesector: http://www.spacesector.com/blog/2014/01/distant-worlds-universe-more-modding-and-wrap-up-pack/
Aside from new modding capabilities its going to feature a new storyline mode and its also going to be the wrap-up pack people have been screaming about (with owners of previous games getting a discount)

King Doom posted:

There's also an entire troop type dedicated to shooting down invading soldiers. Not sure if they kill 'em between the transports dropping them and the invasion starting or if they just reduce invading troop strength by a lot.

Completely off topic, but the Naxxilian version of a tank is a giant hairy brachiosaur with a gun turret on its back.

If you look at the ground report invaders don't actually start on the surface, they drop down in landing pods which can be shot down by PDF.

Shyrka
Feb 10, 2005

Small Boss likes to spin!
So I had a rare game that got to the stage of the Erutkah Refugees showing up, but by the time they did nearly the entire galaxy had been occupied and they claimed a planet in one of my outer core systems. I recalled a few fleets back to the interior to be prepared but otherwise gave them time to develop and spread out (ignoring their constant demands that I cede my colony in the system they'd arrived in). When they eventually outed themselves as the Shakturi they had two world destroyers pop into orbit of their colony in my system, which immediately jumped to my planet on the other side of the sun, while I scrambled my fleets to get in and frantically defend that planet. Thankfully the hyperspace interdictors I'd put on all my starbases/spaceports gave me enough time for the cavalry to arrive, while the Shakturi concentrated the vast majority of their ships on taking that planet. Must have been at least a hundred ships in the skies above Thanta Zelbra 3 duking it out over the course of three months before I finally bled them dry enough to go and invade them in return.

While it was a lot shorter than games I've had where they appeared in a remote corner, and didn't have the terrible fear of seeing three world destroyers bearing down on outlying systems that only had a single fleet available to defend them all, it was definitely the most impressive space battle I've ever had in the game.

Rudi Starnberg
Jul 8, 2012
SO I had one of those ruin event popups, leading me to a colection of derelicts. I thought maybe thye would be automaticaly captured the way ships that you randomly bump into are, but they weren't. No problem I though, I'll just research and build a ship with boarding pods.

The problem is, I give a capture command to my ships, and after taking down the derelict's shields, they just sit there doing nothing. Any ideas what I am doig wrong?

Demiurge4
Aug 10, 2011

Rudi Starnberg posted:

SO I had one of those ruin event popups, leading me to a colection of derelicts. I thought maybe thye would be automaticaly captured the way ships that you randomly bump into are, but they weren't. No problem I though, I'll just research and build a ship with boarding pods.

The problem is, I give a capture command to my ships, and after taking down the derelict's shields, they just sit there doing nothing. Any ideas what I am doig wrong?

Send construction ships to repair them. It's gonna take ages but it'll get done. I think if you equip your constructors with more fab units it makes them work faster?

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Demiurge4 posted:

Send construction ships to repair them. It's gonna take ages but it'll get done. I think if you equip your constructors with more fab units it makes them work faster?

One plant is more than enough for one construction bay. The ratio is something like one plant per 10 bays or so.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
I haven't looked at this game since 2012 or so, is the AI still hardcoded to cheat its rear end off and rubberband to your tech level instantly, no matter what you do? I keep hoping they'll eventually fix that bullshit, but I can't find any real information.

Rudi Starnberg
Jul 8, 2012
I haven't played much, but givent that in the one proper game I have had, I kept my edge as humans by using my diplo advantages to be a sort ot tech broker for the rest of the universe, I'm going to say that that paticualr problem is fixed at least.

nessin
Feb 7, 2010

Cardiovorax posted:

I haven't looked at this game since 2012 or so, is the AI still hardcoded to cheat its rear end off and rubberband to your tech level instantly, no matter what you do? I keep hoping they'll eventually fix that bullshit, but I can't find any real information.

Most of that was Tech Trading, which you can turn off. I can't remember a point when the AI ever did any sort of unreasonable catch up (within the ocnfines of bonuses due to difficulty) other than through tech trading (pretty much the same issue as Civ V).

NewMars
Mar 10, 2013
Am I the only one here who likes playing a Shadows game with no FTL? God drat is it slow as all hell, but there's something about it that really brings the scope of the game into perspective.

Shyrka
Feb 10, 2005

Small Boss likes to spin!

NewMars posted:

Am I the only one here who likes playing a Shadows game with no FTL? God drat is it slow as all hell, but there's something about it that really brings the scope of the game into perspective.

That actually sounds interesting. I remember when I first played my first game of Distant Worlds and was slowly developing my home system up while waiting till I had warp bubbles and I thought if it was a very small cluster of stars this would be a pretty awesome way to play. Then I got hyperdrive and had a whole galaxy to explore, so off went that.

How do you actually play it though? Won't the AI develop hyperdrive and dance rings around you? Or if they don't get hyperdrive are they smart enough to build ships with massive amounts of fuel storage to slowboat it to the next system?

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Shyrka posted:

How do you actually play it though? Won't the AI develop hyperdrive and dance rings around you? Or if they don't get hyperdrive are they smart enough to build ships with massive amounts of fuel storage to slowboat it to the next system?

At the beginning only pirates have FTL. You can turn them off and set research to very expensive so it will be some time until FTL turns up.

I made an Earth solar system and spent a lot of time just puttering around sending impulse engine ships to different planets, it was pretty cool.

prometheusbound2
Jul 5, 2010
Are there any good getting started guides for this game floating around?

Rudi Starnberg
Jul 8, 2012
Basicaly don't expand too fast (in paticular don't build more than 1 space port per 3-4 planets) and leave anything you don't understand to the AI. Obviously there's more to it than that but that will get you started just fine.

Griz
May 21, 2001


Shyrka posted:

How do you actually play it though? Won't the AI develop hyperdrive and dance rings around you? Or if they don't get hyperdrive are they smart enough to build ships with massive amounts of fuel storage to slowboat it to the next system?

You can cheese it by paying off the pirates and reducing taxes as low as possible without going negative, and not building any military ships. Research potential is based on population so you can continuously add more labs to your spaceport and get hyperdrive, shields, etc while everyone else is still stuck on their homeworld with garbage tech, and once the homeworld population is maxed you can jack up the tax rate to get shitloads of money and build a huge fleet.

NewMars
Mar 10, 2013

Shyrka posted:

How do you actually play it though? Won't the AI develop hyperdrive and dance rings around you? Or if they don't get hyperdrive are they smart enough to build ships with massive amounts of fuel storage to slowboat it to the next system?

Well, uh... I actually just turn them off. :shobon:

I do this mostly as a thing to relax with.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

NewMars posted:

Well, uh... I actually just turn them off. :shobon:

I do this mostly as a thing to relax with.

That'd be interesting. No one else, but the Shakturi events on. No one else to help you when they eventually show up, but no-one else to join them, either.

I dunno if I could ever play quite like that...but then again, I play Securans regularly, who are all about the resort trade. AIs are in part my money-makers and I'm always left alone because everyone likes the Securans.

Shyrka
Feb 10, 2005

Small Boss likes to spin!
Started a new game, 'cause why not. The first pirate faction I encountered went hostile after I put down my first colonies, so I dealt with it by putting defence contracts on all my colonies. There were a few decent firefights and I just chugged along as normal, building up a small fleet of archaotech ships as a striking force while my lovely tier 1 escorts and bases handled defence. While hitting those pirates though, the pirates I'd been paying money to guard my colonies suddenly went hostile, and proved to be a vastly greater threat.

Off went to archaotech fleet to try and strike a decapitation blow on their largest spaceport and commenced a 2 month long slugfest against its shields, all the while I was being hammered with messages about my escorts being captured or destroyed back home. Things are looking grim, until all of a sudden an ancient guardians ship pops in on top of the pirate base. Followed by a whole fleet of the robot bastards! All of a sudden the pirate base melts, and I'm able to recall my heavy hitters back home to clean house!



Sadly the pirates didn't surrender, but it was still a pretty cool moment having the ultra-powerful and supposedly neutral old ones drop in right when it counted.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
So I know the game doesn't always produced the most optimized designs. Is there a way for me to have it set to keep a specific style in place? I add a few power plants so all my ships can go as fast as the hyperdrive wants, but it pretty quickly resets my orders. Any way to stop that?

SovietPotatoe
May 14, 2011

Master of the Duncspawn Taint

Sky Shadowing posted:

So I know the game doesn't always produced the most optimized designs. Is there a way for me to have it set to keep a specific style in place? I add a few power plants so all my ships can go as fast as the hyperdrive wants, but it pretty quickly resets my orders. Any way to stop that?

Go to empire policy and find the section about ship design. Either turn it off entirely or just uncheck the ships you want to design manually. This will stop the AI from creating new designs.

Esroc
May 31, 2010

Goku would be ashamed of you.
So I'm pretty new at the game, and I had a neighbor who was capturing every system from my buddies that he could get his grubby little hands on. So I finally managed to build up a decent military and decided to try and push his border back a few lightyears. I did pretty well, capturing four or five of his systems without losing even one of my own.

But then suddenly every system of his that I captured just up and disappeared. Not re-captured, not lost, just...gone. No pop-ups about it, no messages at all. They just vanished.

What gives? Glitch? Or is there some kind of super-nuke weapon and he decided to wipe'em off the map rather than let me have them?

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King Doom
Dec 1, 2004
I am on the Internet.
There is a super weapon that can kill planets (There are two of them in each game world) but they take hours realtime to repair. It's possible your opponent found one or both of them. Keep your eye out for something flying about the size of a world. If you can't see it, then it sounds a lot like a bug, albeit one I've never seen.

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