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Panzeh
Nov 27, 2006

"..The high ground"

Bouchacha posted:

What are the tactical advantages to each ship class? Like, when should I use escorts versus carriers versus etc?

Honestly, with normal warships just make the biggest one you can. Carriers have an advantage in that they can go above your normal ship size limit but they have to pretty much use the space for fighter bays. Any ship can mount fighter bays, though, they're just pretty huge.

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MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Bouchacha posted:

What are the tactical advantages to each ship class? Like, when should I use escorts versus carriers versus etc?

Each of your ships should do different things, though you're free to make them all do the same thing (which would be dumb so don't do that).

Escots - Cheap, fast ships that are used to escort civilians around
Frigates - Faster military ships, I like to make mine into speedy, short-ranged brawlers that can get in and out quickly
Destroyers - Stronger military ships, the backbone of your fleet and the ones that you usually put more weapons on, I like to make mine medium-ranged with a mix of torpedos/misses with whatever primary weapon I'm using (laser or rail-gun)
Cruiser - Your first real big ship, from here on up you can really specialize things, I like to make my cruisers long-ranged, slightly less armored, but filled to the brim with missiles and torpedoes
Capital Ships - Your biggest ships and you can do whatever you want with them, want a massive brawler that's armored like a medieval knight and packs a similar close-ranged punch? Want slow, ponderous glorified weapons platform that can obliterate whole strike forces on their own? Just design it!
Carriers - Fighter-carries, their usefulness depends on how much you invest in the fighter and/or boarding assault tech branches
Troop Transports - Only, ONLY put troop modules on these ships and no others, ignore the advice the in-game ship design tells you about putting troop modules on any other kind of ship

But ultimately it depends on how you design your ships. You can max out all the ship sizes so that they're the same size, they just do different things (and cost a gently caress load of money), or you can undersize and specialize and potentially save yourself some cash.

e: Combat in this game is kind of a black box, so do not feel the need to min-max like crazy when you're designing a ship. Just have fun and go into it with some vague idea of what you want that ship to do and how it will aid the rest of your fleet. You could, for instance, make a bunch of escorts with tractor beams that will tow in other ships towards your slower, but heavier armed ships. Or you could make a missile-based destroyer that hangs out on the edges of the battle field just blasting away, this kind of ship you could skimp on thrusters (but not turning engines! your turning speed's pretty important) because they won't necessarily be moving around that much.

MLKQUOTEMACHINE fucked around with this message at 18:16 on May 27, 2014

boner confessor
Apr 25, 2013

by R. Guyovich

Bouchacha posted:

What are the tactical advantages to each ship class? Like, when should I use escorts versus carriers versus etc?

I don't think there really are any differences with most of the ships except for size. I generally let escorts and frigates do their thing without supervision, I think of them as coast guard/militia/anti-pirate forces. I think the AI makes escorts as just the minimal slow armed ship to follow more valuable ships around and frigates as lightly armed but having enough speed to keep up with a fleet.

Destroyers/Cruisers/Battleships are just different sizes of cap ships. I like to use Destroyers as cheap fast missile boats, Cruisers as squadron flagships and ships that will get within beam range, and Battleships and up as upgunned versions of same. Carriers are used to flood battlefields with fighters and bombers for long range anti-ship.

All of your combat is going to be dependent on what your enemies are fielding, there's no real RSP system im place here. Your carrier fleets may slash through empires unopposed until you run into that one empire that has crazy good point defense weapons. The more important thing is logistics, as in "Am I sending 1m credits worth of ship to take care of a 100k credit enemy?" You can make any ship do whatever you want, the ship categories are just there as pre-made classes for you to mold to your specifications.

When I start a new game, the first thing I do is redesign my destroyers so that they do not have troop compartments.

e: I also like to split my destroyers into two branches - light destroyers that roll with a group of frigates as anti-pirate and anti-monster patrol forces and heavy destroyers that supplement a fleet with lots of missile and torpedo fire. This isn't any more effective in game as any other strategy but it feels right to me to have a slightly larger frigate being the flagship of a frigate group.

Phlegmish posted:

I somehow won a game without really knowing what I was doing. I must say, even though you're supposed to be handling the military side of your empire, I had no idea what my ships were doing throughout the game.

This is what fleets are for. Any ships you don't want loving around on automation should be placed in a fleet. You can give each fleet a stance, such as offense or defence, as well as assign a home base on the fleet screen. I'll generally have small fleets which I label squadrons with a regional defensive stance around small bases, covering a few nearby systems to chase off pirates, and at major worlds I'll station one or more full sized fleets for military duty. It's also easier to handle upgrades if you have distinct fleets and you can stand one down for a while - for this reason I only station fleets at worlds which have significant dockyard capacity for refit and repair.

boner confessor fucked around with this message at 18:45 on May 27, 2014

Phlegmish
Jul 2, 2011



nutranurse posted:

Yeah, leave individual ships on automation.

The major way you interface with your military is by using fleets and strike forces, specifically by changing their postures. With fleets you can set their home base to important places, set their position to defend or attack, and then choose their range of operations (target, system-wide, sector-wide, anywhere). Same thing with strike forces, which are smaller (4 ships by default, I set it to 5 ships in my empire policy screen) and used to protect valuable-but-not-so-valuable things.

So you can set up a bunch of strike forces to guard your home world by putting them on "Defend-Home Base Only" "Defend-System", while you manually control your fleets or set them to "attack-nearby targets" and then give them a target.

As for retrofiting, never ever use the automated retrofitting option for your military ships. When you auto-retrofit it retrofits ALL your ships, so it'll pull in ones that are halfway across the galaxy back to the nearest shipyard. Go to your designs screen and change option under the 'retrofit' header to 'manual', and then you can go to your ships & bases screen (f11) and just mass-select whatever ships you want retrofitted manually. It's a bit tedious, but once you get the hang of it you'll be able to do it in little to no time (also don't retrofit after every technology, that's a waste of time and money, just wait till you've amassed a number of upgrades). The way I do it is I sort my military ships by fleets, retrofit the non-fleet ships first, then I switch over to the 'fleets & strike forces' menu from where you can tell ships to retrofit on a fleet-by-fleet, strikeforce-by-strikeforce basis.

Popular Thug Drink posted:

This is what fleets are for. Any ships you don't want loving around on automation should be placed in a fleet. You can give each fleet a stance, such as offense or defence, as well as assign a home base on the fleet screen. I'll generally have small fleets which I label squadrons with a regional defensive stance around small bases, covering a few nearby systems to chase off pirates, and at major worlds I'll station one or more full sized fleets for military duty. It's also easier to handle upgrades if you have distinct fleets and you can stand one down for a while - for this reason I only station fleets at worlds which have significant dockyard capacity for refit and repair.

Thank you for the explanation. So your advice would be to manually organize my ships into strike forces and fleets and then to order those fleets to defend/attack X? And my fleets with the appropriate posture will, for example, automatically warp to the enemy intruding in their system even if the individual ships supposedly have Automation turned off? I am going to try this now.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Phlegmish posted:

Thank you for the explanation. So your advice would be to manually organize my ships into strike forces and fleets and then to order those fleets to defend/attack X? And my fleets with the appropriate posture will automatically warp to the enemy intruding in their system even if the individual ships supposedly have Automation turned off? I am going to try this now.

No, you can leave fleet/strike force organization up to the computer (you can start to organize your own fleets once you get a better sense of what ships you might want for your fleets). Just manually control the fleets by setting their postures and stuff, make sure that the individual fleets and strike forces are not automated.

Solarflare
Apr 21, 2008
Is there a way to disable automatic naming of large ships? I just built a bunch of cruisers armed with nuclear missiles to bombard a hard enemy target, but now when trying to actually find them in the ships screen, it's a lot harder than it should be because they're all randomly named.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Solarflare posted:

Is there a way to disable automatic naming of large ships? I just built a bunch of cruisers armed with nuclear missiles to bombard a hard enemy target, but now when trying to actually find them in the ships screen, it's a lot harder than it should be because they're all randomly named.

Alternatively, is there a way to have smaller ships automatically named, rather than 001, 002, etc?

Caconym
Feb 12, 2013

Solarflare posted:

Is there a way to disable automatic naming of large ships? I just built a bunch of cruisers armed with nuclear missiles to bombard a hard enemy target, but now when trying to actually find them in the ships screen, it's a lot harder than it should be because they're all randomly named.

Go in the ships screen and sort by firepower, then all ships of the same class and upgrade will be adjacent (at least if you don't have so many classes that several have the same firepower-values).

You can shift-click a bunch and put them in a fleet from there too, or retrofit/retire them.

Sumac
Sep 5, 2006

It doesn't matter now, come on get happy
If you automate construction ships, will they just go on building whenever there's money? Is this a good thing? Does setting construction to "suggest new ships and bases" stop automated construction ships from building on their own?

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

MacGyvers_Mullet posted:

If you automate construction ships, will they just go on building whenever there's money? Is this a good thing? Does setting construction to "suggest new ships and bases" stop automated construction ships from building on their own?

They'll just gently caress around and do whatever, yeah. It can be a good thing because it will get you tons of mining stations, but you'll get the odd research station thrown up somewhere or another. Also you should still grab a construction ship from time to time and direct it yourself so you can build up defensive star bases around crucial gas mining stations (cause you'll be PISSED to lose it when your fleet's on some offensive and ends up marooned in deep space).

Suggest new ships and bases only deals with planet-side construction of ships and bases IIRC. Construction ships will still automate regardless of what options you choose.


evvv: Pirates should demand protection payment from you (if they don't then initiate diplomacy with them and request it, actually always try to request for protection early on because it's cheaper) and they're way stronger than your fledgling empire for a while. Pay them their protection money.

MLKQUOTEMACHINE fucked around with this message at 21:48 on May 27, 2014

Trundel
Mar 13, 2005

:10bux: + :awesomelon: = :roboluv:
- a sound investment!
So I spent about an hour playing today after picking it up off of steam and everything that I build gets wrecked by pirates. Every time I've tried to construct another space station they warp in and blow it up. The trouble is that the two pirate factions that I've met so far both have a negative modifier to my diplomacy with them because we're 'competing over the same colonies' or some such, so every time I sign up for a protection plan they cancel within days and the ships that they've got orbiting my planet just blow everything up. Does this generally happen or did I get an unlucky galaxy gen?

Phlegmish
Jul 2, 2011



nutranurse posted:

No, you can leave fleet/strike force organization up to the computer (you can start to organize your own fleets once you get a better sense of what ships you might want for your fleets). Just manually control the fleets by setting their postures and stuff, make sure that the individual fleets and strike forces are not automated.

What I did was manually assemble my fleets and then tell them to guard a particular solar system, leaving them on Automation. It worked alright, though I didn't get into any serious conflict except with some weak-rear end pirates. What I'm still having trouble figuring out is how you defend isolated mining outposts and freighters/construction ships. I built a separate fleet to protect those, set Posture to Defend and Range to Anywhere. They did absolutely nothing whenever I got attacked. I switched Posture to Attack, but still nothing happened.

The Expansion Manager really is crucial for managing your resources. I used the Unfulfilled column to see which resources I was lacking, then I used the Galaxy Priority (?) filter to find planets with that resource. If it's close and has a high resource percentage, send a construction ship.

Trundel posted:

So I spent about an hour playing today after picking it up off of steam and everything that I build gets wrecked by pirates. Every time I've tried to construct another space station they warp in and blow it up. The trouble is that the two pirate factions that I've met so far both have a negative modifier to my diplomacy with them because we're 'competing over the same colonies' or some such, so every time I sign up for a protection plan they cancel within days and the ships that they've got orbiting my planet just blow everything up. Does this generally happen or did I get an unlucky galaxy gen?

This happened to me as well during my tutorial attempts. If you want to figure out the interface at your own pace, I would suggest starting a custom game with pirates set to Few and Very Weak, and every other setting as favorable as possible.

Phlegmish fucked around with this message at 21:58 on May 27, 2014

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?
Is there any point to Space Monsters other than "random thing to blow up?" Is there really anything to distinguish them from a random pirate raider?

Caconym
Feb 12, 2013

Ynglaur posted:

Is there any point to Space Monsters other than "random thing to blow up?" Is there really anything to distinguish them from a random pirate raider?


Not the generic ones, but swarms of kaltors or slugs will guard derelict fleets to prevent you from getting at them too early, sand slugs will commonly guard korrabian spice desert planets (super lux), and silvermists can gently caress you up good if you trigger one too early (they multiply when they feed, eat anything including colonies, move at a speed of ~72 and are only vulnerable to energy weapons with a particular weakness to ion weapons).

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Phlegmish posted:

What I did was manually assemble my fleets and then tell them to guard a particular solar system, leaving them on Automation. It worked alright, though I didn't get into any serious conflict except with some weak-rear end pirates. What I'm still having trouble figuring out is how you defend isolated mining outposts and freighters/construction ships. I built a separate fleet to protect those, set Posture to Defend and Range to Anywhere. They did absolutely nothing whenever I got attacked. I switched Posture to Attack, but still nothing happened.

Set the posture to Defend and then the range to "Target" or "System".

Phlegmish
Jul 2, 2011



But...how would that make them different from the system defenders I already have? Is there no way to create a mobile strike force to deal with harassing pirates or monsters no matter where they are? I figured that was what the Anywhere range was for. Maybe a Sector range is the next best thing?

MS Paint
Sep 21, 2007
Probation
Can't post for 10 years!

Caconym posted:

Not the generic ones, but swarms of kaltors or slugs will guard derelict fleets to prevent you from getting at them too early, sand slugs will commonly guard korrabian spice desert planets (super lux), and silvermists can gently caress you up good if you trigger one too early (they multiply when they feed, eat anything including colonies, move at a speed of ~72 and are only vulnerable to energy weapons with a particular weakness to ion weapons).

If you are smart, you send your ships to recon on the other side of the galaxy to trigger these. Let the people out there deal with the grey goo menace while you turtle up.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

nutranurse posted:

Just agree to pay them at first, always jumping on the chance to offer payment rather than have them demand it (it's much cheaper if you offer), then, once you start to get your hyperspace legs, pick the weakest pirate, cancel your agreements and throw everything you have at them (including hiring other pirates to off them). Slowly work your way up, pirate group by pirate group, and you'll have a bunch of safe core systems.

Also design some defensive bases that are small enough that you can throw them up in space. Put them next to your major/important mining stations, like any of the gas mining stations you use to refuel from. I've thwarted whole pirate invasions with a few well built, well placed defensive bases.

I'd set pirates to 'weak', though. I like playing on 'Many' and 'Weak' pirates because, eventually, the pirates will start to fight with each other so much that they'll fall over pretty easy to your or the AI's attacks. Occasionally, though, one set of pirates rise above the rest and amass a ridiculous fleet.

Alternatively, do what I did. Design a specialized series of deep space and in-system military bases that can gather fuel and other needed resources at vital areas.

I use the deep space stations as "hopping" points to new systems I can't normally reach in the early game. Later on they usually get converted into wide range radar stations and shipyards that let me get a huge edge on incoming enemy pirates and fleets.

The system stations act as a sort of all purpose shipyard/mining station. Seeing some pirate jump in to try and gank the equivalent of DS-9 or Babylon 5 is pretty hilarious. Especially when they try to get into boarding range only for like 50 torpedoes and laser volleys to just tear it apart.


Personally, I prefer playing in the Shadows era with the strong, respawning, and many pirates settings on. Makes it feel like something out of a particularly dark sci-fi series. Especially with epic tech research times. Then I add the DW Extended mod in to get about 40 races in for maximum political backstabbery and chaos.

Warhammer 40K ain't got nothing on a galaxy that's so hosed that the only permanent stability is in a few isolated solar systems that are either owned by criminal cartels or the most politically savvy and ruthless empires that can survive that poo poo storm. And then the Shakturi show up. :getin:

WYA posted:

Does this game run really slow/take 10 million years to start up for anyone else? I own a modern gaming PC with the latest drivers, wtf

It ran fine for me on an old laptop.

Archonex fucked around with this message at 22:32 on May 27, 2014

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
Does this game run really slow/take 10 million years to start up for anyone else? I own a modern gaming PC with the latest drivers, wtf

edit: Someone also please tell me there is a way to change the font for large resolutions :(

MOVIE MAJICK fucked around with this message at 22:34 on May 27, 2014

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Archonex posted:

Personally, I prefer playing in the Shadows era with the strong, respawning, and many pirates settings on. Makes it feel like something out of a particularly dark sci-fi series. Especially with epic tech research times. Then I add the DW Extended mod in to get about 40 races in.

Warhammer 40K ain't got nothing on a galaxy that's so hosed that the only permanent stability is in a few isolated solar systems that are either owned by criminal cartels or the most ruthless empires that can survive that poo poo storm. :getin:

I need to try out these settings.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

Ynglaur posted:

Is there any point to Space Monsters other than "random thing to blow up?" Is there really anything to distinguish them from a random pirate raider?

Not really, which is why I tend to turn them off or down. I suppose they can slow down how quickly you explore some systems or salvage that massive capital fleet/World Destroyer you run into?

Re: defending isolated civilian ships and stations, what I tend to do myself is set all my escort/frigate/destroyer sized ships on automatic - they'll run patrol routes out towards those hundreds of civilian mining stations or trade routes a growing empire comes with, and in the meantime I organize fleets of cruisers/carriers/capitals to sit at bases (up to you whether you set them up with postures or just direct them yourself) so I can send them out to smack anything too big for escorts to handle or prosecute offensive campaigns.

There was a really good guide on the Matrix forums to using postures but I can't recall where it is right now. I always thought the fleet needed to be automated for them to work but maybe I was wrong?

Hav
Dec 11, 2009

Fun Shoe

WYA posted:

Does this game run really slow/take 10 million years to start up for anyone else? I own a modern gaming PC with the latest drivers, wtf

edit: Someone also please tell me there is a way to change the font for large resolutions :(

Use a smaller resolution than your monitor and 'fullscreen'. Apart from that, you can increase the size of the status box in the lower left by hitting the 'expand' icon in the top right.

Other than that, we appear to have limited options for font size.

Also, I have a modern gaming PC with all the drivers and it's loading fine for me. Perhaps it's more/less modern and better/worse drivers?

Westminster System
Jul 4, 2009

Rhonyn Peacemaker posted:

If you are smart, you send your ships to recon on the other side of the galaxy to trigger these. Let the people out there deal with the grey goo menace while you turtle up.

It's always fun coming across a dead zone full of scarred habitable worlds and finally realizing the AI triggered one so early on it basically made a group of sectors a no-go zone.

Caconym
Feb 12, 2013

Westminster System posted:

It's always fun coming across a dead zone full of scarred habitable worlds and finally realizing the AI triggered one so early on it basically made a group of sectors a no-go zone.

The Demon Sectors.

The Moon Monster
Dec 30, 2005

My credits really took a nosedive once I researched warp precursors. Is this because I keep approving when the computer suggests smuggling missions? Also, to go greater distances on the same amount of fuel do I get better reactors?

Griz
May 21, 2001


The Moon Monster posted:

My credits really took a nosedive once I researched warp precursors. Is this because I keep approving when the computer suggests smuggling missions? Also, to go greater distances on the same amount of fuel do I get better reactors?

Credits could be a bunch of things but if you're hitting accept on all the auto-suggested smuggling stuff, that's probably at least part of it.

Better reactors and warp drives can increase fuel efficiency, energy collectors let your ships stop burning fuel when not moving, and there's something with the math where adding enough reactors to run the warp drive at full speed can produce a small range increase with no other changes.

The Moon Monster
Dec 30, 2005

Is there some way to tell your ships not to attack a particular creature? My ships were all trickling out and engaging this space scorpion thing one at a time, dieing and then leveling it up. Before I realized what was happening it am become death, destroyer of worlds. The thing has like 700 hp and is larger than most of the moons in my system.

Obsidius
Nov 18, 2009

If you ever drop your
keys into a river of molten
lava, let 'em go, because
man, they're gone.
Was playing this earlier for the first time and one of my major colonies has a pirate fortification (think that's what it was called) and every time my forces on the surface assault it I lose, is there something I have to research to kick their rear end?

MagnumOpus
Dec 7, 2006

Do multiple Passenger Compartments stack?

Also, has anyone found an IRC community for this? Routine searching didn't turn anything up.

Stevefin
Sep 30, 2013

Obsidius posted:

Was playing this earlier for the first time and one of my major colonies has a pirate fortification (think that's what it was called) and every time my forces on the surface assault it I lose, is there something I have to research to kick their rear end?

Hidden pirate basses/fortress. you need to really spam ground troops as they do come with their own hidden garrison, and than the troops have to assault the fortified base

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Westminster System posted:

It's always fun coming across a dead zone full of scarred habitable worlds and finally realizing the AI triggered one so early on it basically made a group of sectors a no-go zone.

Giant kaltor swarms in the shadows era are :stonk: incarnate for empires. They're rare, but if you're just setting foot into the galaxy it's pretty nightmarish stuff. Picture a capital ship sized spider-scorpion that can inexplicably propel itself through space, sometimes has enough armor to withstand bombardment from fleets, and will hunt down and devour entire ships. Then add in like five or six of them per asteroid field and gas planet/planet with ruins.

And just wait until you find a lone space station with a few hundred of them idling around it out in a creepy "dead zone" in the middle of space! :getin:


That being said, the real reason to enable monsters is Silvermists. Which will straight up aggressively depopulate and destroy entire sectors, all while growing in size and numbers with each kill they make. They're basically a space borne grey goo plague. If the empire that releases them isn't prepared to deal with them it's not uncommon for there to be a hundred or more of them a year or two after they're released, roaming the galaxy, snacking on random ships, stations, and even entire planets.

The dead space out in the corner of the map in one of my spiral galaxy games is basically off limits because one of them devoured an entire empire before moving on to the local pirates. It's nothing but devoured planets, hungry nanomachine swarms, and whatever few pirates managed to dodge the purges of both the native monsters and the few empires that tried to clean that mess up.


quote:

Is there some way to tell your ships not to attack a particular creature? My ships were all trickling out and engaging this space scorpion thing one at a time, dieing and then leveling it up. Before I realized what was happening it am become death, destroyer of worlds. The thing has like 700 hp and is larger than most of the moons in my system.

That's a Giant Kaltor. Early game they're pretty horrifying. They may also randomly decide to leave their nest to go hunting in your system too. So have fun with that.

If it's early game your best bet is to scrape together a ton of expendable ships into a fleet and just blow the living hell out of it before it can take out the last few of them. Typically your biggest edge up on them early on is that you have lots of cash lots of warm bodies to make and cram into ships, so just pretend you're the Imperium of Man until you get your hands on classic tier starting tech.

Archonex fucked around with this message at 02:54 on May 28, 2014

Obsidius
Nov 18, 2009

If you ever drop your
keys into a river of molten
lava, let 'em go, because
man, they're gone.

Stevefin posted:

Hidden pirate basses/fortress. you need to really spam ground troops as they do come with their own hidden garrison, and than the troops have to assault the fortified base

Thanks, I'll load it up shortly and give it another go.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
I just had a game where there was a four sector (the big grid blocks) wall between me and my greatest enemy full of SilverMists - they were all fully leveled up. I turned it into a gigantic DMZ and had it ringed with monitoring stations to watch my idiot enemy send swarms of ships in there to feed the demons. I tried a few expeditions in the late game with specialized ships but the prospect of taking all of them down just seemed like a waste when I could just ignore the sectors and get on with winning.

DancingMachine
Aug 12, 2004

He's a dancing machine!
Now that I bought it, reading this thread is making me less inclined to actually play the game. It's overwhelming. Are there any decent getting started guides around that are actually up to date with the latest version?

Stevefin
Sep 30, 2013



This is the problem I am having when playing empires. I fall into negative income even though my surplus is not negative. and always happens once I discover warp drive tech. and it is killing me as I can not retro fit my ships with warp drives to defend my moons that one pirate group destroys the moment they get built, and I just can't send them there as the ships they are using are escorts, they do rings around outside my ships range

Drunk in Space
Dec 1, 2009

Mad Wack posted:

I just had a game where there was a four sector (the big grid blocks) wall between me and my greatest enemy full of SilverMists - they were all fully leveled up. I turned it into a gigantic DMZ and had it ringed with monitoring stations to watch my idiot enemy send swarms of ships in there to feed the demons. I tried a few expeditions in the late game with specialized ships but the prospect of taking all of them down just seemed like a waste when I could just ignore the sectors and get on with winning.


It would be nice if you could actually designate neutral zones and no-go areas that would prevent automated ships (especially construction ships) from entering them willy nilly, or perhaps give some kind of range restriction on how far they can travel from your colonies. I recently had a constructor fly to the other side of the galaxy because dude just had to plant a mine on that 90% mega nut planet (despite my empire already overflowing with the drat things). Now he's bouncing back and forth because the system is infested with pirate scum, but guy really wants his goddamn nuts.

Love the pre-warp start, by the way. I don't think it was an option when I played the base game some years back, and indeed one of the reasons I found it hard to get into the game back then was that it seemed like there was too much going on too quickly. A pre-warp startup feels much more natural and allows you to become accustomed to the game far more easily, but is still challenging in its own way due to how you have to deal with pirates and resource shortages.

DancingMachine posted:

Now that I bought it, reading this thread is making me less inclined to actually play the game. It's overwhelming. Are there any decent getting started guides around that are actually up to date with the latest version?

There's a list of guides here: http://www.matrixgames.com/forums/tm.asp?m=3497284. I'm not sure how up-to-date they are, though, and at least a few of them aren't really guides per se but advice threads.

I think one of the best things you can do at the start is leave most empire settings on either fully automated or 'suggestions,' and then just play around with various areas of the game in your own time. Once you get the hang of things, you can gradually ween yourself off automation and use manual settings for aspects of your empire you want to take fully in hand, while still using automation for things you either don't completely understand yet or simply don't really care about controlling. Note that you probably shouldn't put ship construction on automated at the start, since its one of the more important aspects of the game to learn how to manage, especially early on when resources are low.

Also a pre-warp start on easy difficulty with pirates set to low (or turned off entirely) would probably be helpful, because all you have at the start is your homeworld, and therefore have to build your first spaceport and then your exploration ships etc, which allows you to get a handle on the basics more gradually. If you start in the hyperdrive era you have a whole load of junk flying around right from the get-go and it can be pretty drat confusing at first.

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"

Stevefin posted:



This is the problem I am having when playing empires. I fall into negative income even though my surplus is not negative. and always happens once I discover warp drive tech. and it is killing me as I can not retro fit my ships with warp drives to defend my moons that one pirate group destroys the moment they get built, and I just can't send them there as the ships they are using are escorts, they do rings around outside my ships range

IIRC the problem is you have a positive cashflow, every day you make $10, and some money in the bank, $500, but when you research warp drives or any tech the AI tries to refit everything you own at once. That costs a whole ton of money so you spend $2000. Every day you still make $10 but you are now $1500 in the hole with most of you ships in the dock waiting to refit and more trying to spend money you don't have buying more refits. The answer was to disable automatic refits in automation and choose no if it asks to upgrade everything. Then upgrade a few at a time so you don't go broke all at once. The warp bubble is still really slow and you will suck compared to pirates with it. But you won't be broke.

The tug of war between the player and the AI can get weird at times. They smoothed that bit before but maybe it popped up again?

quote:

Now he's bouncing back and forth because the system is infested with pirate scum, but guy really wants his goddamn nuts.
Has there been any improvement to the freighter AI? Last I checked a large freighter with 500km^3 of space would travel across the whole map to pick up 10 unit of steel to bring back to a moon in the same system when there was already a billion units of steel at the sector starbase and small freighters would carry 1000m^3 lots of steel in endless swarms to make up for what that one large freighter should have made in one run.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

LtSmash posted:

IIRC the problem is you have a positive cashflow, every day you make $10, and some money in the bank, $500, but when you research warp drives or any tech the AI tries to refit everything you own at once. That costs a whole ton of money so you spend $2000. Every day you still make $10 but you are now $1500 in the hole with most of you ships in the dock waiting to refit and more trying to spend money you don't have buying more refits. The answer was to disable automatic refits in automation and choose no if it asks to upgrade everything. Then upgrade a few at a time so you don't go broke all at once. The warp bubble is still really slow and you will suck compared to pirates with it. But you won't be broke.

The tug of war between the player and the AI can get weird at times. They smoothed that bit before but maybe it popped up again?

Has there been any improvement to the freighter AI? Last I checked a large freighter with 500km^3 of space would travel across the whole map to pick up 10 unit of steel to bring back to a moon in the same system when there was already a billion units of steel at the sector starbase and small freighters would carry 1000m^3 lots of steel in endless swarms to make up for what that one large freighter should have made in one run.

One thing I really dislike about the AI is that leaving construction ships on auto will have them occasionally build research bases. Research bases are expensive, and I'd really like to manually place those in areas with good bonuses and maybe protect them. But if I take the construction ships off auto, they won't build anything!

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!

V for Vegas posted:

A really long and annoying process to get a Steam Key

Is there some sort of problem with Slitherin's logins? I cannot seem to log in, it keeps looping me back to the login prompt. When I requested a password reset link it didn't get sent to my inbox, but I got the original confirm your account email. I already got the discount on Matrix games so I'm not worried about running into any time limit, but I would like the steam key so I don't have to worry about keeping my installers backed up.

Did I mention this whole affair is really tedious and annoying?

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Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

DancingMachine posted:

Now that I bought it, reading this thread is making me less inclined to actually play the game. It's overwhelming. Are there any decent getting started guides around that are actually up to date with the latest version?

I find one of the best ways to learn is to turn automation on for everything, then focus on learning on part of the game. Research and fleets will allow you to get a feel while the AI builds your empire for you. Then after a while, take ship design from the AI, or Colonization, and build up to a level you feel comfortable.


Pro hint, see those buttons that says "automate taxes" and "Troop Training"? You probably want to turn that on, unless you fancy managing tax rates for a hundred planets and making sure they all have soldiers defending them - you can override the AI in specific cases, but most of the time, you want these two automated.


I should do a Rogue Trader style game, load up a pirates game, fill the galaxy with humans and angry aliens and see what kind of empire I can make. A 40K mod shouldn't be to hard to do, if I could find top down ship images for all the races.

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