Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Malcolm
May 11, 2008

HiKaizer posted:

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?

I'm at exactly the same step, I've concluded that the Slitherine login system is hosed up at the moment. I've also tried getting a password reset sent to my email, but no dice. I'll give it a day or two and try again... it reminds me of the Gamespy family of sites/games or whatever the hell it was like back then. Shared logins, single sign on? Yeah right.

Distant Worlds itself is pretty good though!

Adbot
ADBOT LOVES YOU

The Moon Monster
Dec 30, 2005

Archonex posted:

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.

I seriously have no idea how to deal with these things. I started a new game, created a fleet of 10 destroyers that it still tore through instantly and now it's huge again. And of course my automated ships are still trickling out to fight it. I guess my new plan is to build no military ships until I get warp and then try building twenty at once, making them into a fleet, and attacking. It seems like only the first one or two attacks land and then it just sits on top of the ship and destroys it with impunity without taking any damage.

It's like if Civilization spawned some barbarian tanks next to your capitol after you research the wheel.

The Moon Monster fucked around with this message at 10:51 on May 28, 2014

Phlegmish
Jul 2, 2011



I had a pretty good run yesterday, dominated the galaxy - with the easiest settings, of course. One thing I noticed is that my construction ships stopped auto-building after a while, is that normal? It didn't really matter because I already had ludicrous stockpiles of everything, but I wonder what the trigger is.

Another thing I noticed is that my construction ships in an earlier pre-warp game didn't retrofit when I got warp technology, and I had to manually scrap them. Does that always happen?

Archonex
May 2, 2012

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

Grey Hunter posted:

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.

A 40K mod would be very easy to do, if you had the images. Heck, with some careful modding you could have a permanent god-emperor leading mankind, Tyranids could get huge pop bonuses on devouring worlds, and with the new custom tech trees available each race could have their own things there too.

The Moon Monster posted:

I seriously have no idea how to deal with these things. I started a new game, created a fleet of 10 destroyers that it still tore through instantly and now it's huge again. And of course my automated ships are still trickling out to fight it. I guess my new plan is to build no military ships until I get warp and then try building twenty at once, making them into a fleet, and attacking. It seems like only the first one or two attacks land and then it just sits on top of the ship and destroys it with impunity without taking any damage.

It's like if Civilization spawned some barbarian tanks next to your capitol after you research the wheel.

What sort of weapons were you using against it?

Phlegmish posted:

I had a pretty good run yesterday, dominated the galaxy - with the easiest settings, of course. One thing I noticed is that my construction ships stopped auto-building after a while, is that normal? It didn't really matter because I already had ludicrous stockpiles of everything, but I wonder what the trigger is.

Another thing I noticed is that my construction ships in an earlier pre-warp game didn't retrofit when I got warp technology, and I had to manually scrap them. Does that always happen?

If you have AI automation turned on for building the game tries to balance the number of ships with the size of your empire. That's why. If the workload for your construction ships was also low that might also be why.

As for not retrofitting, the way retrofitting automatically works is that it's a queued order. If you didn't wait long enough it would appear they weren't going to retrofit if they had a build order across the system. Alternately, if you removed that queued order by ordering them to do something else, you'd see them not retrofit.

Personally I scrap all of the ones that are across the system and just rebuild them if I have the cash. Getting extra-solar and long range inter-solar stations is key to booting up your economy. Delaying on that is a pain in the rear end.


Some other general tips:

I'd also advise against turning off automatic retrofits. Instead, turn off automatic ship building, and make it on suggestion only. The AI is a bit of a warhawk and will happily deplete your economy if it means getting those last few ships out and about. In reality, as an empire, you can make upwards of 100-200K in income right out the gate after getting out of the pre-warp era by judiciously spending. Just use your own common sense for ship building.

The same goes for base construction. Have it suggest it. Bases are the big drain on military financial resources. The AI will happily put half a dozen of the things around your capital if it can, meaning your income will drop like a rock and the more likely planets to get hit won't get any use out of them. Instead, save the massive amounts of cash you get to create specialized deep space military stations and defense bases for outlying planets that are in trouble.

Also, never not put up resort and research bases. Resort bases attract migrants from across the galaxy to shop at your tourist traps. While research bases are the core of your empire's advancement, especially on epic settings where just having phasers is an accomplishment. Doubly so on those "dark age" settings I posted up above.

Always go for free trade agreements if your race allows it. Certain DW Extended races don't permit this for racial victory conditions if you want to win, but it's a great way to amp your economy to insane levels otherwise.

Archonex fucked around with this message at 13:44 on May 28, 2014

Stevefin
Sep 30, 2013

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.

Sadly no I don't have auto retrofit on and never did have it on to begin with and all of my other automations have 'ask me before you spend my money' setting on

Phlegmish
Jul 2, 2011



I tried a standard game in the Age of Shadows and I had the same problem, constantly a -10,000 cashflow. I don't know why, my fleet was small if anything. I don't even know how you make money in this game other than through taxes. Also, my exploration and construction ships weren't doing anything most of the time, despite the fact that they were both on Automation. I have no idea what the trigger is for them to actually do stuff so it just strikes me as completely unreliable, it's frustrating.

Of course it's all moot because the pirates killed me before I could even get my second colony.

e: hadn't seen Archonex's post, thanks for the tips. I did have two defensive bases around my home planet, are they really that expensive? Also what I meant with auto-building is that they stopped automatically building mining stations and I have no idea why.

Phlegmish fucked around with this message at 13:25 on May 28, 2014

HiKaizer
Feb 2, 2012

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

Malcolm posted:

I'm at exactly the same step, I've concluded that the Slitherine login system is hosed up at the moment. I've also tried getting a password reset sent to my email, but no dice. I'll give it a day or two and try again... it reminds me of the Gamespy family of sites/games or whatever the hell it was like back then. Shared logins, single sign on? Yeah right.

Distant Worlds itself is pretty good though!

Good to know it's not just me then. I was just going to wait a day or two as well. With work and study, I can't really afford to get deep into a game until I finish the crunch anyway!

Archonex
May 2, 2012

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

Phlegmish posted:

e: hadn't seen Archonex's post, thanks for the tips. I did have two defensive bases around my home planet, are they really that expensive? Also what I meant with auto-building is that they stopped automatically building mining stations and I have no idea why.

That's exactly why. Open up your ship designs and check out their maintenance costs. It's anywhere from 3K to even 7K or more. That's a lot in the pre warp era, but chump change later on. The offset for this is that defense bases are an utter bitch to take down once you research basic shields. But you don't really need them outside of maybe one to fend off surprise attacks at that stage. You can just pay off the pirates until you unlock and research warp field precursor tech and then expand outwards from there.

They probably stopped building stations because you ran out of money. Either that or you had no explored planets. Keep in mind that your exploration ships need to explore a planet before the resources are revealed on it. And in the pre warp era it's entirely possible that there will be a lull in building due to a lack of known explored planets. Thankfully your exploration ships do that automatically, so you don't need to babysit them.


As for money, you get money in a few ways. However it all boils down to the civilian side of your economy (Except with free trade agreements and other diplomatic treaties, which give a percentage of another economy to yours.). Unlike in a lot of games the government can't just magically generate money from nowhere. Instead the civilian side generates cash through trade of resources, population, and other neat stuff, and you get a cut of it from there. To explain:

Trade is done on the civilian end. As I understand it this means that when a freighter buys up a cargo of iron and lead from a private station, the cash is being put into the civilian and governmental side of the economy from a private merchant's hands. Likewise when they purchase a ship, which in that particular case actually dumps an influx of money into your coffers directly. Taxes are just one aspect of the economy, unlike in many 4X games. Think of it less like MOO and more like what would happen if you were one of the empires in a space simulation/trade game like X3:AP or Elite.

Of course this means if you have no stations you get severely reduced funding. And if you have no trading partners (Merchants will do this automatically even without a trade agreement. This is what trade embargoes are useful for.) you get less too. So it's in your interest to ensure that your civilian ships aren't stuck twiddling their thumbs at a spaceport, waiting for something to do.

This is also why you want a few very rare luxury resources, since they will make you insane amounts of money. Especially since most of them are rare enough on a galaxy wide scale to be expensive. Doubly so since almost all of them increase development rates for planets. Which means they constantly get used up instead of sitting there until something needs to be built, repaired, or refueled. Which means there's always a demand for them from civilian traders and planets. It's not uncommon to see your income almost immediately shoot up by like 10-30K if you get a really good source of them.


You can see the financial aspects of your empire if you open you open up the financial menu for your empire. It should be that button in the middle of the rest of the buttons at the top of your screen. You'll see a government/military and civilian section to finances. Part of the civilian section gets taxed to your government side regularly, which is the side you have more direct control over.

As a side note, you'll also probably notice that the civilian side is much larger in terms of finances than the government side. That's normal.

There's a few neat cheats you can do there to dump that money into your control, but I won't get into them. I will say however that automatic retrofitting of civilian ships appears to be good for your economy. Since they're dumping their cash into upgrading their ships. Which equals up to more money going into the military/governmental side. I notice fairly large income boosts not long after I research a tech they use. Like increased cargo bay sizes for instance.


Edit: Also, apologies if all of these posts are really long, but this game has so much depth to it that it's actually hard to condense explanations down into a sentence or two worth of posts. :v:

Archonex fucked around with this message at 14:13 on May 28, 2014

Kilroy
Oct 1, 2000
So, I just picked up this game about 15 minutes ago. And, I start it up and it tells me to play the pre-warp tutorial. So I bring that up. Tells me to build a spaceport. I start building a spaceport. I get about 10% completed on that and some jerk with a spaceship comes along and demands money.

Since I don't have any ships or even really anything in orbit yet, and I'm basically in the same position as real-life humans would be at this point, I do want he wants so he'll gently caress off. I agree to give them the money each month, and then he immediately turns around and cancels the agreement and attacks anyway. I just spent half of my starting cash on a destroyed spaceport.

Again, this is the TUTORIAL.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Kilroy posted:

So, I just picked up this game about 15 minutes ago. And, I start it up and it tells me to play the pre-warp tutorial. So I bring that up. Tells me to build a spaceport. I start building a spaceport. I get about 10% completed on that and some jerk with a spaceship comes along and demands money.

Since I don't have any ships or even really anything in orbit yet, and I'm basically in the same position as real-life humans would be at this point, I do want he wants so he'll gently caress off. I agree to give them the money each month, and then he immediately turns around and cancels the agreement and attacks anyway. I just spent half of my starting cash on a destroyed spaceport.

Again, this is the TUTORIAL.

Haha, yeah sometimes the pirates are dicks like that. What can you do, they're pirates after all :shrug:

Panzeh
Nov 27, 2006

"..The high ground"

nutranurse posted:

Haha, yeah sometimes the pirates are dicks like that. What can you do, they're pirates after all :shrug:

Yeah, the pirates will sometimes kill you right away. It's not a huge deal, honestly, because you can just wait and rebuild it. That being said, I make getting a good defense platform out right away a priority.

Hav
Dec 11, 2009

Fun Shoe

Kilroy posted:

So, I just picked up this game about 15 minutes ago. And, I start it up and it tells me to play the pre-warp tutorial. So I bring that up. Tells me to build a spaceport. I start building a spaceport. I get about 10% completed on that and some jerk with a spaceship comes along and demands money.

Since I don't have any ships or even really anything in orbit yet, and I'm basically in the same position as real-life humans would be at this point, I do want he wants so he'll gently caress off. I agree to give them the money each month, and then he immediately turns around and cancels the agreement and attacks anyway. I just spent half of my starting cash on a destroyed spaceport.

Again, this is the TUTORIAL.

I've restarted a number of times for the pre-warp game and it's pretty much always the same that you'll get a pirate about the same time as you launch your first ship. Don't worry, just pay them. Even if they immediately cancel the agreement, open up comms and ask for a new one. That'll give you some breathing room.

Basically, spaceport, exploration ship, construction ship...after that, it's a question on exploring for resources and expanding from your home slowly, adding mining stations to increase your cash.

I tend to ignore the retrofit notices for all ships except the escorts and exploration ships in the early game, and I definitely don't build frigates until warp; they're expensive and won't be where you need them until they have decent engines.

I've run into similar problems with cash just after hitting warp bubbles, and it's generally because of auto-building the highest priority mine rather than the closest. Managing expansion is a real thing in this game, as it will attempt to run away...bear in mind that the more systems that you come into contact with, the more pirates you'll have to deal with.

One of my more amusing games ended up with me making friends with another race a significant distance away. Judicious use of gifts brought them onside, and when my largest pirate 'client' decided to come knocking, they requested a mutual defence pact, and sent over a fleet to kill the pirate base.

King Doom
Dec 1, 2004
I am on the Internet.
Comparing pirates and protection deals with universe to the previous xpacks I'm pretty sure something broke somewhere. They used to actually honor the protection agreements.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

quote:

Also, never not put up resort and research bases. Resort bases attract migrants from across the galaxy to shop at your tourist traps. While research bases are the core of your empire's advancement, especially on epic settings where just having phasers is an accomplishment. Doubly so on those "dark age" settings I posted up above.

To that end, consider merging your resorts, research bases, and mining bases. Often, scenic places are places of high research, or are on planets with resources. There's little reason they can't do double or triple duty. It helps that even the baseline AI resort base designs are well-defended and just need a little extra.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
My trouble is that the AI will never auto-upgrade a design you build, or it least it's never done that in my experience (I hope it's changed, please tell it has changed). So if you spend all your time researching rail-weapons the AI won't design ships with your tricked out mass drivers, but keep using the dinky pulse blasters you get at the start of the game. It's a little infuriating.

Bouchacha
Feb 7, 2006

How do the different weapon types compare? Is it something like a RPS system of counters?

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Bouchacha posted:

How do the different weapon types compare? Is it something like a RPS system of counters?

Different ranges and they interact with armor differently.

Lasers are longer ranged, but get stopped by shields
Rail guns are shorter ranged, but penetrate shields (but are only 50% effective against armor)

Those are the two big divides in weaponry, really, as all the other weapons are just cool things that you don't necessarily need (but should get). I like to pick ~3 types of weapons to fully research and base my builds around, normally I'll pick laser or rail gun and two other weapons that compliment whatever path I chose (for instance, tractor beams help bring ships closer so that your rail guns get used sooner, this combined with assault pods is ridiculous).

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.

nutranurse posted:

My trouble is that the AI will never auto-upgrade a design you build, or it least it's never done that in my experience (I hope it's changed, please tell it has changed).

Isn't there a setting for that? I haven't played since around when Legends came out but I feel like there's a way to mark designs to be auto-upgraded. I'll have to check when I get home.

SlyFrog
May 16, 2007

What? One name? Who are you, Seal?
So are there any generally agreed upon "must have" mods for this game that you should install to make the basic gameplay better, even before you have exhaustively played the basic game?

I'm talking about the types of mods that various games have, where the community generally agrees that it makes the basic game work better (whether it is a graphics overhaul, improved UI, something that props up an AI that is bad in certain areas, improves bad balance, etc.). I'm NOT talking about the types of mods that reskin the game to Star Trek, that incorporate some particular theme or idea that a mod designer enjoys (e.g. making the game based much more on commerce and downplaying military or vice versa).

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

SlyFrog posted:

So are there any generally agreed upon "must have" mods for this game that you should install to make the basic gameplay better, even before you have exhaustively played the basic game?

I'm talking about the types of mods that various games have, where the community generally agrees that it makes the basic game work better (whether it is a graphics overhaul, improved UI, something that props up an AI that is bad in certain areas, improves bad balance, etc.). I'm NOT talking about the types of mods that reskin the game to Star Trek, that incorporate some particular theme or idea that a mod designer enjoys (e.g. making the game based much more on commerce and downplaying military or vice versa).

Play with Extended Universe because it adds a whole lot of new aliens which are fun to play with/against (for instance, there's a new race called the xHumans who are near-humans who hate normal humans and serve to break up the normal All Humanoid Alliance, so you get some fun situations by mid-to-late game). As for graphical overhauls, I am liking Das's UI, which was released recently, as it makes the UI A WHOLE LOT clearer/sleeker. Also GEM, or graphical enhancement mod.

Basically this thread: http://www.matrixgames.com/forums/tm.asp?m=3616942

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Not a counter system.

First were Lasers vs Torpedoes. Short-range, constant damage vs heavier, slower damage.

Then came Shadows, which introduced Phasers(Shorter ranged lasers, targeting boost, rapid fire, bonus vs armour), Missile(Extreme Range, penalty vs armour), Mass Drivers(even worse range, partial shield penetrating, inaccurate, penalty vs armour) and tractors(Push and pull, also shield penetrating damage).

Gravitic weapons seem new to me. Weapons that ignore armour and shield and have no penalty, but are short range.

Then there's fighters, which even now I can't be certain of the true effectiveness of. Though I love them to death.

King Doom
Dec 1, 2004
I am on the Internet.
Fighters are amazing defensively, since pirates and suchlike will try and shoot them down instead of going after whatever merchant ship they spotted hovering over your world. I think they may also stop trying to invade to try and shoot down fighters/bombers as well.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
Again, Distant Worlds' combat is best approached as a black box wherein you throw in cool ship designs (light, fighter pods on everything, because why not?) and then see how it plays out. Just put weapons on your ships and make sure you've got decent speeds (especially turning speed, I wouldn't let it fall past 11, maybe 10) and enough power to let your ships fire in combat. The game seems pretty overwhelming, but you're not supposed to sperg out over every little aspect.

Archonex
May 2, 2012

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

Bloodly posted:

Then there's fighters, which even now I can't be certain of the true effectiveness of. Though I love them to death.

Fighters are force multipliers. Strap a single fighter bay on every escort you own and they can solo down pirate frigates so long as they stay out of range of their weapons. It's probably the best way to make them actually have some staying power.

I haven't tried gravitic weapons, mostly because there's a ton of different weapon types out there. I do know that beam weapons have everything from phaser cannons, to blasters, to lances. The range of differences within one "type" of weapon are pretty crazy. With extended one race (outside of the Shakturi) even gets the Shakturi Firestorm Torpedoes, which double as high end torpedoes and a planetary bombardment weapon.


Phaser lances are also :black101: as hell though. Many abandoned capitals have them on them, and they boil through armor and shields like they aren't even there. I usually run with a torpedo/lance mix, with me subbing in Shatterforce lasers until I can commonly fit lances.

According to the ancient campaign phaser lances are apparently one tech down from super lasers too, which are the 20,000 or so damage a shot "Death Star MKII" lasers that can pop any ship and most bases if they hit. Super lasers themselves are one step down from the planet destroying tier of lasers, which can only be found on world destroyers (Or researched in the ancient campaign.).

I picked up two size 1100 capitals that had 612 or so firepower each in my current game. Most of it comes from them just annihilating things with the phaser lances, which they use once a tractor beam has yanked any ships in the fight in range. They're part of the reason why i'm one of only two empires that have actually gotten past two colonized systems 35 years into a shadows era game on a max size galaxy. The ships are longer than some moons. :stare:

Archonex fucked around with this message at 16:56 on May 28, 2014

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy

nutranurse posted:

Play with Extended Universe because it adds a whole lot of new aliens which are fun to play with/against (for instance, there's a new race called the xHumans who are near-humans who hate normal humans and serve to break up the normal All Humanoid Alliance, so you get some fun situations by mid-to-late game). As for graphical overhauls, I am liking Das's UI, which was released recently, as it makes the UI A WHOLE LOT clearer/sleeker. Also GEM, or graphical enhancement mod.

Basically this thread: http://www.matrixgames.com/forums/tm.asp?m=3616942

Can anyone rehost the GEM mod from this post? It links to a mediafire page that has a captcha that wont load.

Nevermind, mediafire has changed so that you have to watch an advertisement to see the captcha and adblock was blocking it.

Doorknob Slobber fucked around with this message at 16:27 on May 28, 2014

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Reason posted:

Can anyone rehost the GEM mod from this post? It links to a mediafire page that has a captcha that wont load.

Disable your ad block for the site.

Phlegmish
Jul 2, 2011




Thank you again. I started up a new game with warp technology already activated, and I'm doing much better than last game. I've noticed in general that I do much worse in pre-warp games. No real money problems this time, and I set pirates to Few so they'd be less of a hassle.

My current main issue is a sudden lack of resources now that I already have a fairly well-established empire. The best way to identify shortages is through the Expansion Planner's Unfulfilled Empire Requests (?) column, correct? The problem is that there's often a bottleneck effect where your construction ships lack the resources to build the mining stations that you need to get more of those same resources. Half of them going off to retrofit just makes progress even slower. I'm still figuring out the most efficient way to deal with resources. It seems like the game is constantly bombarding me with messages of resource shortages even when I'm constantly telling my construction ships to build new mining stations at the right locations.

Another thing, how do I finish off pirates? I stopped paying protection money to a pirate faction, but I don't know how to actually kill them. I've destroyed several of their bases, but apparently not enough. I tried stealing all sorts of maps to find out where their remaining forces were, but it didn't give me any new information. Meanwhile they just keep harassing me. When the Diplomacy screen says a pirate faction has x colonies, do they mean actual colonies or space stations? How do I find out what I need to conquer or destroy?

Kilroy posted:

So, I just picked up this game about 15 minutes ago. And, I start it up and it tells me to play the pre-warp tutorial. So I bring that up. Tells me to build a spaceport. I start building a spaceport. I get about 10% completed on that and some jerk with a spaceship comes along and demands money.

Since I don't have any ships or even really anything in orbit yet, and I'm basically in the same position as real-life humans would be at this point, I do want he wants so he'll gently caress off. I agree to give them the money each month, and then he immediately turns around and cancels the agreement and attacks anyway. I just spent half of my starting cash on a destroyed spaceport.

Again, this is the TUTORIAL.

The 'tutorial' is poo poo and my advice would be to play a custom game with all settings on easy (particularly pirates set to few and very weak), combined with asking questions in this thread.

Phlegmish fucked around with this message at 17:31 on May 28, 2014

ProfessorGroove
Jun 10, 2006

by Ion Helmet
How do you guys design and use your starports? I find myself making big battle stations for large, slightly smaller battle stations for medium and I don't really use small. I guess my philosophy is if I'm going to spend the money and maintenance on a starport I want it to be able to hold its own somewhat. I put the larges in the most important hubs and the mediums on the outskirts of my empire for refueling. I use defensive bases to defend colonies that don't get a starport. I'm not sure if this is the best way to go about it though which is why I'm asking for other ideas.

Also, what's the use of the racial bonus larger civilian ships? Larger mining ships I suppose? The freight ships are already divided in classes by size that won't be at the max. Do you have to design them yourself or does the AI already know it can design bigger civilian ships for the mole and rat people? I usually let the AI handle civilian ship designs.

Lowen
Mar 16, 2007

Adorable.

The Moon Monster posted:

I seriously have no idea how to deal with these things. I started a new game, created a fleet of 10 destroyers that it still tore through instantly and now it's huge again. And of course my automated ships are still trickling out to fight it. I guess my new plan is to build no military ships until I get warp and then try building twenty at once, making them into a fleet, and attacking. It seems like only the first one or two attacks land and then it just sits on top of the ship and destroys it with impunity without taking any damage.

It's like if Civilization spawned some barbarian tanks next to your capitol after you research the wheel.

Dealing with the space monsters in your home system is easy with a little know how and micromanagement.

Take a look at the speed of the space monsters. Design a military ship which is faster than they are, with your longest range missiles. Make sure it turns quickly as well, this is important! Don't worry about shields/armor at all, the space monsters can't hurt you if they don't get right on top of you. If the AI freaks out later due to not having shields you can change that setting for the design anytime.

Set it to "standoff" both weaker and stronger opponents so it keeps range. Make sure you have enough power generation to both fire all the weapons and run at sprint. The ship design screen tells you your excess energy near the reactor bit, your cruise/sprint/hyper speed and power requirements on that little graph thing, and the weapons energy requirements down near the weapons summary.

Then it's just a matter of sending your ships in and watching them kite the space monsters to death. I usually micro this a little to make sure they end up in front of the monster and going the other way quicker, but if your design turns quickly enough you shouldn't need to do this.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

ProfessorGroove posted:

How do you guys design and use your starports? I find myself making big battle stations for large, slightly smaller battle stations for medium and I don't really use small. I guess my philosophy is if I'm going to spend the money and maintenance on a starport I want it to be able to hold its own somewhat. I put the larges in the most important hubs and the mediums on the outskirts of my empire for refueling. I use defensive bases to defend colonies that don't get a starport. I'm not sure if this is the best way to go about it though which is why I'm asking for other ideas.

Well, starports hold medical and recreation, which are very important for growth and money. So Starports everywhere is viable. Sizing is something I fall relatively flat on myself. I'm perfectly willing to build Large Starports no matter what, as they are often first, last, and only defence, especially in the early days. Some people just put down small ports and upgrade later.

Shyrka
Feb 10, 2005

Small Boss likes to spin!
Having starports everywhere is actually a bad idea as the AI shits the bed trying to ensure every star port is fully stocked up on everything. 1 star port per 4-5 colonies is a good rule of thumb. For all the other ones just stick down a star base with the exact same loadout as you'd put on a star port and things will run much more smoothly while ensuring every planet benefits from those sweet medical/recreation facilities.

Caconym
Feb 12, 2013

Shyrka posted:

Having starports everywhere is actually a bad idea as the AI shits the bed trying to ensure every star port is fully stocked up on everything. 1 star port per 4-5 colonies is a good rule of thumb. For all the other ones just stick down a star base with the exact same loadout as you'd put on a star port and things will run much more smoothly while ensuring every planet benefits from those sweet medical/recreation facilities.

The same layout except shipyards. That's supposedly the trigger for the civ AI to try and stock the planet full of strategic materials, not the design class itself. Starports must have shipyards, star bases don't.

Also if you want your capital to be the major shipyard, don't build star bases closer to some essetial material like chromium. Civilian ships visiting mining bases will deliver to the nearest starport, so you'll then have all you excess steel in one base, all your chromium in another etc, meaning any large scale construction anywhere will trigger a massive movement of goods.
Can't always be avoided of course, but worth having in mind.

This is bad because it'll backlog your freighters and soon construction will stall waiting for shipments of materials zipping all over the place. Even if your empire has enough in storage it needs to be in the right place.

Also why it's a good idea to build some escorts with mining engines and a fair bit of cargo to manually mine strategics you are low on. I usually build about 5, with 3 mining engines and 10 cargo holds, and queue them up on a chromium source, preferably one that also has polymers and carbon fibre.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
By the way: It's not always good to retire ships you find floating around in space. Be sure to check out the ship's design and stats because sometimes a tech one level away is not worth sacrificing a 110FP ship that you find in your home system.

Huskalator
Mar 17, 2009

Proud fascist
anti-anti-fascist
Anyone getting weird issues with the auto upgrade? In one game the AI refused to put jump drives on any of my military ships then hitting the auto upgrade button in the ship design screen immediately deleted the designs. It worked fine in the previous game, weird.

Shima Honnou
Dec 1, 2010

The Once And Future King Of Dicetroit

College Slice

nutranurse posted:

Play with Extended Universe because it adds a whole lot of new aliens which are fun to play with/against (for instance, there's a new race called the xHumans who are near-humans who hate normal humans and serve to break up the normal All Humanoid Alliance, so you get some fun situations by mid-to-late game).

For some reason, Extended Universe fucks my game up. Even a fresh install with nothing but the latest EU version and it just stops loading at all, which is a shame. I ended up stealing the graphics from it, though.

Drunk in Space
Dec 1, 2009
The race graphics are so much better in the Extended mod, though I think it's kind of a shame the modder chose to replace the stock Naxxilian picture with a brutal-looking humanoid guy. Goofy as it was, I liked the space T-rex.

Huskalator
Mar 17, 2009

Proud fascist
anti-anti-fascist
Yeah I'm definitely having some bugs with the auto upgrade of designs. It's frustrating because I just don't care for ship design.

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.

Hot Sexy Jupiter posted:

The race graphics are so much better in the Extended mod, though I think it's kind of a shame the modder chose to replace the stock Naxxilian picture with a brutal-looking humanoid guy. Goofy as it was, I liked the space T-rex.

On the other hand, replacing the stock Securan photo was inspired and I give them all the kudos for that.

Dark_Swordmaster
Oct 31, 2011

Hot Sexy Jupiter posted:

The race graphics are so much better in the Extended mod, though I think it's kind of a shame the modder chose to replace the stock Naxxilian picture with a brutal-looking humanoid guy. Goofy as it was, I liked the space T-rex.

WHAAAAAAT!? gently caress that guy, tell me there's a way to change it back!

Adbot
ADBOT LOVES YOU

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill

Dark_Swordmaster posted:

WHAAAAAAT!? gently caress that guy, tell me there's a way to change it back!

Just delete the race image stuff for them out of the mod's image's folder. Distant Worlds modding actually looks pretty approachable and as so far as installing the mods goes, all you really need to do is chuck folders into the distant worlds/customization folder.

  • Locked thread