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So I think I found out why I was going broke at warp. My private sector was bankrupting its self and using my funds to pay for their ship upgrades
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# ? May 30, 2014 03:30 |
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# ? May 27, 2024 17:41 |
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Hot Sexy Jupiter posted:What does the number after planet and star types mean, e.g. "Desert planet 29.4k" or "Main sequence star 99.1k"? Is it something to do with resource quantity? That's just size, if the planet is habitable it'll affect your maximum population but other than that I don't know if it has any effect. e; Zombie #246 posted:There were 2-3 guys who would argue on the original forums for this game about how more exposure for this game was an awful thing, and how steamtards couldn't handle a complex 4x game lol. I say this as a huge goony grognard: Grognards are loving weird and often super insecure about our tiny little niches.
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# ? May 30, 2014 03:39 |
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Stevefin posted:So I think I found out why I was going broke at warp. My private sector was bankrupting its self and using my funds to pay for their ship upgrades This might be overkill, but I always delete every pre-made design and re-design every ship manually, then upgrade every ship manually. When I get warp drives, I only put them onto new designs piecemeal so the AI doesn't poo poo the bed trying to put warp cores on every ship at once.
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# ? May 30, 2014 03:43 |
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V for Vegas posted:This might be overkill, but I always delete every pre-made design and re-design every ship manually, then upgrade every ship manually. When I get warp drives, I only put them onto new designs piecemeal so the AI doesn't poo poo the bed trying to put warp cores on every ship at once. Yeah I think though it just leads up to the amount they built was overkill during prewarp. my private sectors tend to make what seems to be almost 100 freights
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# ? May 30, 2014 03:46 |
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Are there any good LPs of this game? Its like CK2 I load it up because I really, really want to play it, then immediately close it due to how complex the interface is.
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# ? May 30, 2014 03:49 |
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Reason posted:Are there any good LPs of this game? Its like CK2 I load it up because I really, really want to play it, then immediately close it due to how complex the interface is. I'm not familiar with too many LPs, but just start a game up with full automation on everything, then just poke around and watch ships run around. That's how I got used to the interface myself.
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# ? May 30, 2014 04:40 |
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Reason posted:Are there any good LPs of this game? Its like CK2 I load it up because I really, really want to play it, then immediately close it due to how complex the interface is. This series of videos is pretty great. It's for an older version, but it's still good information. Basically the guy is playing the game like everyone says not to, with a minimum of automation. He gives very helpful explanations for why he does things and what other things do though.
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# ? May 30, 2014 04:56 |
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V for Vegas posted:This might be overkill, but I always delete every pre-made design and re-design every ship manually, then upgrade every ship manually. When I get warp drives, I only put them onto new designs piecemeal so the AI doesn't poo poo the bed trying to put warp cores on every ship at once. See, i'd do that but...well... i don't even know where to start with some of them. A bit more of a framework, or suggestions perhaps, for the various roles would not go amiss. I guess i'm just too used to the space empires way of doing things and it's hard limits.
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# ? May 30, 2014 04:58 |
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Lprsti99 posted:This series of videos is pretty great. It's for an older version, but it's still good information. Basically the guy is playing the game like everyone says not to, with a minimum of automation. He gives very helpful explanations for why he does things and what other things do though. Yeah Larry Monte's videos are great for learning the ropes. He also recommends his friend Das24680 who does some tutorial videos too; I've not watched much of Das but he seems to know what he's doing. Larry Monte can't seem to help giving loads of information in his videos, even when he tries to do a non-tut LP. He also has a wonderfully stereotypical Canadian accent.
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# ? May 30, 2014 05:13 |
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Blinks77 posted:See, i'd do that but...well... i don't even know where to start with some of them. A bit more of a framework, or suggestions perhaps, for the various roles would not go amiss. You're thinking too hard, perhaps. The game itself tells you what you NEED for it or 'should consider'(You NEED a reactor, Shields are 'should consider') in the design screen, anything past that is your own will. Small frieghter with capacity of a large? Why not? Civilian ships don't have much you can mess with beyond raw capacity or mining, though, given their restrictions. Under default AI settings(These are modifiable), Escorts are going to be everywhere, as are frigates. Transports need lots more troop storage than the standard design grants, but also wants to be able to land it's troops even under heavy bombardment. Lots of engines, shields? For fixed points, missiles are outright required. It sucks to not be able to defend your station because the wretched attacker outranges you.
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# ? May 30, 2014 05:37 |
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This is DEFINITELY the in me but I love just the thought of playing an Age of Shadows game where your race has overcome millennia of history in which there were wars, viruses, advancements, set backs, everything, just to finally pitch the entire world together into building one giant space dock. At which point space is both privatized and governmental, from there on it just expands, forging on through history until you discover first contact, hostile and threatening at that. Then you learn to fight back, and soon discover warp technology, quickly connecting and threading your system together. Travel is no longer a slow endeavor since everyone, government and civilian alike, have the ability to move from one end of the system to the other in the blink of an eye. Then you branch out, slowly and cautiously exploring the rest of the galaxy... It's just such a nice happy tale of timid exploration and finding your place in the galaxy, I love it a lot. It's kind of nice to imagine its our own baby steps into the great inky blackness...
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# ? May 30, 2014 05:58 |
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Ha, that's why I'm bummed that while you can edit in the Sol system, you can't mod the date to something like 1950 and start off with Mercury spacecraft.
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# ? May 30, 2014 06:04 |
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V for Vegas posted:Ha, that's why I'm bummed that while you can edit in the Sol system, you can't mod the date to something like 1950 and start off with Mercury spacecraft. Sol seems pretty densely packed compared to the systems i've seen so far.
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# ? May 30, 2014 06:35 |
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I love how this game has made exploring the galaxy interesting and fun, in a way that really reminds me of MoO2. There are hings hidden in the galaxy you really want to be first to find, but also things that you really don't want to find.
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# ? May 30, 2014 06:48 |
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Zilkin posted:I love how this game has made exploring the galaxy interesting and fun, in a way that really reminds me of MoO2. There are hings hidden in the galaxy you really want to be first to find, but also things that you really don't want to find. If you like horrifying terror in deep space, Sword of the Stars with all expansions did this pretty well. There were Grand Menaces that would wander around the galaxy, rolling people's poo poo. It's a fairly different animal from this game, and probably not really as good. So far my only complaint with Distant Worlds is that I've had a really hard time finding a good balance with the automation. I'm spergy enough to WANT to do everything myself, but not spergy enough to find it fun.
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# ? May 30, 2014 07:26 |
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Reason posted:Are there any good LPs of this game? Its like CK2 I load it up because I really, really want to play it, then immediately close it due to how complex the interface is. As people mentioned earlier Das puts out a lot of good Distant Worlds videos: This is a good general series of videos. Here's another good set of videos. This is a huge LP from the looks of it. I haven't actually watched this one. He also mentions how expensive the game was at that point. There's a bunch more as well as just plain tutorials videos on his channel too. Grab some popcorn and enjoy.
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# ? May 30, 2014 08:23 |
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I'm so excited to finally browse this thread as an owner of the drat game! I resisted 2 Matrix holiday sales in a row as it was just a 'little' too high for me to take the plunge. Thanks for all the great tips and LP links for the new comers to the game. It's even fun to let the thing run like an ant farm and watch your own private universe play out.
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# ? May 30, 2014 09:16 |
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Bloodly posted:Transports need lots more troop storage than the standard design grants, but also wants to be able to land it's troops even under heavy bombardment. Lots of engines, shields?
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# ? May 30, 2014 09:20 |
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Half the time the allied AI strikes with transports along side. Besides which taking a planet either removes the nearby starbases or has it join you, I forget which. So generally the idea is, it needs to drop it's troops, afterwards it doesn't matter. Sometimes they can even sneak a planet out from under someone.
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# ? May 30, 2014 09:28 |
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Reason posted:Are there any good LPs of this game? Its like CK2 I load it up because I really, really want to play it, then immediately close it due to how complex the interface is. I also like the Larry Monte videos for DW. But for CK2 have you seen the tutorial LP thread? http://forums.somethingawful.com/showthread.php?threadid=3559664
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# ? May 30, 2014 11:43 |
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http://lparchive.org/Distant-Worlds-Legends/ LP by Grey Hunter of goon grognard fame.
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# ? May 30, 2014 12:42 |
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Dark_Swordmaster posted:This is DEFINITELY the in me but I love just the thought of playing an Age of Shadows game where your race has overcome millennia of history in which there were wars, viruses, advancements, set backs, everything, just to finally pitch the entire world together into building one giant space dock. At which point space is both privatized and governmental, from there on it just expands, forging on through history until you discover first contact, hostile and threatening at that. Then you learn to fight back, and soon discover warp technology, quickly connecting and threading your system together. Travel is no longer a slow endeavor since everyone, government and civilian alike, have the ability to move from one end of the system to the other in the blink of an eye. Then you branch out, slowly and cautiously exploring the rest of the galaxy... The general setting of this game kind of reminds me of Asimov's Foundation series that I happen to be reading through right now. Archonex, thank you for the offer, I might take you up on it later. For now I'm going to play a standard Classic game and see how well I do. bobtheconqueror posted:So far my only complaint with Distant Worlds is that I've had a really hard time finding a good balance with the automation. I'm spergy enough to WANT to do everything myself, but not spergy enough to find it fun. The biggest challenge so far seems to be finding the right level of automation and finding out how automated Automation actually is. For example, I'd like to be able to leave the fleet formation process on automation while still being able to tell one particular fleet to stay in one particular system while still having it automatically refuel/repair/retrofit. e: could anyone tell me which specific tech I need to research to build resort bases? It says CANNOT BUILD when I try to queue a construction ship. Phlegmish fucked around with this message at 13:36 on May 30, 2014 |
# ? May 30, 2014 12:48 |
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None, as long as you have the Recreation Centre part. Check how big you've built the base-these WILL be 'not-at-colony' and thus subject to size limits.
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# ? May 30, 2014 14:17 |
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Phlegmish posted:Matrix Games is probably still at the Steam rush. I'd love to be a fly on the wall seeing their reaction to the new profits. They've actively refused to put their precious game on Steam for years now, thinking it would stop them from making money or who knows why the hell. Lol. The good news is that I can finally buy it now though! Mister Adequate posted:I say this as a huge goony grognard: Grognards are loving weird and often super insecure about our tiny little niches. Yeah, the same thing happens in music all the time. An awesome band comes out, makes great music, gets noticed for making great music and gets famous and makes more money and gets more recognition, original fans hate hate hate it. They claim they're mad because the band is "selling out" which is really a pretty meaningless term nowadays. In reality they're just nerdmad because now they have one less thing to feel superior about because they can no longer say that they listen to this great underground band who are they oh you probably haven't heard of them. GreatGreen fucked around with this message at 15:05 on May 30, 2014 |
# ? May 30, 2014 15:01 |
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This is probably a bit of a dumb question, but I like making up countries and poo poo like that. Is there some kind of nifty guide that I can use to make races in this?
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# ? May 30, 2014 15:45 |
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Bloodly posted:None, as long as you have the Recreation Centre part. Check how big you've built the base-these WILL be 'not-at-colony' and thus subject to size limits. Not entirely correct, in a shadows game you also start without passenger compartments. Wont't be much of a resort if you skip all the beds...
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# ? May 30, 2014 16:07 |
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I have a few questions still regarding space ports and the like. So I want generally at least a small space port at every planet eventually, once there is enough pop to build one, with a recreation center, medical center, and commerce center. Now do I only need 1 of each? And how much of the other stuff like docking bays, manufactures and the like should I put in if I just want to keep it light? Should I throw in research and if so how many? And I shouldn't be using star ports right?
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# ? May 30, 2014 16:27 |
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Sperglord Firecock posted:This is probably a bit of a dumb question, but I like making up countries and poo poo like that. Yes! The first thing I ever did with this game was mod in my own race. They have a highly detailed modding guide that should get you through: http://www.matrixgames.com/forums/tm.asp?m=3615682
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# ? May 30, 2014 16:36 |
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Woot. Soon my race of technologically advanced and highly zealotous physically weak albinos shall rule the galaxy! Although I'll also need to modify in special government type to reflect that their specific culture shares governmental power between the Emperor and the head figure of their faith. And then I'll need to add in special events that occur whenever you are part of that government and you have either A: A large number of (presumably heathen) immigrants or B: low stability (Not sure how this is reflected in game) to cause severe disruption in supply lines, trade, etc. Fantastic government type as long as you are a relatively homogenous population maintaining a high level of cohesion in the Empire, but horrible once things start falling apart. fishception fucked around with this message at 17:51 on May 30, 2014 |
# ? May 30, 2014 17:47 |
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GreatGreen posted:I'd love to be a fly on the wall seeing their reaction to the new profits. They've actively refused to put their precious game on Steam for years now, thinking it would stop them from making money or who knows why the hell. Lol. It's pretty funny, one of their first moves after AGEOD passed from Paradox back to them was to take all their games off of Steam again - saying Steam devalued the brand or something similar. They've recently quietly put them back up. I wonder if AGEOD noticed a big drop in sales and this is what started Matrix putting stuff onto Steam at last? E: Found the thread about it: http://www.ageod-forum.com/showthread.php?28687-2-Question-Regarding-AGEOD-Leaving-Paradox Darkrenown fucked around with this message at 18:32 on May 30, 2014 |
# ? May 30, 2014 18:12 |
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This is just my own pet hypothesis, but Matrix and Slitherine merged a year or two back and I think it has been the old Slitherine people pushing for the steam thing since it has primarily their poo poo that has gone on steam first like panzer command and battle academy.
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# ? May 30, 2014 18:18 |
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Maybe next the guy behind DW realizes he doesn't really need Matrix for anything now. Could maybe hire an artist and a UI designer for DW2 with the money he'd save.
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# ? May 30, 2014 18:20 |
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dtkozl posted:I have a few questions still regarding space ports and the like. So I want generally at least a small space port at every planet eventually, once there is enough pop to build one, with a recreation center, medical center, and commerce center. Now do I only need 1 of each? And how much of the other stuff like docking bays, manufactures and the like should I put in if I just want to keep it light? Should I throw in research and if so how many? One of each will do, they don't stack. Docking bays and manufacturers are useless, freighters will use the planets 20 organic docking bays anyway, and if you add shipyards (and thus manufacturers) you'll call down logistics AI madness the same as if you'd used star ports. Starbases are for medical/rec and defenses only. I'm uncertain if docking bays might help with refuelling fleets though. Also they share cargo space with the planet, so a single cargo bay to satisfy the design requirements will do.
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# ? May 30, 2014 19:14 |
Caconym posted:http://lparchive.org/Distant-Worlds-Legends/ This one is fun, especially the bit at the end where he accidentally blows up a planet with a deathstar.
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# ? May 30, 2014 19:18 |
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How do you guys handle invasions? It always seems to take ages before I'm ready to take over an enemy planet. Specifically, micromanaging your fleets and recruiting troops is really slow and I always have to override the AI if I want to get a decent number of troops on a single planet. I just got out of a really long war in which I ended up dominating but I still only managed to snag two or three planets. I'm wondering what the most efficient way is to go about it. As for space ports, do they automatically grow in size? People here have been talking about choosing between different sizes of space ports, but I only ever get the option to build one particular type on each planet.
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# ? May 30, 2014 19:34 |
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Caconym posted:One of each will do, they don't stack. Docking bays and manufacturers are useless, freighters will use the planets 20 organic docking bays anyway, and if you add shipyards (and thus manufacturers) you'll call down logistics AI madness the same as if you'd used star ports. Starbases are for medical/rec and defenses only. I'm uncertain if docking bays might help with refuelling fleets though. Also they share cargo space with the planet, so a single cargo bay to satisfy the design requirements will do. Space ports require manufacturers and a construction yard to build though. So then if I just want the medical bay, rec center, and commerce center and avoid the logistics meltdown I need to make a star port which doesn't require manufacturers and construction yards? And I only need 1 med/rec/commerce center per port respectively? Also how do you guys generally do research, I seem to fall behind in the high tech field because the AI just builds energy and weapons.
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# ? May 30, 2014 19:48 |
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So with resort stations... I just build a design that has medical, recreation, commerce and pop it over a planet? I built one over a planet in my system that had a 25% bonus for scenery but no ships ever went to it. Then pirates killed me and im starting over now with them on weak/very few.
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# ? May 30, 2014 19:50 |
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dtkozl posted:Space ports require manufacturers and a construction yard to build though. So then if I just want the medical bay, rec center, and commerce center and avoid the logistics meltdown I need to make a star port which doesn't require manufacturers and construction yards? And I only need 1 med/rec/commerce center per port respectively? Yes, space port with yards every 5 colonies or so, starbases with just med, rec and defenses on the rest. I micro everything and have never tried a game with design automated, so no clue about the AI and research. queeb posted:So with resort stations... I just build a design that has medical, recreation, commerce and pop it over a planet? I built one over a planet in my system that had a 25% bonus for scenery but no ships ever went to it. Then pirates killed me and im starting over now with them on weak/very few. A resort base is its own design type/class, absolutely must have passenger compartments (just follow the design requirements in the design tool). There's no point in building them at your colonies, inhabited planets with scenery bonuses have the passenger ships docking with the planet and handles tourism automatically, so just build them at ringed planets/supernovas and other scenic locations that are not inhabited. I like combining one with mining engines and cargo (and lots of docking bays) and plop them at the special metallic asteroids. Distance from the resort base to population centres influence how many tourists you get, so don't build at a black hole three sectors from anywhere. It doesn't have to be your population centres though, the aliens will happily flock to your resorts...
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# ? May 30, 2014 20:19 |
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Phlegmish posted:As for space ports, do they automatically grow in size? People here have been talking about choosing between different sizes of space ports, but I only ever get the option to build one particular type on each planet. I believe that size and scale is limited by your construction research, but I'm hazy on that.
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# ? May 30, 2014 20:43 |
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# ? May 27, 2024 17:41 |
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I'm not sure if you need to get to the high end of the construction techs, I don't think you do, but bases built above planets can be any size at all in my current game, you need to custom make the designs for them if you want something insanely powerful and it will take forever to build. Ships and non colony base size is governed by techs.
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# ? May 30, 2014 22:32 |