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
Gwyrgyn Blood
Dec 17, 2002

It should always add the best jumpdrive you have to your ship designs as soon as you research them. So just make sure to retrofit your military ships as soon as those get researched.

If you mean, can you have them ONLY update the hyperdrives and nothing else? I think you'd have to do that manually unfortunately.

On that note, does retrofitting just cost the price of building the new components or is there an extra fee on top or anything?

Adbot
ADBOT LOVES YOU

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
The beta is going live now.

The change list is below:

This build has the following changes from 1.9.5.1:

CRASH FIXES
- fixed crash when drawing space monsters ("CheckFixNotInSystem")
- fixed rare crash when drawing ships
- fixed rare crash when drawing Empire Navigation Tool
- fixed rare crashes relating to fleet mission assignment

BUG FIXES
- altered how keyboard input is read (different Windows API) in attempt to resolve view sometimes moving to top-left
- fixed issue where Steam Achievements were often being set prematurely
- fixed AI empires starting and then quickly ending Trade Sanctions - now always honor minimum time period
- fixed RepairBot components being downgraded to Damage Control by AI ship design (updated fix)
- fixed problems when loading and displaying research information when Windows set to some non-English languages (e.g. Turkish)
- ensured that pirate factions are generated at start of a new game when using an existing galaxy map
- slightly increased size of Tutorial screen to account for larger text
- fixed problem where player colony names were sometimes including blank values (colonynames.txt)

GENERAL GAME BALANCE
- adjusted default ship design templates for each race: Large Spaceports have more docking bays and construction yards, Mining Stations have more docking bays, shields and weapons
- low colony tax rates do not increase population growth rates as much as previously, but now make colony more attractive migration destination
- civilian ships now ensure they have enough reactors to power hyperdrives at full speed (same as state ships already did)
- Fighters now weighted higher when evaluating strength of potential attack targets
- AI now willing to build more military ships when at war, especially when have large cash reserves and powerful enemies
- AI now more willing to build more research stations at home colony at game start
- AI takes more care to avoid overspending on troops

EXPLORATION
- Exploration ships now scan for resources more quickly, moving on to next exploration target immediately once resources and ruins investigated
- increased amount of automated Exploration ships that are assigned to simply scout systems for colonization targets and ruins instead of performing full resource scan of system and all resources

FLEETS
- AI fleets are now better at coordinating multi-fleet attacks within own empire against single enemy target (beyond just coordinated fleet attacks with allies)
- increased ratio of AI-created large fleets versus small strike forces (i.e. more large fleets)
- now properly limit coordinated fleet attacks within own empire only to automated attack fleets (not defense fleets or manually controlled fleets)

OTHER
- now force immediate update of stardate and cash display when open a new screen, e.g. Empire Summary screen
- possession of an operational planet destroyer negatively affects diplomatic relations with other empires ("We are envious of your huge strength and power")
- games now honor global volume settings for music and effects
- improved display performance for main menu screens (e.g. start new game)
- space monsters now properly attack ships in the Dead Zone
- ships can now properly investigate abandoned bases in the Dead Zone

queeb
Jun 10, 2004

m



even with the update dropping my tax rate put my growth at about 10%

Stevefin
Sep 30, 2013

queeb posted:

even with the update dropping my tax rate put my growth at about 10%

I think we will see the major changes when empires have many planets, as more population from the developed words migrate to the new one making a huge jump in the population, passenger ships may just become more numerous

ProfessorGroove
Jun 10, 2006

by Ion Helmet
Here's a huge write up about strategy I found https://sites.google.com/site/lonniecourtneyclay/home/distant-worlds-game . The guy who wrote it is a huge sperg, you don't need graph paper to play this game for instance, but there's a lot of tips in there otherwise. I'm posting it because I read it and can't get that time back now so the next best thing is wasting other people's.

Ben Nerevarine
Apr 14, 2006
Is there a simple way to tell an explorer ship to explore every planet/moon in a system? Giving them an explore command on a system tends to result in them checking out the star itself and immediately refueling.

Stevefin
Sep 30, 2013

Shab posted:

Is there a simple way to tell an explorer ship to explore every planet/moon in a system? Giving them an explore command on a system tends to result in them checking out the star itself and immediately refueling.

Give them a huge amount of fuel, the explore ships tend to want to refuel too early before they really need to

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
I'm about 50 years into a 1000 star galaxy game, started with all twenty races, all pre-warp, low/weak pirates, and the storyline events.





For most of the game I've been friendly with the Humans, Securans, and Ketarov. I'm on good terms with the Teekans as well, and they keep throwing huge piles of money my way. The Ugnari started next to me, but kept colonizing planets on my borders that I wanted. Two wars with them left them with only far flung possessions and me in control of their homeworld. The system between the two bits of the Atuuk empire is the Atuuk homeworld, which was captured by pirates and liberated by me. Most of the northern part of my empire was once Gizurean and was liberated by me in a long war just recently. More than 50% of my empire population is Gizureans at this point: they fled their evil hive mind empire to come live in my beautiful democracy (and proceeded to resent me for it forever), or are in the process of assimilation after the recent war captured their homeworld (though it was no longer their capital).

I was planning on taking some of Shandar border worlds in a further war, either the ones to the south of me or to the west, but at this point, the storyline events have had the big bad guys come in. They started with a single system in the very north of the map, and for some reason carved out a huge portion of the center of the galaxy. They're getting stronger and stronger, but I finally put together an alliance (me, the Humans, the Securans, the Ketarov, the Teekans, and the Shandar) to try to stamp them out. I hope it works, because their planet destroyers have just come into the galaxy. If I could get the Quameno to harass their northern borders, I think I'd be in good shape, but those drat frogs refuse to join in the war.

Class Warcraft
Apr 27, 2006


Is there a way to keep pirates and riffraff out of my systems, or create some sort of chokepoint where I can concentrate my fleets?

I've got goddamn pirates warping around all over the place breaking stuff and my stupid fleets can barely catch up to them.

uber_stoat
Jan 21, 2001



Pillbug

Flippycunt posted:

Is there a way to keep pirates and riffraff out of my systems, or create some sort of chokepoint where I can concentrate my fleets?

I've got goddamn pirates warping around all over the place breaking stuff and my stupid fleets can barely catch up to them.

Research warp inhibitors and put them on some of your ships. That will keep the pirates from just warping away instantly when you attack them.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Flippycunt posted:

Is there a way to keep pirates and riffraff out of my systems, or create some sort of chokepoint where I can concentrate my fleets?

I've got goddamn pirates warping around all over the place breaking stuff and my stupid fleets can barely catch up to them.

Long range sensors. I remember once when a legendary pirate invasion occurred on my border colonies. I rushed two fleets there. The one that got there first engaged and actually landed some good hits on the pirates, but some of their ships, including the captain's ship, got away. Fortunately, the entire area was covered with sensors, so my second fleet was waiting when the pirates dropped out of warp again.

Put long range sensors on every base you build, and you'll secure your borders just by knowing where all the threats are.

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
What speed do you guys play at?

Why airnt my private ships getting hyper drives?

MOVIE MAJICK fucked around with this message at 04:19 on Jun 7, 2014

Esroc
May 31, 2010

Goku would be ashamed of you.
Is there a way to get rid of the infinitely respawning Slugs on Korribian Spice planets? I've built defense batteries that take'em out whenever they pop up but its still really annoying when they destroy some civvie ship before the batteries can do their job.

Drunk in Space
Dec 1, 2009

WYA posted:

Why airnt my private ships getting hyper drives?

Are you saying they're not retrofitting to the latest design, or not even designing new ships with hyperdrives in the first place?

If it's the former, assuming you have the resources to do so (you almost certainly will) and your private sector has a decent balance, they usually queue it to be done after their current task. Since in the pre-warp era you'll likely have ships strewn out across your home system slowly plodding along, it can obviously take a fair bit of time for them to finish their job and then return to the shipyard.

If the latter, then I can only assume that you've set their designs to manual, meaning you have to add hyperdrives yourself. Personally I'd just go automated for the various private ships, especially with the latest patch ensuring they have enough energy to power their hyperdrives at max speed.

Esroc posted:

Is there a way to get rid of the infinitely respawning Slugs on Korribian Spice planets? I've built defense batteries that take'em out whenever they pop up but its still really annoying when they destroy some civvie ship before the batteries can do their job.

I haven't actually found Korabbian spice yet, but I would guess maybe colonizing the planet might stop them from spawning? (assuming you haven't already tried that).

Class Warcraft
Apr 27, 2006


uber_stoat posted:

Research warp inhibitors and put them on some of your ships. That will keep the pirates from just warping away instantly when you attack them.

Can I put inhibitors on bases too? Will they inhibit my own ships?

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
Do I have to manually search out loving resources and tell these construction ships to build mines there? Please tell me there is easier ways, or does the private sector take care of that?

How much excess energy do I want on my ships?

Also none of my loving private sector ships added hyper drives for some reason, despite being automated

MOVIE MAJICK fucked around with this message at 05:31 on Jun 7, 2014

bobtheconqueror
May 10, 2005

Hot Sexy Jupiter posted:

I haven't actually found Korabbian spice yet, but I would guess maybe colonizing the planet might stop them from spawning? (assuming you haven't already tried that).

It does not. I don't think there's a way to stop the worms from spawning, unless you get a random event that removes the resource. Even if you add Korabbian Spice to a world without it using the editor, worms start popping up.

Flippycunt posted:

Can I put inhibitors on bases too? Will they inhibit my own ships?

Bases can eventually get grav well generators, that are like super big inhibitors that don't need to be activated, and don't effect your ships.

WYA posted:

Do I have to manually search out loving resources and tell these construction ships to build mines there? Please tell me there is easier ways, or does the private sector take care of that?

How much excess energy do I want on my ships?

Also none of my loving private sector ships added hyper drives for some reason, despite being automated

1. The private sector AI will build mines on a resource if it thinks you need more of that resource, otherwise they'll rely on mining ships to do it.

2. Well, I'd think you want your excess to be more than the maximum amount your weapons will use, which I'm pretty sure is down near the bottom of the screen. AFAIK, weapons are the only things that use energy on activation. Everything else seems to be static costs that are factored into the excess calculation.

VVVV: I forgot the engine! That uses energy too, so do what that guy said.

3. Again, I think this has a little bit to do with the private sector AI. They'll eventually upgrade on their own, and you'll make new ships with hyperdrives. I wouldn't worry about, as there's really nothing you can do with the private sector stuff anyways.

bobtheconqueror fucked around with this message at 05:53 on Jun 7, 2014

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
1. Not always, but you'll certainly give the order faster. The best thing to do is to order a lot more Construction Ships than you think you need, so you don't get a logjam on orders.

2. Enough to cover maximum weapons fire as well as static energy requirements. Many will put Energy Collectors on ships also so when they're at rest they aren't burning fuel.

3.Check the design screen, see what the 'latest design' is. You can also use the 'ships and bases' screen to force a retrofit.

Drunk in Space
Dec 1, 2009

WYA posted:

How much excess energy do I want on my ships?

When designing ships you should account for cruise speed energy + shield recharge + weapons energy, as this is how much energy it will typically use per second in a fight. If your excess energy is equal to or greater than the sum of that, you're good.

What I would like is for the maximum energy use for all weapons firing at once to be displayed in the design screen, instead of having to calculate it yourself. It's possible to design a ship with enough energy/second to consistently fire its weapons, but have too small a capacitor to unleash them all in an alpha strike.


Drunk in Space fucked around with this message at 05:57 on Jun 7, 2014

MOVIE MAJICK
Jan 4, 2012

by Pragmatica

Hot Sexy Jupiter posted:

When designing ships you should account for cruise speed energy + shield recharge + weapons energy, as this is how much energy it will typically use per second in a fight. If your excess energy is equal to or greater than the sum of that, you're good.

Dont get me wrong, I'm loving this game, but there is some stuff that is very retardedly explained

When my colony ships get beat up because there are bugs and worms at a planet and then retreat, will that place be wiped from the list of potential colonies?

bobtheconqueror
May 10, 2005

WYA posted:

Dont get me wrong, I'm loving this game, but there is some stuff that is very retardedly explained

When my colony ships get beat up because there are bugs and worms at a planet and then retreat, will that place be wiped from the list of potential colonies?

I know this one! Just dealt with it today. It doesn't get removed, but you will have to reassign a colony ship to try again after you clear out the critters or whatever.

King Doom
Dec 1, 2004
I am on the Internet.
That's actually my single biggest complaint about this game - if something is told to go build or colonise on a planet and is scared off they never return to what they were doing. It's especially frustrating if you are trying to develop a system and have a constructor with a decent sized queue of stuff to build, every time a pirate wanders in system a mining base is abandoned half built.

MagnumOpus
Dec 7, 2006

Confirmed that Long Range Sensors do actually work on ships. They won't be active while the ship is moving but if you bring the ship to a stop they will kick on after a little bit. I put them on my Exploration ships now so that as I'm tightening the noose around an enemy empire I can have sensor coverage over the warzone.

Happy Hedonist
Jan 18, 2009


Hot Sexy Jupiter posted:

When designing ships you should account for cruise speed energy + shield recharge + weapons energy, as this is how much energy it will typically use per second in a fight. If your excess energy is equal to or greater than the sum of that, you're good.

What I would like is for the maximum energy use for all weapons firing at once to be displayed in the design screen, instead of having to calculate it yourself. It's possible to design a ship with enough energy/second to consistently fire its weapons, but have too small a capacitor to unleash them all in an alpha strike.

What's the "Maximum Weapons Energy usage" in the design screen if it's not the max energy use for all weapons fired at once? I wish this poo poo was clearly labeled, it's god drat frustrating and is why I've put the game away about 10 times in the last two years.

crime weed
Nov 9, 2009
Does adding more manufacturing ("HighTech Plants", etc) increase the repair rate of construction ships? It feels like repairing the abandoned ships takes forever.

Caconym
Feb 12, 2013

Happy Hedonist posted:

What's the "Maximum Weapons Energy usage" in the design screen if it's not the max energy use for all weapons fired at once? I wish this poo poo was clearly labeled, it's god drat frustrating and is why I've put the game away about 10 times in the last two years.

It's the sustained usage accounting for rate of fire. So if all your weapons have a rof of 5 seconds you'll have to multiply it by 5 to know if your capacitor is big enough to fire them all at once.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

King Doom posted:

That's actually my single biggest complaint about this game - if something is told to go build or colonise on a planet and is scared off they never return to what they were doing. It's especially frustrating if you are trying to develop a system and have a constructor with a decent sized queue of stuff to build, every time a pirate wanders in system a mining base is abandoned half built.

You can change when ships disengage by messing with their settings in the design screen. I have suicidal colony ships that dive bomb planets with an escort screen.

EDIT: In fact this is probably the biggest issue with this game. It is incredibly deep but so poorly documented. Even the supposed experts in the community have written guides that are full of their own questions and guesses. I wish there was more interest from the local grognards in putting together that wiki they have stickied on their forums, because the in game help doesn't cut it.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Kjoery posted:

Does adding more manufacturing ("HighTech Plants", etc) increase the repair rate of construction ships? It feels like repairing the abandoned ships takes forever.

In a similar vein does adding more construction yards help construction ships work faster?

Phlegmish
Jul 2, 2011



Is there a way to see a planet's max population?

And is there a reason my special forces don't want to get on my troop transports?

Caconym
Feb 12, 2013

Kjoery posted:

Does adding more manufacturing ("HighTech Plants", etc) increase the repair rate of construction ships? It feels like repairing the abandoned ships takes forever.


Mister Adequate posted:

In a similar vein does adding more construction yards help construction ships work faster?

No and no.

A single set of 3 plants plants are good for about 30 yards (thread on the matrix forums suspect a typo and that it probably should be 3, but...)
A single yard can only build one thing at a time, and a thing can only be bulit or repaired by a single yard.
Since a construction ship can only do one thing at a time, a single yard is all it can use.

But you can speed up the yards with research into construction tech. With maxed construction tech it goes quite fast.
Also the visual indication of damage of the derilict ships is real, so repair the ones with the least visible damage first.

The Bakuras shipyards wonder doubles the construction speed on both bases above and the planetary shipyard of the planet it's on. It's my first priority always, the boost to colony ship construction speed is awesome in and of itself, and the capital spaceport with 30 bonused yards can churn out a fleet of medium ships in about a minute.

E. In more detail, I belive the number on construction speed on the yard component indicates the number of components it can assemble in a single construction tick * 100 or something. so a yard at a speed of "300" can add 3 compnents to a ship each tick. You can see it in the bottom left info panel if you have a ship under construction selected, the "components unbuilt" will decrease by the factor of yard speed / 100 as long as you have the materials for the manufacturing plants to churn out the components.

Yeah, that's what the manufacturing plants do btw, they turn raws into components that the yards then assemble. The "speed number" on the plants indicate tonnage of components built each tick or somesuch, it's been a while since I read that thread. The takeway was simply that one set of plants are good for about 30 yards, and that more yard speed = more better.

Caconym fucked around with this message at 20:19 on Jun 7, 2014

Riolith
Dec 24, 2005
The Quiescent

Mister Adequate posted:

In a similar vein does adding more construction yards help construction ships work faster?

Since adding more construction yards to space ports only increases the number of ships it can build at once, I would imagine it does not.

Phlegmish posted:

And is there a reason my special forces don't want to get on my troop transports?

I have yet to do much with troops, but the only reasons I can think of is; the transport is already full, the special forces unit is garrisoned (green name plate), or the special forces unit is bigger then the troop capacity of the transport.

A couple questions of my own;

Does anyone have any advice on dealing with pirates in the Pre-Warp stage of the game? I followed the fully manual Pre-Warp guide that was posted a while ago and payed off the fist couple pirate empires, but ended up later in the game with a handful of massive pirate empires controlling most of the galaxy. I read later that this can be caused by having pirates set to few, thus there being less infighting between pirates. However, when I set pirates to normal I don't have the income to pay them all off, and one will eventually come through and capture or blow up all my unshielded early bases, leaving me broke and forcing me to restart my game.

Can you get more then one tech from scrapping advanced ships that you find? I found a really advanced ship fairly early in one of my games that has Titan Warp drive, reactive armor, and lots of other neat stuff with four times the firepower of my biggest ships. It has single-handedly saved my rear end several times, so I hardly want to scrap it if its only going to give me a single tech boost.

Finally, I read a comment on one of (I think) Larry's videos that the order you add components to a design is the order they are build in. This would mean you would want to design bases in a way that the power and shields would be put in early so that the shields can get charging as soon as possible. Is there any truth to this?

Comstar
Apr 20, 2007

Are you happy now?
What is the difference between ordering as fleet to "Attack that system" and "Prepare to Attack that system"? I now understand how Grey Hunter did an attack on a planet, and blew it up "by mistake".

Caconym
Feb 12, 2013

Riolith posted:



Does anyone have any advice on dealing with pirates in the Pre-Warp stage of the game? I followed the fully manual Pre-Warp guide that was posted a while ago and payed off the fist couple pirate empires, but ended up later in the game with a handful of massive pirate empires controlling most of the galaxy. I read later that this can be caused by having pirates set to few, thus there being less infighting between pirates. However, when I set pirates to normal I don't have the income to pay them all off, and one will eventually come through and capture or blow up all my unshielded early bases, leaving me broke and forcing me to restart my game.

Don't build that much untill you have shields and armor (I delete all civillian designs untill I have warp bubble). I usually just build a base with 2 shipyards and a lot of labs, then build 2 manually designed exploration ships. I send one straight for the warp buble ruins and the other for the other ruin and to explore the inner planets. Research shields, armor and bigger ship size fast. Nothing else gets built untill I have shields, preferably armor as well. What you build will have 0 survivability and will have to be retrofitted asap anyway.

When research is done I retrofit the starbase with defenses, add a few more yards, and build 6-10 defensive ships (depending on finances). Then again nothing untill warp bubble completes. Only then do I build construction ships and make new civilian designs.

quote:

Can you get more then one tech from scrapping advanced ships that you find? I found a really advanced ship fairly early in one of my games that has Titan Warp drive, reactive armor, and lots of other neat stuff with four times the firepower of my biggest ships. It has single-handedly saved my rear end several times, so I hardly want to scrap it if its only going to give me a single tech boost.

Just a single tech yeah. I usually keep cruisers and capital ships for a while and retire the rest.
The cruisers and cap ships go into a dedicated "save my rear end" fleet.

quote:

Finally, I read a comment on one of (I think) Larry's videos that the order you add components to a design is the order they are build in. This would mean you would want to design bases in a way that the power and shields would be put in early so that the shields can get charging as soon as possible. Is there any truth to this?

Yes. But the reactors won't spin up untill the ships is complete, so it'll only work once you have energy collectors.
I think the needed components are command centre, reactor, energy collector and fuel cells all built before it'll start charging, but I can't remember for sure.

E:

Comstar posted:

What is the difference between ordering as fleet to "Attack that system" and "Prepare to Attack that system"? I now understand how Grey Hunter did an attack on a planet, and blew it up "by mistake".

I think prepare only means to go refuel/repair first then attack.

Private Speech
Mar 30, 2011

I HAVE EVEN MORE WORTHLESS BEANIE BABIES IN MY COLLECTION THAN I HAVE WORTHLESS POSTS IN THE BEANIE BABY THREAD YET I STILL HAVE THE TEMERITY TO CRITICIZE OTHERS' COLLECTIONS

IF YOU SEE ME TALKING ABOUT BEANIE BABIES, PLEASE TELL ME TO

EAT. SHIT.


Riolith posted:

Finally, I read a comment on one of (I think) Larry's videos that the order you add components to a design is the order they are build in. This would mean you would want to design bases in a way that the power and shields would be put in early so that the shields can get charging as soon as possible. Is there any truth to this?

I think so, yes, but the order is not the same for retrofits so it doesn't have that much effect overall.

e: ^^ dammit

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.

Comstar posted:

What is the difference between ordering as fleet to "Attack that system" and "Prepare to Attack that system"? I now understand how Grey Hunter did an attack on a planet, and blew it up "by mistake".

Prepare and Attack will regroup the fleet at the lead ship, then make sure that at least a certain percentage of the ships are refuelled, then moves to attack the target. Basically it exists to make sure the fleet hits the target at more or less the same time and with most of its combat power fuelled up when it gets there.

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
How do you bring an independent colony into your empire?

And why airnt people going to my resorts?

MOVIE MAJICK fucked around with this message at 21:24 on Jun 7, 2014

Lowen
Mar 16, 2007

Adorable.

WYA posted:

How do you bring an independent colony into your empire?

Either colonize it (there's a dice roll based on race relationship of colonizers/vs natives, if you fail the colony ship is wasted but you can try again) or invade it with troops (will hurt your reputation a little).

Elos
Jan 8, 2009

How many passenger compartments should I put on my resort bases?

Ham Sandwiches
Jul 7, 2000

I picked this up a few days ago. I'm feeling my way around the first automated game after a few tutorials, and hit my first snag about 1 minute in.

I understand Colony ships can only be built at actual planets or colonies, not at starbases. I have a valid design for a Colonizer ship. When I select my starbase / shipyards, I can build combat ships but not the Colonizer - that makes sense.

However, when I select the planet I don't see any option to build ships or colony ships. Is it because I left that feature automated so it turned off the ability to create them?

Basically, how do you build a colony ship - you select a planet and then what?

Adbot
ADBOT LOVES YOU

Lowen
Mar 16, 2007

Adorable.

Rakthar posted:

I picked this up a few days ago. I'm feeling my way around the first automated game after a few tutorials, and hit my first snag about 1 minute in.

I understand Colony ships can only be built at actual planets or colonies, not at starbases. I have a valid design for a Colonizer ship. When I select my starbase / shipyards, I can build combat ships but not the Colonizer - that makes sense.

However, when I select the planet I don't see any option to build ships or colony ships. Is it because I left that feature automated so it turned off the ability to create them?

Basically, how do you build a colony ship - you select a planet and then what?

You can build a colony ship at a planet any of the ways you build military ships at a shipyard. Either right click and select build-> or use the icon at the bottom of the selection window or go into the shipyards screen and order it or double click the selection window and go to shipyards etc...

If it's not showing up it might be because your colony is too small to build a colony ship, try building one at your most populated world.

  • Locked thread