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Ham Sandwiches
Jul 7, 2000

Lowen posted:

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.

Yep that did it. I must have had the shipyards selected or had a planet that was too small. Thanks for explaining it :)

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Drunk in Space
Dec 1, 2009

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 actually max. energy use per second. For example, if you add a shockwave torpedo to your design, although the weapon uses 60 energy per shot, because it only fires every 3.8 seconds, your actual energy usage/second will be 16. However, your ships also have a capacitor size (energy storage) which caps how much energy they can use in one go.

Say you have a quantum reactor - 120 energy output and 230 storage. That's enough energy/s to give you sustained fire with 7 shockwave torpedoes (111 energy/s), not accounting for engine or shield recharge energy. However, because the torpedoes actually use 60 energy per shot, your capacitor will drain after firing 3-4 of them, and the ship will settle into a pattern where it fires a continuous stream of torpedoes one after the other at a rate of about 2 shots a second as the capacitor charges just enough to fire one shot. If you added a second reactor, all 7 torpedoes would fire together every 3.8 seconds.

If this all sounds spergy to you, don't worry about it. As long as you have enough energy for sustained fire, that's probably good enough for most situations. I just like the idea of my ships being able to unleash all their death cannons at once instead of dribbling shots out.

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
How do I take over abandoned stations?

Zombie #246
Apr 26, 2003

Murr rgghhh ahhrghhh fffff
I thought you just investigate them with then explorer finds it through the popup, maybe it requires a construction ship?

Dark_Swordmaster
Oct 31, 2011
If I'm thinking of the right ones you send a construction ship over to fix it.

bobtheconqueror
May 10, 2005

Rakthar posted:

Yep that did it. I must have had the shipyards selected or had a planet that was too small. Thanks for explaining it :)

Another note is that generally you won't need to be building colony ships manually. There's a really handy exploration planner, the button looks like a puzzle piece on the top left of the upper UI chuck. It'll let you organize potential colonies by a bunch of different factors, and from there, you can just send a colony ship, and it'll auto-build one specifically for that.

Also, if you're just looking at a planet and are like "I want to colonize this!" there's a colonize button that looks like a checkered flag at the bottom left of the selected planet UI bit.

bobtheconqueror fucked around with this message at 00:38 on Jun 8, 2014

Caconym
Feb 12, 2013

bobtheconqueror posted:

Another note is that generally you won't need to be building colony ships manually. There's a really handy exploration planner, the button looks like a puzzle piece on the top left of the upper UI chuck. It'll let you organize potential colonies by a bunch of different factors, and from there, you can just send a colony ship, and it'll auto-build one specifically for that.

...At a random planet with a shipyard speed one third that of your capital and no fuel in storage, meaning your colonizer arrives just to see some bugs settling your prize... :v:

I use the expansion planner to send the colony ships, but build them manually. You can dispatch the ships before they're completed so you just have to queue them up at the yards, then dispatch them immediately from the expansion planner and they'll trundle over when they're finished.

The expansion planner will always send completed but idle ships first, then ships under construction with no target.

Caconym fucked around with this message at 00:49 on Jun 8, 2014

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
There's an empire in my game called the Sefokhe Utopia which is absolutely dominating. Is it just an AI faction like Ancient Guardians, or are they a legit race that has somehow quadrupled everyone else at everything.

Can someone explain research to me. Is building more research stations always better?

MagnumOpus
Dec 7, 2006

They are probably Securans. They always take off real early because the Happiness of your homeworld is such a big factor in early game development.

As for Research, you want to go to Research > Research Stations and look at the Total Empire Research Potential. That's the amount of Research your Empire produces, derived as best I can tell by some obscure calculation related to the even more obscure Culture rating of Colonies. What's important is that the Research Potential is before bonuses from Stations and Scientists, and gets divided up between the three categories based on how much you have of each type universally.

TLDR; Keep Total Research Capacity higher than Actual Output and you'll be fine.

MagnumOpus fucked around with this message at 02:59 on Jun 8, 2014

Lowen
Mar 16, 2007

Adorable.

WYA posted:

There's an empire in my game called the Sefokhe Utopia which is absolutely dominating. Is it just an AI faction like Ancient Guardians, or are they a legit race that has somehow quadrupled everyone else at everything.

Can someone explain research to me. Is building more research stations always better?

Building more research labs isn't always better, no.

You have a research potential based on your population. You want enough labs so that research in all 3 areas adds up to that number. If it adds up to more than that number then the research areas are capped, proportionate to how much of each you're doing, which is a handy way to specialize in energy research during prewarp starts.

I think modifiers from wonders and anomalies add to your research potential without actually changing it (they allow you to research more than your potential says you should) though I'm not sure.

You can see the research potential, research from labs, and final research on the research screen, on the 4th tab.

As for that AI empire, it's not an AI faction. They probably just got a lucky start.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

WYA posted:

And why airnt people going to my resorts?

The game has it that 'wealthy people'(I.E, from highly developed worlds) relatively nearby will come to your base. Sometimes your own people, sometimes other people.

TheCosmicMuffet
Jun 21, 2009

by Shine
Grey Hunter has taken his strategy LP of a Ghanan empire to the stars using Distant Worlds. It's not overwhelmingly in depth in terms of teaching the game mechanics, since it's mostly about the narrative at this point, but if you're interested in how someone plays DW with mods at a high level, it's shaping up to be pretty great.

The preceding parts of the LP which span a few Paradox games are also good.

http://forums.somethingawful.com/showthread.php?threadid=3573513&pagenumber=110#post430684686

Phlegmish
Jul 2, 2011



I had no idea Grey Hunter was even doing a Paradox mega-LP, thanks.

Question; how do I actually finish off the Shaktur Supremacy? They're down to their last planet but they have 6000K troops on there with max Planetary Defense, and I can't bombard them.

And is there a way to see the max population of a planet before it reaches said maximum?

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Phlegmish posted:

I had no idea Grey Hunter was even doing a Paradox mega-LP, thanks.

Question; how do I actually finish off the Shaktur Supremacy? They're down to their last planet but they have 6000K troops on there with max Planetary Defense, and I can't bombard them.

And is there a way to see the max population of a planet before it reaches said maximum?

I doubt they can support that many troops off of the income of one planet. I would say blockade, blockade, and espionage are your tools for now. After that, you really just need a (late game weapon) Planet Destroyer.

Gwyrgyn Blood
Dec 17, 2002

Another stupid UI question. If I queued up a mining station or something to be built, is there any way I can see what priority it is? Or any way I can tell a ship to immediately go there and build it?

axelord
Dec 28, 2012

College Slice

Gwyrgyn Blood posted:

Another stupid UI question. If I queued up a mining station or something to be built, is there any way I can see what priority it is? Or any way I can tell a ship to immediately go there and build it?

Look for the column of icons on the left of the screen. Above the left mini map display thing. Select the hammer and it shows all your construction ships and what they are doing.

You can select one and manually have it do the job from there.

AriadneThread
Feb 17, 2011

The Devil sounds like smoke and honey. We cannot move. It is too beautiful.


I've been having fun screwing around with this game since picking it up on Steam last week. Has anyone tried to mod how the galaxy is generated? It'd be fun to have a galaxy with a proper super-massive blackhole in the center

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

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".


TheCosmicMuffet posted:

Grey Hunter has taken his strategy LP of a Ghanan empire to the stars using Distant Worlds. It's not overwhelmingly in depth in terms of teaching the game mechanics, since it's mostly about the narrative at this point, but if you're interested in how someone plays DW with mods at a high level, it's shaping up to be pretty great.

The preceding parts of the LP which span a few Paradox games are also good.

http://forums.somethingawful.com/showthread.php?threadid=3573513&pagenumber=110#post430684686

Having trouble reconciling these two statements.

But yeah, the Ghana start in a bitch - three hostile pirates insystem! At least it should make for a good LP.

TheCosmicMuffet
Jun 21, 2009

by Shine

Grey Hunter posted:

Having trouble reconciling these two statements.


I don't mean a high level like it's kung fu. I mean you're giving an overview and not going into a tremendous amount of detail about your decisions or game mechanics.

Nektu
Jul 4, 2007

FUKKEN FUUUUUUCK
Cybernetic Crumb

Grey Hunter posted:

Having trouble reconciling these two statements.
It was in the endgame, he had a large amount of massive fleets doing things. That one planetdestroyer somehow snuck into that fleet he ordered to attack a colony.

Caconym
Feb 12, 2013

Nektu posted:

It was in the endgame, he had a large amount of massive fleets doing things. That one planetdestroyer somehow snuck into that fleet he ordered to attack a colony.

When you finish repairing derelicts, including planet destroyers, they start automated. If you miss the notification in the mess of scrolling mesages the ship will go and do whatever. This is normally not much of an issue in any other situation than a planet destroyer in wartime.

boner confessor
Apr 25, 2013

by R. Guyovich

WYA posted:

And why airnt people going to my resorts?

Passenger ships have to take them there. Do you have enough? Passenger ships also transport migrants, either among your colonies or from your empire to someone else's empire, if conditions are bad enough. I think that if demand is high to travel from your overcrowded core systems to the colonies, this will take precedence over luxury cruises. It may help to design passenger ships with more passenger compartments.

Spam resorts everywhere. They will attract tourists from friendly/neutral empires, and generate a lot of income.

Elos posted:

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

As many as you can, given your construction limits. There's probably an upper limit somewhere if you're building a resort around a populated world so in that case, as many as seems profitable before you end up with a resort base that blocks out the sun.

boner confessor fucked around with this message at 18:31 on Jun 10, 2014

Caconym
Feb 12, 2013

Popular Thug Drink posted:

Passenger ships have to take them there. Do you have enough? Passenger ships also transport migrants, either among your colonies or from your empire to someone else's empire, if conditions are bad enough. I think that if demand is high to travel from your overcrowded core systems to the colonies, this will take precedence over luxury cruises. It may help to design passenger ships with more passenger compartments.

Spam resorts everywhere. They will attract tourists from friendly/neutral empires, and generate a lot of income.


As many as you can, given your construction limits. There's probably an upper limit somewhere if you're building a resort around a populated world so in that case, as many as seems profitable before you end up with a resort base that blocks out the sun.

Passenger compartments are wierd. For migrants the 10k compartments transport 1 million each or somesuch. For tourists it's actually 10k. But the compartmens on bases are the same as if transporting migrants, so a base with 10 compartments can service 100 passenger ships with 10 compartments. At least in Legends.

The resort base cryogenically store the tourists in a space efficient manner i guess. :v:

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
How do you guys determine which types of weapons to research?

Dark_Swordmaster
Oct 31, 2011
The in-world fiction I write in my head.

Stevefin
Sep 30, 2013

Lorini posted:

How do you guys determine which types of weapons to research?

what ever I feel like using that game and/or if my race has a unique weapon tech

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm

Lorini posted:

How do you guys determine which types of weapons to research?

I really like gravity weapons. Doesn't matter if your enemy has shields or armor or anything, they cut directly into their components. You can watch their firepower drop as weapon systems / reactor power cuts out.

Plus it makes for a nice segue into tractor beam research. All my colonies have at least 1 small armored / shielded starbase with several tractor beams and a hyperspace denial module. Pirates? :getin: Sucks them in like quicksand until system defense forces can arrive, if the onboard defenses don't do the job first.

My frigate escorts have a similar setup, they're pretty much tacklers from Eve. Anything they can't kill on their own they can lockdown until reinforcements show up.

My main fleets have a few tacklers sprinkled in, several destroyers with 1 tractor, some point defense and a bunch of gravity cannons. There's a few carriers that are loaded down with fighters and little else, for longer range engagements. So far they've been able to assault defended planets well with minimal losses.

Mad Wack
Mar 27, 2008

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

metasynthetic posted:

I really like gravity weapons. Doesn't matter if your enemy has shields or armor or anything, they cut directly into their components. You can watch their firepower drop as weapon systems / reactor power cuts out.

Plus it makes for a nice segue into tractor beam research. All my colonies have at least 1 small armored / shielded starbase with several tractor beams and a hyperspace denial module. Pirates? :getin: Sucks them in like quicksand until system defense forces can arrive, if the onboard defenses don't do the job first.

My frigate escorts have a similar setup, they're pretty much tacklers from Eve. Anything they can't kill on their own they can lockdown until reinforcements show up.

My main fleets have a few tacklers sprinkled in, several destroyers with 1 tractor, some point defense and a bunch of gravity cannons. There's a few carriers that are loaded down with fighters and little else, for longer range engagements. So far they've been able to assault defended planets well with minimal losses.

This is my exact setup too and also EVE inspired. It's extremely deadly.

Drunk in Space
Dec 1, 2009
The only weapons I'd be a bit careful with are railguns and their upgrades. They can either be incredibly effective or virtually useless due to the 50% penalty against armour. In particular, while they can be useful enmasse against smaller ship sizes, they are horrible against bases due to the massive number of plates the AI puts on its designs.

They can also be a liability in actually tying down and destroying ships if you don't have sufficient hyperdenial systems, since ships that take component damage, which includes armour, immediately go into flee mode, and with railguns you're much less likely to overwhelm the remaining armour before they escape.

Drunk in Space fucked around with this message at 02:38 on Jun 11, 2014

HiKaizer
Feb 2, 2012

Yes!
I finally understand everything there is to know about axes!
Is there some useful information or guide about how to approach ship and base design? I don't mean just comments of put x on a ship and you'll win against pirates, I mean some explanations of what stats mean and what you need to know. Or does the game explain this to you fairly simply? I haven't checked it out yet, but am thinking I might do that soon.

Junkfist
Oct 7, 2004

FRIEND?
So what happens when you slap weapons on private ship designs and change their behavior to Flee When Attacked and Standoff against enemies, etc?

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Can only place one weapon on civ ships. Behaviour is locked to 'Flee when attacked' and 'Evade'. This was because people were using the private forces as defence forces by loading them up with weapons. It also caused issues with diplomacy because armed ship=military ship.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

Nektu posted:

It was in the endgame, he had a large amount of massive fleets doing things. That one planetdestroyer somehow snuck into that fleet he ordered to attack a colony.

Did I?

I like how your explaining to me what I did :)

Nektu
Jul 4, 2007

FUKKEN FUUUUUUCK
Cybernetic Crumb

Grey Hunter posted:

Did I?

I like how your explaining to me what I did :)
:)

I read that thread, so I'm an expert :colbert: (or something).

Shyrka
Feb 10, 2005

Small Boss likes to spin!

Lorini posted:

How do you guys determine which types of weapons to research?

I've experimented with various weapons but I always come back to lasers and torpedos. Gravity weapons have too low a rate of fire and rail guns are too short ranged, so lasers trump that category, while it's more of a toss-up between torpedos and missiles, you need to go into the torpedo tree if you want to progress star-fighters so you may as well save research points and ignore missiles.

Demiurge4
Aug 10, 2011

It would be nice if weapons had a specific use and property but there's not much difference between missiles and torpedo's apart from speed, both types of laser merge into the titan beam and so on.

If some weapon types had better damage against certain types of ammo or shields that would be a nice touch, shield types could be modified to absorb a certain damage value with no loss of integrity at the cost of lower maximum shield capacity which would make high power lasers attractive. Torpedo's could be the anti-shield weapon and missiles the anti-armor and so on. Right now the different shield types are worthless and you beeline into the one with the best max shield strength and ignore the rest until you decide to go for the super shield.

Edit: Oh and reactor types could use some love too. Make fusion the efficient civilian choice that uses less fuel when the hyperdrive is active and give the other one a bonus to shield recharge and weapon damage.

boner confessor
Apr 25, 2013

by R. Guyovich

Lorini posted:

How do you guys determine which types of weapons to research?

It doesn't really matter. This is a hard game to play for minmaxers.

Just pick a long range weapon and a short range weapon and concentrate on them. You're better off concentrating research deep than broad. Personally I like fighters, lasers, and torpedos in that order. Rail guns are cool too.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
For me, it's currently phasers. Energy hogs, but they pack quite a punch, seem to inflict their damage fast, and even have targeting boosts and bonus vs armour. Mid-range, too.

DentedLamp
Aug 2, 2012
Is the "area-pulse"/AoE weapon line useful at all? Like, say, against fighters and such?

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Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Uncertain, since I've barely used it. The problem is that area weapons do friendly fire.

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