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MagnumOpus
Dec 7, 2006

Panzeh posted:

While larger ships are pretty much going to be better and more efficient than smaller ones, there's almost no way to make them fast in tactical situations.

Unless you're Sluken. Holy poo poo Starburner Drives.

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PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Is there a faster way to repair the abandoned derelict ships you find out in the void? I just stumbled upon two World Destroyer projects, but it's got like 200 damaged components or something. It would take years for the default constructor to fix them, but is there something I can do in the design to make a better salvage fleet? Can I just assign multiple construction ships? If I have to wait for just one ship to fix it up, I'm just going to blow them the gently caress up to make sure the pirates don't get them.

Kilroy
Oct 1, 2000
Is there any way to have fighters and bombers redock with defensive bases and starports, and stay there? You can instruct them to dock, and they will, but then they immediately redeploy. It would be nice not to have these guys buzzing around for the rest of the game.

MagnumOpus
Dec 7, 2006

PittTheElder posted:

Is there a faster way to repair the abandoned derelict ships you find out in the void? I just stumbled upon two World Destroyer projects, but it's got like 200 damaged components or something. It would take years for the default constructor to fix them, but is there something I can do in the design to make a better salvage fleet? Can I just assign multiple construction ships? If I have to wait for just one ship to fix it up, I'm just going to blow them the gently caress up to make sure the pirates don't get them.

I've seen multiple AI ships on top of a world Destroyer so I believe multiple can be repairing at once, but I've never been able to get more than one going because as soon as one constructor is on top of the wreckage it seems impossible to actually target the wreckage with your cursor. The AI doesn't have the same problem because it doesn't need the UI. :argh: That said the techs that improve Construction Yard speed should increase your repair rate.

Remember that you can build Defense Bases and Star Bases anywhere. When I find Planet Destroyers I usually drop at least a couple Defense Bases if not a Starbase right next to it so that I can maintain control of the area.

Kilroy posted:

Is there any way to have fighters and bombers redock with defensive bases and starports, and stay there? You can instruct them to dock, and they will, but then they immediately redeploy. It would be nice not to have these guys buzzing around for the rest of the game.

There's no way to prevent deployment that I know of but I also don't think there is any harm to having them buzzing around other than the visual clutter.

Esroc
May 31, 2010

Goku would be ashamed of you.

MagnumOpus posted:

I've seen multiple AI ships on top of a world Destroyer so I believe multiple can be repairing at once, but I've never been able to get more than one going because as soon as one constructor is on top of the wreckage it seems impossible to actually target the wreckage with your cursor. The AI doesn't have the same problem because it doesn't need the UI. :argh: That said the techs that improve Construction Yard speed should increase your repair rate.

Remember that you can build Defense Bases and Star Bases anywhere. When I find Planet Destroyers I usually drop at least a couple Defense Bases if not a Starbase right next to it so that I can maintain control of the area.


There's no way to prevent deployment that I know of but I also don't think there is any harm to having them buzzing around other than the visual clutter.

Only one construction ship can repair a ship at any one time. The AI stacks ships on top of Death Stars in case of an event where the assigned construction ship loses focus for a second, then another AI ship can jump in and thus lock all other construction ships out. This can be a pain with the more aggressive AI's as they'll stack multiple construction ships on top of a Death Star, then attack your construction ship to scare it off and take the rep hit so their own construction ship can squeeze in there.

I usually just assign a fleet to patrol the Death Star. That way even if an AI does chase off your construction ship, the fleet will wipe them out immediately and then your construction ship will warp back in and go back to work.

Inglonias
Mar 7, 2013

I WILL PUT THIS FLAG ON FREAKING EVERYTHING BECAUSE IT IS SYMBOLIC AS HELL SOMEHOW

Esroc posted:

I usually just assign a fleet to patrol the Death Star. That way even if an AI does chase off your construction ship, the fleet will wipe them out immediately and then your construction ship will warp back in and go back to work.

I just gather a fleet and issue an attack order. They take too long to fix, and I'd rather nobody have that sort of power.

On an unrelated note, if you retire a death star, do you get the super laser tech?

double nine
Aug 8, 2013

UI issue. I discovered a neat planet for colonization, but misclicked and ordered a mining station rather than a colony ship to settle the planet. I then clicked on build colony ship, but I can't figure out where I can cancel the "build mining station" order. What am I missing?

I can find the construction ship that's been assigned the construction order, it's in its queue after another order but I can't figure out where the cancellation option is. It's not in the construction yard screen that I can find ...

edit2: I found an option to clear all queued orders, but how would I go about if I queued up, say 3 or more orders and wanted to cancel the second or third order?

double nine fucked around with this message at 17:22 on Jun 17, 2014

Esroc
May 31, 2010

Goku would be ashamed of you.

Inglonias posted:

I just gather a fleet and issue an attack order. They take too long to fix, and I'd rather nobody have that sort of power.

On an unrelated note, if you retire a death star, do you get the super laser tech?

I do the same with two out of three of them. But I try to take the third one to end the Shakturi quickly, because those fuckers can get annoying as hell if you don't wipe them out asap and nuking their initial colony is the quickest way to put'em in their place before they get any bright ideas.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Has anyone ever had another empire's home planet start in their own home system? Custom Shadows start, I was playing as the Caleph from the Extended Universe mod, when the Ketarov dogmen contact me in my first month, imposing trade sanctions for invading their territory. Not only did we share a system, we both were orbiting the same gas giant. I crash research transport systems, while recruiting soldiers. I get three transports up and dump 15 armies of dragon infantry on their planet by year 2, taking their world.

bobtheconqueror
May 10, 2005
Haven't had that happen, but I did have a game start me in the "home system" of a different race. Was playing human and started in the Ikkuro system, so I had some of those ape dudes on my home planet, which was weird.

Class Warcraft
Apr 27, 2006


Not the same system but my current game as Gizera (or whatever), the bugs dudes, I research warp drives to discover that two neighboring systems also contain bugmen. Cool, we'll unite and gently caress up the universe, right? Nope, they both hate me for being in their turf so I had to exterminate them both. Now, I'm meeting the other factions are there is a fourth bug faction. Bugs all the way down :psyduck:

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

winterwerefox posted:

Has anyone ever had another empire's home planet start in their own home system? Custom Shadows start, I was playing as the Caleph from the Extended Universe mod, when the Ketarov dogmen contact me in my first month, imposing trade sanctions for invading their territory. Not only did we share a system, we both were orbiting the same gas giant. I crash research transport systems, while recruiting soldiers. I get three transports up and dump 15 armies of dragon infantry on their planet by year 2, taking their world.

Had that happen in normal. Was the Securans. Didn't go well(Securans have foul troops).

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



Flippycunt posted:

Cool, we'll unite and gently caress up the universe, right? Nope, they both hate me for being in their turf so I had to exterminate them both.

bugs.txt

ColonelMuttonchops
Feb 18, 2011



Young Orc

Flippycunt posted:

Not the same system but my current game as Gizera (or whatever), the bugs dudes, I research warp drives to discover that two neighboring systems also contain bugmen. Cool, we'll unite and gently caress up the universe, right? Nope, they both hate me for being in their turf so I had to exterminate them both. Now, I'm meeting the other factions are there is a fourth bug faction. Bugs all the way down :psyduck:

I don't know why, but whenever I let the game randomly generate empires, 3 or 4 of them are always Gizurians. Game's weird.

Kilroy
Oct 1, 2000

winterwerefox posted:

Has anyone ever had another empire's home planet start in their own home system? Custom Shadows start, I was playing as the Caleph from the Extended Universe mod, when the Ketarov dogmen contact me in my first month, imposing trade sanctions for invading their territory. Not only did we share a system, we both were orbiting the same gas giant. I crash research transport systems, while recruiting soldiers. I get three transports up and dump 15 armies of dragon infantry on their planet by year 2, taking their world.
That happened to me once.

bobtheconqueror posted:

Haven't had that happen, but I did have a game start me in the "home system" of a different race. Was playing human and started in the Ikkuro system, so I had some of those ape dudes on my home planet, which was weird.
This happens all the time.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
What does the pre-warp/starting/young slider in setup actually do? I'm still pre-warp in every single start.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Empire Age i think is the size of your empire when you start. Start at Older, and you end up with a decent empire with premade infrastructure. If you dont want a prewarp tech level, thats a different tab.

boner confessor
Apr 25, 2013

by R. Guyovich

Benagain posted:

What does the pre-warp/starting/young slider in setup actually do? I'm still pre-warp in every single start.

Pre-warp empire stage means you have no assets outside of your own planet. Starting age starts the game with a couple mining stations in other systems.

Pre-warp tech setting means you don't start with warp technology.

bobtheconqueror posted:

Haven't had that happen, but I did have a game start me in the "home system" of a different race. Was playing human and started in the Ikkuro system, so I had some of those ape dudes on my home planet, which was weird.

This is normal. When the game rolls a map it populates the galaxy with home systems for each race, and then randomly assigns empires to 'good' systems, which are likely to be home systems. The game I'm running now I actually started in Sol as Humans, so that's nice.

It's actually a bonus to start in another race's system, especially if they synergize well with you. As Humans, for example, rolling in Ikkuro or Kiadia with those racial bonuses is a nice perk.

boner confessor fucked around with this message at 18:58 on Jun 18, 2014

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Thanks, that actually clears a lot up. What's the easiest way to stop my troop transports from throwing themselves at the enemy if they drop in system?

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
I set my troop transport tactics (in the design screen) to evade / evade (unless I'm at a much higher tech level), and I warp them in just outside of the system in deep space. Only once the target planet is clear of defenses and the system defenders are mostly mopped up, do I move them in for the invasion.

Gwyrgyn Blood
Dec 17, 2002

I'm having some issues getting my fleets to behave how I want to. Basically what I want is for a fleet to defend an area against hostiles, repair and refuel when needed.

So I THINK what I need to do for this is:
1) Set the fleet to Defensive Posture
2) Set the fleet's home base to the center of where I want to defend

But it seems like I also have to manually move the fleet there in the first place if they weren't already there? I'm also not really clear if they will actually repair as I want them to. I shouldn't have to set them to automated either right?

It seems like sometimes I have the fleets set up correctly but they still just sit there and don't attack pirates who fly in and start shooting poo poo up. I'm not really clear on if I'm missing something or what, it just seems somewhat inconsistent.


Also, any tips on how to handle ships that get damaged when you fly out to attack a planet/base, since they tend to get their engine's damage and can't fly back quickly? Just bring construction ships with me whenever I fly out, or something easier?

Gwyrgyn Blood fucked around with this message at 05:05 on Jun 19, 2014

Esroc
May 31, 2010

Goku would be ashamed of you.

Gwyrgyn Blood posted:

I'm having some issues getting my fleets to behave how I want to. Basically what I want is for a fleet to defend an area against hostiles, repair and refuel when needed.

So I THINK what I need to do for this is:
1) Set the fleet to Defensive Posture
2) Set the fleet's home base to the center of where I want to defend

But it seems like I also have to manually move the fleet there in the first place if they weren't already there? I'm also not really clear if they will actually repair as I want them to. I shouldn't have to set them to automated either right?

It seems like sometimes I have the fleets set up correctly but they still just sit there and don't attack pirates who fly in and start shooting poo poo up. I'm not really clear on if I'm missing something or what, it just seems somewhat inconsistent.


Also, any tips on how to handle ships that get damaged when you fly out to attack a planet/base, since they tend to get their engine's damage and can't fly back quickly? Just bring construction ships with me whenever I fly out, or something easier?

Usually if I just manually set the fleet to defend a planet/system/station, then re-tick automate after the initial assignment, they'll stick to patrolling that area and repair/refuel as needed but always return to their assignment afterwards.

For damaged ships far from home, just send a construction ship out to them. Or leave all con-ships on automate and they'll prioritize repairing other ships automatically. Though they can be slow on the uptake if you're taking heavy damage during war and might need a push in the right direction if you're in a hurry.

Esroc fucked around with this message at 05:28 on Jun 19, 2014

MagnumOpus
Dec 7, 2006

In the Extended Mod there is a race called the Lemeresh whose shtick is that they have a Super Laser tech that does 30k damage. This is balanced in their behavior because they never leave their home system. They're basically a flavor race or lategame challenge.

In my current game, they found the Temple of Eternal Blackness:



That's a little over one system a year.

double nine
Aug 8, 2013

Questions about ships:


What roles should I envision for the escorts/frigates/destroyers/cruisers? Why would I not just build as many destroyers that I can, and screw the rest?

In terms of armament, is it better to push research along 1 weapon path (say energy torpedoes or lasers) or spread out along several research paths. And what are the downsides for them?



Missiles seem good for boarding because they don't do damage to armor, laser seems more for short-range ships, and area of effect weapons seem flashy but too inefficient. No idea about other weaponry.

double nine fucked around with this message at 09:03 on Jun 19, 2014

Stevefin
Sep 30, 2013

double nine posted:

Questions about ships:


What roles should I envision for the escorts/frigates/destroyers/cruisers? Why would I not just build as many destroyers that I can, and screw the rest?

In terms of armament, is it better to push research along 1 weapon path (say energy torpedoes or lasers) or spread out along several research paths. And what are the downsides for them?



Missiles seem good for boarding because they don't do damage to armor, laser seems more for short-range ships, and area of effect weapons seem flashy but too inefficient. No idea about other weaponry.

It depends, having the AI do your ships shows your progress of power, more capital you have, the better, type of deal at late game, but if you design your own ships, you can make 'capital ships' straight away.

I make capitals my back bone of my fleets this way with the lower classes filling in gaps as more tech becomes available

You should focus on one or two main weapons, spreading out means the other races will overtake you in weapon research, as they to have a preference on the type of weapons they want

Arghy
Nov 15, 2012

Alright my economy is constantly tanking because of the whims of ~bonus income~ and setting all my ships to automate just makes them jump piece meal in to die to pirate fleets. I got a rec/medic center on my space station and i have a ton of cheap suicide escorts acting as my early warning force which i now realize is prolly a bad idea since they just get slaughtered.

Can i make a defense fleet guard a system and jump in together or should i just make abuncha powerful ships so if they ever respond they make a difference?

Do rec/medic components stack? it seems like if i dont tax the poo poo outta my dudes i cant keep up with the goddamn pirates. Should i bother to build a mining station on every single planet in my system or is there no point? i remember hearing something about ships getting cheaper with the more resources you had.

How the hell does the private sector work? like why the hell shouldn't i tax them to hell?

Gwyrgyn Blood
Dec 17, 2002

Esroc posted:

Usually if I just manually set the fleet to defend a planet/system/station, then re-tick automate after the initial assignment, they'll stick to patrolling that area and repair/refuel as needed but always return to their assignment afterwards.

Hrmm, I tried setting a fleet to defend sector -> automate once, and they started busying themselves with transporting troops around for no reason. I really don't get how to automate defense at all, they seem to just go off doing whatever they feel like, or they don't do anything at all.

Also is there a way to make that blue bubble showing the defensive range disappear?


Edit: Found a decent guide to fleet posturing and such, looks like I am supposed to set them to automated to get them to do what I want. I wonder why they were messing with troops? Maybe they had assault pods and wanted to fill them?

Gwyrgyn Blood fucked around with this message at 17:44 on Jun 19, 2014

boner confessor
Apr 25, 2013

by R. Guyovich

Arghy posted:

Alright my economy is constantly tanking because of the whims of ~bonus income~ and setting all my ships to automate just makes them jump piece meal in to die to pirate fleets.

Start a new game. Don't choose Age of Shadows or pre-warp if this is your first time playing Distant Worlds. The ages are set up chronolgically, not in order of difficulty. Start in Classic era. Pre-warp/Shadows is for veterans and masochists.

Arghy posted:

Can i make a defense fleet guard a system and jump in together or should i just make abuncha powerful ships so if they ever respond they make a difference?

Yes - using fleets is the best way to keep manual control of groups of ships. You can assign a home port to a fleet, set a posture, and set them to automate so they do more than just hang around while you're not giving them direct orders.

Arghy posted:

Do rec/medic components stack? it seems like if i dont tax the poo poo outta my dudes i cant keep up with the goddamn pirates. Should i bother to build a mining station on every single planet in my system or is there no point? i remember hearing something about ships getting cheaper with the more resources you had.

No, don't do that, and no. One Rec/Medic per base, can't remember if it's per system or per planet. More than one is a waste or a backup.

Don't tax the poo poo out of your dudes. You're killing your long term potential. If you have to keep taxes consistently high in the early game, you're doing something wrong. See my previous point - roll a new game in the Classic era until you get more familiar with the game.

You can order mining stations to be built, but then the state pays the upkeep, not the private sector. A mining station in a bad spot colleting cheap mats you don't really need is a net money loser. Leave construction up to the AI/market unless you absolutely positively have to put a base in a certain location, like deep space recon/anchorages.

Arghy posted:

How the hell does the private sector work? like why the hell shouldn't i tax them to hell?

The private sector just does its own thing and makes money for you. Taxes remove money from the private sector - unlike other games where taxes appear out of thin air, your taxes come from the pockets of your citizens. Taxing them means reducing their capacity to do business, buy new ships from your shipyards, pay docking fees at your ports when they move stuff around, generate resources for your empire, etc. Heavy taxes should only be a temporary and emergency measure - consistently high taxes will cripple your economy. Of course, if your private sector is flush with cash and booming, higher taxes may be called for to help protect your empire's riches...

Taxation also impacts the happiness of citizens. You're better off cutting taxes in the early game to boost your population growth, which provides exponential benefits. New babby colonies should NEVER be taxes until they have more than a billion residents. The taxes you levy now are a pittance compared to slowing the colony's growth to a productive level.

lizurcainnon
May 5, 2008

Arghy posted:

Do rec/medic components stack? it seems like if i dont tax the poo poo outta my dudes i cant keep up with the goddamn pirates. Should i bother to build a mining station on every single planet in my system or is there no point? i remember hearing something about ships getting cheaper with the more resources you had.


You need only one of each in orbit of a world. Multiples on a single station, or spread across other stations in orbit are useless.

As for income, generally you get most of your base income from taxes. However, taxes reduce growth rate, which means taxing early slows down your income growth for later when things get REALLY expensive to maintain. If you've got the AI to managing your taxes, it uses the settings in the Empire Policy menu. I've recently been setting everything except the highest pop bracket to None, and then lowering the highest pop bracket to Normal. This means your worlds won't be giving you tax until they hit ~2bil pop, but they still fund the private sector which handles building/upkeep of mining stations and the civilian ships that move resources and people around. If you have a free trade agreement with another empire, you'll get a cut of the profits of the resource trade, and you'll see the numbers next to their name on the diplomacy screen.

Anyway, setting no tax on low/mid developing worlds may hurt your funds for fleets and state bases in the short term, but your colonies will grow at max rate and hit those high pops much faster than with even low taxes, resulting in a much better income later on when you want to be swinging large, expensive-to-upkeep ships and bases around. Also, higher population positively affects other aspects of your empire as well.

Arghy
Nov 15, 2012

The problem for me atleast is the private sector cant make enough money to fund my fleet to protect my system--totally see what i did wrong with the mining stations atleast. Someone told me that if i had more minerals then ships were cheaper so i was just putting a station on every planet.

Going to try the 40k approach and make powerful cruisers patrol my sector with a fleet of escorts on defensive duty in my system.

I actually prefer pre-warp for a starting player because it gives you time to see how the system works where in a normal game you just barely grasp it before a loving AI fleet smashes your poo poo. Why isn't there a custom race option? i always love playing as humans but their pretty lovely though i kinda like their government style to amass credits then swap to republic.

Agean90
Jun 28, 2008


I wish republic leaders could get re-elected on occasion. This guy has bonuses in money making, ship building, and happiness, lets vote for the paranoid zealot with -10% to income instead!

boner confessor
Apr 25, 2013

by R. Guyovich

Arghy posted:

The problem for me atleast is the private sector cant make enough money to fund my fleet to protect my system--totally see what i did wrong with the mining stations atleast. Someone told me that if i had more minerals then ships were cheaper so i was just putting a station on every planet.

Going to try the 40k approach and make powerful cruisers patrol my sector with a fleet of escorts on defensive duty in my system.

I actually prefer pre-warp for a starting player because it gives you time to see how the system works where in a normal game you just barely grasp it before a loving AI fleet smashes your poo poo. Why isn't there a custom race option? i always love playing as humans but their pretty lovely though i kinda like their government style to amass credits then swap to republic.

If you want to play pre-warp go ahead, but it is actually the most difficult and frustrating way to play the game.

Wait, are you playing with the Corporate Nationalism government type? Don't do that. From the Distant Worlds wiki:

quote:

Corporate Nationalism governments take total control of the private economy, confiscating excess private revenue. In theory, this provides a huge boost to state income but at the cost of rampant corruption, slowed growth, increased maintenance costs, and higher probability of negative traits being acquired by your leader character. Once your government has switched, your colony happiness will no longer be affected by tax rate. You may set any or all of your colonies up to 100% tax rate. This represents your government confiscating all private sector revenue. Unfortunately, due to the severe cost penalties incurred by this government type, your government funds are likely to decrease even though your cashflow may show a huge increase. The cause of this is unknown.

Currently, there is absolutely no situation in which Corporate Nationalism successfully achieves its stated purpose, which is to provide a short-term boost to state funds. As a result, this government type should be avoided at all times. The only reason to select Corporate Nationalism for your government is to increase the challenge of your game.

I can't tell you how to have fun, but I can tell you that you're making things harder for yourself for no in-game benefit.

The tried-and-true way to learn how to play this game is to start in Classic era and automate absolutely everything, then slowly take manual control of certain aspects once you kind of understand how they work. Age of Shadows and pre-warp is one of the most recent expansions and was added for the benefit of people who have been playing this game for years. It is supposed to smash your poo poo in constantly, that's the point.

E: I'm actually not sure what you mean by "an AI fleet smashes your poo poo", if you're playing on Classic you should have plenty of breathing room unless you get unlucky and spawn one system away from the Boskara. Maybe you just have a knack for picking the most difficult options?

boner confessor fucked around with this message at 20:44 on Jun 19, 2014

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?

Agean90 posted:

I wish republic leaders could get re-elected on occasion. This guy has bonuses in money making, ship building, and happiness, lets vote for the paranoid zealot with -10% to income instead!

Seems like a reasonable simulation to me. :colbert:

Arghy
Nov 15, 2012

Popular Thug Drink posted:

If you want to play pre-warp go ahead, but it is actually the most difficult and frustrating way to play the game.

Wait, are you playing with the Corporate Nationalism government type? Don't do that. From the Distant Worlds wiki:


I can't tell you how to have fun, but I can tell you that you're making things harder for yourself for no in-game benefit.

The tried-and-true way to learn how to play this game is to start in Classic era and automate absolutely everything, then slowly take manual control of certain aspects once you kind of understand how they work. Age of Shadows and pre-warp is one of the most recent expansions and was added for the benefit of people who have been playing this game for years. It is supposed to smash your poo poo in constantly, that's the point.

E: I'm actually not sure what you mean by "an AI fleet smashes your poo poo", if you're playing on Classic you should have plenty of breathing room unless you get unlucky and spawn one system away from the Boskara. Maybe you just have a knack for picking the most difficult options?

I played 3 games in classic and got about an hour in to each before some AI blew my planet to hell, i've actually gotten further in shadows haha. The difficulty is normal its just bad luck i think.

The CN government does suck but boy does it beef your state economy up short term, i usually let my money build up to 40k then swap government types so i have a huge nest egg and technically theres usually nothing for my private sector to do in the start anyhow.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Popular Thug Drink posted:


E: I'm actually not sure what you mean by "an AI fleet smashes your poo poo", if you're playing on Classic you should have plenty of breathing room unless you get unlucky and spawn one system away from the Boskara. Maybe you just have a knack for picking the most difficult options?

It's Arghy. The Planetside 2 thread is named after him.

Hav
Dec 11, 2009

Fun Shoe

Gyrotica posted:

It's Arghy. The Planetside 2 thread is named after him.

Theta calls him 'The house atomics'.

boner confessor
Apr 25, 2013

by R. Guyovich
Is Planetside 2 any good? I used to roll deep with Goon crew in the original Planetside days but the sequel seemed less than fun.

Blinks77
Feb 15, 2012

if you enjoy battlefield it's a lot of fun.

You do need either friends or an outfit to get the most out of it though. Happily there's two Goon outfits on the cannon server.

lizurcainnon
May 5, 2008

Arghy posted:

I played 3 games in classic and got about an hour in to each before some AI blew my planet to hell, i've actually gotten further in shadows haha. The difficulty is normal its just bad luck i think.

The CN government does suck but boy does it beef your state economy up short term, i usually let my money build up to 40k then swap government types so i have a huge nest egg and technically theres usually nothing for my private sector to do in the start anyhow.

Income is based on population, development and planet quality. Every time you change governments, your planets take a development hit, so if you've been swapping governments relatively quickly, you're gonna seriously tank your income stream.

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Arghy
Nov 15, 2012

Hahaha oh dead god i found out what the game editor does! also yeah gently caress shadows, got the furthest i've ever gotten thanks to the editor and then watched as i cant spawn enough loving ships via the editor to stop constant fleets of pirates haha.

Is there a way to make it so i start in classic but dont have my stations scattered all over? It seems like a really stupid design, the best part of starting a space game up esp one this detailed is exploring the surrounding systems but they steal that from you! I love the slow start shadows gives me but i hate the stupid goddamn pirates.

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