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Bug Squash
Mar 18, 2009

Flipswitch posted:

Not sure if it comes under either 4x or strategy but I started playing Starsector and its very good.

It's definitely not a 4x, but it is a masterpiece with about a hundred years of mods available too. Here's the thread.

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Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Flipswitch posted:

Not sure if it comes under either 4x or strategy but I started playing Starsector and its very good.

Starsector is mount and blade in space, it is absolutely not a 4x in the slightest. We also have a very active thread for it.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

fuf posted:

Yeah this is the thing I'm least sure about currently. I am just clicking "yes" to every AI suggestion to build a mining station, but it doesn't feel like I'm really making any strategic decisions. Like why wouldn't I build a mining station? But I don't want to automate it completely because it feels like all the different resources are meant to be a major part of the game.

this is pretty much what you want to do until you get a handle on why things are happening. one of the first things to manually control yourself would be the creation of mining stations, the algorithm really likes building stations on bullshit little asteroids with 6% steel deposits

there is so little happening in the first part of the game which needs your direct supervision. i'd say vote no on building ships sometimes or if the AI wants to build a mining station somewhere weird. the automation AI is pretty good, especially at helping you avoid funding pitfalls like building 50x escorts in the first couple years of the game. even if you turned it all off, you'd be making mostly the same decisions, so...

the game really opens up once you start spreading to other stars. you, the player, are more needed for galactic political decisions over the fine details of managing solar system logistics

fuf posted:

Do private freighters only haul to space stations that are attached to planets? I have the aforementioned second station that I inherited from absorbing the pirates, but the freighters are ignoring it and going back to my home system instead. Oh, do I need to fiddle with the stockpile limits on the station maybe?

freighters will haul to second stations, its just that there isn't much need to go to the second station. most freighter activity is generated from the mining station having an abundance of resources which need to be taken elsewhere for consumption. your second station, a pirate base in an asteroid field, isn't producing anything except any ships which may be constructed there. if a construction order for ships comes down, the resources to build those ships will need to exist at that station, and a freighter may take them out there eventually. also, stations will need to be fueled at some point, prompting another freighter visit

Jarvisi posted:

These pirates are really pissing me off and I'm not sure how to properly defend my homeworld since my fleet can't seem to do much

you basically have to pay off the pirates until you get a navy and blow up their poo poo (or diploannex them)

Mr. Fall Down Terror fucked around with this message at 14:51 on Mar 11, 2022

Agean90
Jun 28, 2008


glad to see newbies discover the joys of prewarp start pirates!

Yeah just pay them off. Once you get enough tech and money to support a real navy you can start throwing down with them for a nice early to midgame war

fuf
Sep 12, 2004

haha

Mr. Fall Down Terror posted:

freighters will haul to second stations, its just that there isn't much need to go to the second station. most freighter activity is generated from the mining station having an abundance of resources which need to be taken elsewhere for consumption. your second station, a pirate base in an asteroid field, isn't producing anything except any ships which may be constructed there. if a construction order for ships comes down, the resources to build those ships will need to exist at that station, and a freighter may take them out there eventually. also, stations will need to be fueled at some point, prompting another freighter visit

Ahh that's interesting, so do freighters only bother going out to mining stations when there's a construction order somewhere that needs the resources? I guess I assumed that even if nothing was being built they would still go and collect just to get it back somewhere more central.

Clarste
Apr 15, 2013

Just how many mistakes have you suffered on the way here?

An uncountable number, to be sure.
From what I can tell, each station desires a small stockpile of every resource and will only demand more when it falls below a certain threshold (presumably this is so construction orders aren't delayed forever). So my guess is that the station was full on everything it wanted and didn't need to restock.

Edit: It isn't like Starcraft or whatever where bringing resources to a Command Center is a goal in and of itself.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

fuf posted:

Ahh that's interesting, so do freighters only bother going out to mining stations when there's a construction order somewhere that needs the resources? I guess I assumed that even if nothing was being built they would still go and collect just to get it back somewhere more central.

i think, but i do not know for certain, that resources in your empire are stockpiled on colonies. so your homeworld is like the infinite warehouse in which all resources are stored. it could also be spaceports, i am not sure - i believe (again without proof) that spaceports and the colonies they orbit behave as the same unit. spaceports just floating in space by themselves will only demand resources used for ship construction as well as fuel to keep its own reactor lit. spaceports in orbit around a planet will also demand luxury resources for populations to consume, as well as act as hubs in the empire wide stockpile (i assume)

if there are sufficient quantities of some thing in your stockpile, then there is less importance placed on dispatching a freighter to fetch that thing. this way you prevent the situation where the size of the merchant fleet scales to match resource production, rather than resource consumption. how exactly it all works is a black box to me though. generally though materials are going to clog up mining stations waiting for transport unless you're burning through all of your stocks of that material. in the early game, the big bottleneck is going to be caslon for fuel on your early reactors, but building a bunch of caslon mines everywhere is good because even if it sits around at the point of extraction, ships in need of fuel can just go to the source to top off instead of having to haul all of it back to some central spot for distribution. you'll see a little fuel drum with a circle-arrow around it when zoomed out on the galaxy map if a system has a station mining one of the fuel resources

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Are some resources procedurally generated? I'm seeing some things like special fish scales.

fuf
Sep 12, 2004

haha
Very cool, thank you. I'm starting to see more scope for strategic choices now.

Like getting a fuel mining station in a particular system just so your ships have somewhere to refuel

Or increasing the "desired" amount of stockpile for particular stations so you can build up a reserve ready to pump out ships from there.

This is a really dumb one but when luxury resources are like "+5 colony growth", that's just if you build a colony on the planet with the resource, right? What are luxury resources good for aside from that?

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


fuf posted:

This is a really dumb one but when luxury resources are like "+5 colony growth", that's just if you build a colony on the planet with the resource, right? What are luxury resources good for aside from that?

No - they apply whatever bonuses they confer while they're being consumed at a colony. So freighters/miners importing them into your colonies will increase that colony's development level which will in turn make the residents happier, plus do whatever other effects the luxury good may have (some have DIRECT boosts to colony happiness in addition to the colony development boosts, for example).

More luxury goods = better than.

Squiggle fucked around with this message at 16:45 on Mar 11, 2022

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Splicer posted:

Are some resources procedurally generated? I'm seeing some things like special fish scales.

no, but there are some that are rarer than others, and some which are so rare and special that (in the first game) wars could start if you didn't share them with people

basically there are different tiers of resources:

fuel - caslon, hydrogen, etc. you are constantly burning these things in reactors to generate energy for ships and stations. when designing warships you actually have to take peak power load into account!

strategic - steel, lead, plastic, etc. there's a loving lot of these and you are consuming them constantly to build and maintain ships and stations

luxuries - fancy meat, fancy wine, fancy fur, fancy fish scales. your people like consuming these, other empires people like consuming these, you can make money trading these back and forth. maybe the merchant empire next door doesn't care about your vast stocks of steel but they are very interested in your selection of exotic liquor and jewelry

special luxuries - iirc 'loros fruit' is one of these. maybe spawns in one place in the galaxy. people REALLY like these, and perhaps the militarist empire next door will try to kick your rear end just to get their hands on the galaxy's best fruit

Squiggle posted:

No - they apply whatever bonuses they confer while they're being consumed at a colony. So freighters/miners importing them into your colonies will increase that colony's development level which will in turn make the residents happier, plus do whatever other effects the luxury good may have (some have DIRECT boosts to colony happiness in addition to the colony development boosts, for example).

More luxury goods = better than.

right. also, happier colonies can bear a heavier tax burden, since taxation is one of the big causes of happiness loss

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


^Yep, that all still applies to DW2 as far as I can tell, with one exception:

Fuel is only caslon now - they flattened it down to a single fuel type, where DW1 had different gas requirements depending on which engines you had researched/used.

I think they may've reduced the number of strategic resources too, but there are definitely still a fuckload of luxuries and the super-luxuries all do special poo poo and are worth going to war over. Korriban Spice alone does +22% colony development, a direct +15% to happiness, and +5% to all research.

EDIT: Oh man, I forgot about Resort Bases too! I loved building a strong tourism industry in DW1, throwing up Restaurants at the End of the Universes everywhere. Pandering to the civilian sector with luxuries and cool vacation spots makes it possible to tax them into the loving ground.

Squiggle fucked around with this message at 16:59 on Mar 11, 2022

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
yeah, i haven't even gotten to resort bases yet in DW2 but if it is like the original, then you'll find certain places in the universe that provide a "research bonus" or a "scenery bonus". research bonus is obvious, you build research stations there. but what is a scenery bonus? it is a very picturesque place in the galaxy where you can build resorts for tourists to visit, then passenger liners will pick up population from your empire (or neighbor empires!) and bring them to the resort to spend piles of cash

Llamadeus
Dec 20, 2005

Flipswitch posted:

Not sure if it comes under either 4x or strategy but I started playing Starsector and its very good.
If you're not already aware of it there's a popular Starsector mod that 4X-ifies it https://fractalsoftworks.com/forum/index.php?topic=9175.0

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.




This is my favorite phase of the game - the first three colony ships are under construction and frontier refueling ports are up, and I'm starting to work on diplomatically assimilating the hoopleheads in the neighborhood. In the meantime, just watching the flow of private sector traffic between busy worlds.
Oh boy it's nice to be playing DW again.

Squiggle fucked around with this message at 17:26 on Mar 11, 2022

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






Squiggle posted:



This is my favorite phase of the game - the first three colony ships are under construction and frontier refueling ports are up, and I'm starting to work on diplomatically assimilating the hoopleheads in the neighborhood. In the meantime, just watching the flow of private sector traffic between busy worlds.
Oh boy it's nice to be playing DW again.

You seem to know what you’re doing, could you do a few words on how the early phases are suppose to go?

I’ve just hit the point where my fleets can take out pirate bases and I have to say, it’s satisfying to send them one after another to lay waste to space Tortugas.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Mr. Fall Down Terror posted:

yeah, i haven't even gotten to resort bases yet in DW2 but if it is like the original, then you'll find certain places in the universe that provide a "research bonus" or a "scenery bonus". research bonus is obvious, you build research stations there. but what is a scenery bonus? it is a very picturesque place in the galaxy where you can build resorts for tourists to visit, then passenger liners will pick up population from your empire (or neighbor empires!) and bring them to the resort to spend piles of cash
Stellaris Devs: Players find planetary modifiers scary and confusing and we will not add more.
Stellaris playerbase: https://steamcommunity.com/workshop/browse/?appid=281990&browsesort=trend&section=readytouseitems&actualsort=trend&p=1&days=-1

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

Beefeater1980 posted:

You seem to know what you’re doing, could you do a few words on how the early phases are suppose to go?

I’ve just hit the point where my fleets can take out pirate bases and I have to say, it’s satisfying to send them one after another to lay waste to space Tortugas.

pirates are just there to give you an early game threat before you start bumping shoulders with alien empires. pirates are like barbarians in civ, except this



you should be able to field fleets by the time you start having serious problems with your neighbors. at that point you can fight them or trade with them as you like, but DW1 generally made it just as easy to be lovey-dovey with your neigbors as to fight them. borders in this game are really spongey and there isn't so much of a strict frontier as in a more traditional space 4x or stellaris or something

basically the early phases of the game are just exploring and getting your space economy up to shape so that whether you decide to fight or befriend, you've got the muscle to do so

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Splicer posted:

Stellaris Devs: Players find planetary modifiers scary and confusing and we will not add more.
Stellaris playerbase: https://steamcommunity.com/workshop/browse/?appid=281990&browsesort=trend&section=readytouseitems&actualsort=trend&p=1&days=-1

I will always maintain that Guilli's Planet Modifiers is the one and only absolute must-have will-not-play-without mod for Stellaris for me.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Sure - but I just got into work, so I'll have to come back around in a few hours. I'm definitely not a pro, but I love the economic simulation a lot and is what I usually focus my energy on.

Three resources that might be worth looking into in the meantime:

The primer from DasTactic if you've got time to watch it
This guide one of the Matrix forum nerds wrote, specific to the DW2 early game and how he plays it

And it's for DW1, but possibly the most helpful thing for me was this obnoxiously-written, eight-year-old forum post intended to guide someone through playing DW1 completely manually. It ends abruptly and, again, the tone is dumb. But it was also the thing I followed along with that got me to truly understand what's happening in Distant Worlds and how everything intertwines. There are a lot of resources, yes, but it's not...AS complicated as it all seems. I don't play entirely manually now, but knowing how to makes it a whole lot easier to understand what's happening (and to recognize when the AI advisors are suggesting something really stupid).

There have been changes and streamlining between DW1 and DW2 so it's not going to be a perfect guide (the interface is totally different, I don't think some of the tech tree choices he makes even exist anymore, and ship design has some new constraints so you can't exactly fit a ton of research labs on your small spaceport anymore), but a lot of it still IS relevant, especially how to deal with pirates, how to manage early resources, and just how to expand/explore. Stripping useless weapons off of the early station designs can make them a lot cheaper, for example, so I still do it.

My best advice for DW2 so far is to use the UI menus and their "build a thing here" or "send a fleet here" easy buttons while you're getting a grip on it all. Don't gotta send a construction ship somewhere yourself - just build a few, set 'em to Automated, and let the the "build poo poo" button and the AI handle the job from there.

Squiggle fucked around with this message at 18:13 on Mar 11, 2022

Kvlt!
May 19, 2012



I love DasTactic. Every time a game comes out hes like "Ive already played it for 10000000 hours and am ready to impart my knowledge unto you"

His tutorial series helped Shadow Empire click for me and now its one of my fav games

BrotherJayne
Nov 28, 2019

https://store.steampowered.com/news/app/1531540/view/3130570299222049461

quote:

Changes in the 1.0.1.6 Update:

- Fixed crash that sometimes happens when have many game controllers and other devices
- Fixed User Interface Size showing options that are invalid for the current screen resolution
- Improved handling of High DPI settings in Windows
- Added settings to ensure NVidia video cards run in high performance mode - should fix a number of crashes and performance problems
- Fixed rare crash when moving characters via dropdown list in Character screen
- Fixed rare rendering crash
- Fixed rare crash when ship design could not be found when updating render data
- Improved performance at location level when many ships and lots of running lights
- Fixed bug in Start New Game screen where could select race-specific government types when select random race
- No longer prevent construction ships from carrying out base-building when waiting for response on advisor suggestions for repairing abandoned ships or bases
- Hooked up instability and unhappiness after a government change, leader loss, etc ('Have Revolution' button)
- Construction ships no longer feel tempted to repair fighters
- Fixed bug in some game events that was causing loss of a colony
- Fixed wrong tooltip text on buttons in Character Detail screen for captured prisoners
- Further fixes to crashes after lengthy play sessions
- Further improvements to performance by making sure GPU runs at maximum performance instead of sometimes using power-saving mode

BrotherJayne fucked around with this message at 18:27 on Mar 11, 2022

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Distant Worlds 2: Anyone got any thoughts on weaponry? There's something like 10 different types and now I have to worry about firing arcs judging from the Ship designer...

pedro0930
Oct 15, 2012
There's no compare tool so it's a huge pain to hover over each icon to try to compare all the stats (that's often not explained anywhere). Anyways, area weapon and torpedo seems to be doing good work, they naturally counter the space monster and pirate station you'll be fighting early on. Though you'll probably want to couple that with some PD so your ship won't waste time trying to shoot down strikecraft with torpedoes. Otherwise it seems it's once again back to laser counters armor, ballistic counters shield sci-fi convention.

Firing arc also doesn't seem like a big deal since ships closes very fast into range to broadside each other. Though maybe you can have a long range kiting fleet with weapons in the back (some Teekan ships seems to have all weapons in the back).

Drone
Aug 22, 2003

Incredible machine
:smug:



So I just did a fresh install on my laptop after playing awhile on my PC (had no problems there). Launcher appears, I start the game, and... I just get a black screen.

Presumably the patch that was just rolled out hosed something up, since I'm not the only one with the issue according to the Steam discussions. This launch is very much grogdev.

MinorRed
Jul 27, 2011




pedro0930 posted:

There's no compare tool so it's a huge pain to hover over each icon to try to compare all the stats (that's often not explained anywhere).

I thought it popped up a comparison when you hover over a module while you have another one selected. I'm at work so I can't check but I could swear it did.

pedro0930
Oct 15, 2012

MinorRed posted:

I thought it popped up a comparison when you hover over a module while you have another one selected. I'm at work so I can't check but I could swear it did.

That's only in ship design screen. In research this option is not available.

fuf
Sep 12, 2004

haha

pedro0930 posted:

(that's often not explained anywhere)

yeah seriously, i have no idea what a lot of this stuff does

something I only just realised: you have to ctrl-right click somewhere to set a new home base for a fleet

Danaru
Jun 5, 2012

何 ??

fuf posted:

yeah seriously, i have no idea what a lot of this stuff does

something I only just realised: you have to ctrl-right click somewhere to set a new home base for a fleet

You can also long right click for a context menu

Peanut Butler
Jul 25, 2003



sounds like DW2 is going to be pretty cool when all the little bits are worked out-

I would have preordered it like a moron if I had money; I have preordered two games in my life, and they were Master of Orion 3, and Stellaris. Both may have been mistakes (tho the Star Trek Mod for Stellaris redeems it somewhat)

considering reinstalling DW1 for the first time in a while; also tho just reinstalled Civ 4 and I'm spending the afternoon downloading mods through a decade of civfanatics forum posts and associated linkrot- keep thinking, "why the hell are all the Fall From Heaven 2 mods so splintered? Why is it so hard to set up a dang mod??" but I have to keep reminding myself that Civ 4 is a seventeen year old game at this point

chaosapiant
Oct 10, 2012

White Line Fever

Does weapons research advice from DW apply to DW2 to still? Namely: pick two, an energy and a ballistic weapon and specialize in both? Or did they pare down the weapons options.

Paring down fuel options isn’t a bad idea. I never paid much attention to what fuels ships were using, instead just making sure I plopped mining stations over both resources as I found them.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Had a pretty weak start with no expansion options in my first game as the aquatic dudes, started a new game as humans and had 2 solid planets right away. Found a graveyard of advanced ships that have 10x my fleet power and are crushing my economy but seems worth it

chglcu
May 17, 2007

I'm so bored with the USA.
Really wish DW2 had an option to disable or tone down the number of background stars. Doesn't help that I'm getting the flickering stars bug mentioned here, but even without that, it's just too noisy.

Jarvisi
Apr 17, 2001

Green is still best.

Mr. Fall Down Terror posted:

pirates are just there to give you an early game threat before you start bumping shoulders with alien empires. pirates are like barbarians in civ, except this


you should be able to field fleets by the time you start having serious problems with your neighbors. at that point you can fight them or trade with them as you like, but DW1 generally made it just as easy to be lovey-dovey with your neigbors as to fight them. borders in this game are really spongey and there isn't so much of a strict frontier as in a more traditional space 4x or stellaris or something

basically the early phases of the game are just exploring and getting your space economy up to shape so that whether you decide to fight or befriend, you've got the muscle to do so


No but I turned pirates off and I'm still encountering pirate factions. Is this a story thing?

chglcu
May 17, 2007

I'm so bored with the USA.

Jarvisi posted:

No but I turned pirates off and I'm still encountering pirate factions. Is this a story thing?

No idea, but same, and not those initial story ones the humans get.

Jarvisi
Apr 17, 2001

Green is still best.

chglcu posted:

No idea, but same, and not those initial story ones the humans get.

I'm playing as space cats. Got some pirates who keep trying to scam me. So far so good. Now the game just hard crashes every time I try to load my latest save

Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe
ooof. really hate burning a save i have all this time into but man, i've explored like 8 surrounding systems and no silicon which is required for a LOT of valuable research. Just a side annoyance.. i mean.. planets are literally described 'rocky silicon planet' :argh:

Also for some undiscernible reason my economy is just going right in the toilet? I don't have a huge fleet or anything, the only difference is now I can sort of repel most attacks so i stopped paying protection but occasionally a raid gets through. is this is what is making GBS threads up my economy? at -3000 credits now, have it set to automate, well, time to run up a national debt i suppose.

edit: ah... my research improved my escorts, and thusly increased cost

Edit edit: also is there any way to keep my Exploration ships from surveying every single asteriod?

Willfrey fucked around with this message at 19:02 on Mar 12, 2022

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Willfrey posted:

ooof. really hate burning a save i have all this time into but man, i've explored like 8 surrounding systems and no silicon which is required for a LOT of valuable research. Just a side annoyance.. i mean.. planets are literally described 'rocky silicon planet' :argh:


I think either you or the devs are confusing silicon with silicate. A planet made of silicon would be very unusual

Jarvisi
Apr 17, 2001

Green is still best.
Jeez. Ackdarians start with a super starport. Commerce station, research lab, hospital, recreation center and a ton of guns

Jarvisi fucked around with this message at 19:03 on Mar 12, 2022

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Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe

Libluini posted:

I think either you or the devs are confusing silicon with silicate. A planet made of silicon would be very unusual

aaah probably me

Edit no no no I am not going crazy. I know what I saw

definitely says Rocky Silicon Planet

Willfrey fucked around with this message at 19:06 on Mar 12, 2022

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