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
Stevefin
Sep 30, 2013

I really wish pirates did not snap up the abandoned ship in your starting system. as it murders anything you would be able to throw at it and cause it has no hyperdrive they will always have a presence, so means protection is extra expensive

Adbot
ADBOT LOVES YOU

Panzeh
Nov 27, 2006

"..The high ground"

Stevefin posted:

I really wish pirates did not snap up the abandoned ship in your starting system. as it murders anything you would be able to throw at it and cause it has no hyperdrive they will always have a presence, so means protection is extra expensive

The derelicts in your starting system are not the ones that can instagib you early on, though they are somewhat powerful. It's usually the capital ships they pick up on the fringes of the galazy.

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
Here's another protip that's not readily apparent: you can quickly cycle through the galaxy by pushing 'L' to lock onto something then cycle through bases/ports (P), colonies (C), fleets (F), exploration ships (X), and constructors (Y) without having to tediously scroll in and out. You'll just snap right there!

Dark_Swordmaster
Oct 31, 2011
For the betterment of anyone who's using Expanded, go into your images/units/races folder and delete both of the "race_9.butts" images, they look like this:




BOOM! Space rexes back.

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
I am having a lot of trouble getting this thing to run at the proper resolution. First it wasn't showing the whole screen so parts of menus were getting chopped off, now the menu screen is fine, but when I get in game it reduces the resolution down to a small window. The most frustrating part is that there is no loving resolution options in game.

Zilkin
Jan 9, 2009

nutranurse posted:

Play with Extended Universe because it adds a whole lot of new aliens which are fun to play with/against (for instance, there's a new race called the xHumans who are near-humans who hate normal humans and serve to break up the normal All Humanoid Alliance, so you get some fun situations by mid-to-late game). As for graphical overhauls, I am liking Das's UI, which was released recently, as it makes the UI A WHOLE LOT clearer/sleeker. Also GEM, or graphical enhancement mod.

Basically this thread: http://www.matrixgames.com/forums/tm.asp?m=3616942

Das' UI is nice, but the mod this game really needs is bigger, and clearer fonts.

vyshka
Aug 10, 2010

Zilkin posted:

Das' UI is nice, but the mod this game really needs is bigger, and clearer fonts.

There is a beta patch out that tries to address the issue.

communism bitch
Apr 24, 2009
I've only had a chance to tool around in the tutorial so far, but when you're playing for real as a pre-warp civ are you guaranteed to find some mysterious tech in your home system that jump-starts your warp tech, or is it possible to be in a situation where you have to do it without any help?
I quite like the idea of being locked into my home system for a decade or two for some reason.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
You outright cannot even start the warp drive research without the 'visit the outskirts of the system' bit-the topic is locked.

MiddleOne
Feb 17, 2011

Was this game coded in C# or something? The game booting up the windows UI instead of having its own for several of its function is kinda jarring. Never seen that in a game before. :stare:

Arianya
Nov 3, 2009

Oberleutnant posted:

I've only had a chance to tool around in the tutorial so far, but when you're playing for real as a pre-warp civ are you guaranteed to find some mysterious tech in your home system that jump-starts your warp tech, or is it possible to be in a situation where you have to do it without any help?
I quite like the idea of being locked into my home system for a decade or two for some reason.

While the game doesn't do it intentionally, I actually ended up in this situation.

Left my home system to find all the nearby planets were outside of the range of any of my ships, even a mostly-fuel-tanks exploration ship I manually made, and the nearby nebula cloud had no Caslon at all for me to set up a resupply ship.

I ended up abandoning that game when I got enough storage to reach the further out systems, only to find that I was surrounded by other empires who had claimed the nearby territory, but it kinda mirrored your experience!

MLKQUOTEMACHINE
Oct 22, 2012

Some motherfuckers are always trying to ice-skate uphill
As a new player I'd honestly suggest setting your starting systems to Agreeable, and more strongly suggest setting it to Excellent. You can even give the AI's all good systems to potentially help them out tp

Phlegmish
Jul 2, 2011



To reiterate my question from the last page, how do you deal with pirates? I have a reasonably successful game going, but I've been so absorbed with fighting pirates that I haven't had a chance to start any proper wars yet. Three of the pirate factions are harassing my shipping, they took over a couple of my planets with their Criminal Networks, and they're being dicks in general. Every time I find out where one of their bases is I go out and destroy it, but they just pop up somewhere else. How do I root them out?

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Oberleutnant posted:

I've only had a chance to tool around in the tutorial so far, but when you're playing for real as a pre-warp civ are you guaranteed to find some mysterious tech in your home system that jump-starts your warp tech, or is it possible to be in a situation where you have to do it without any help?
I quite like the idea of being locked into my home system for a decade or two for some reason.

There should always be a ruin that gives you the Bubble Field warp tech in your home system.

MiddleOne
Feb 17, 2011

V for Vegas posted:

There should always be a ruin that gives you the Bubble Field warp tech in your home system.

I just started playing and man warping is a gamechanger. I got attacked by spacebeetles while only half my fleet had completed their retrofitting and naively ordered the fleet to simply attack. I watched in horror as my escorts warped ahead alone while the rest of the fleet droned forward at 1/50 the speed. :suicide:

queeb
Jun 10, 2004

m



This game is awesome but I instantly get overwhelmed as soon as I get warp tech and can go to other systems. Should every system have some sort of starport in it? something for refueling? is there a refueling base? or can ships only refuel at a starport.

Arianya
Nov 3, 2009

queeb posted:

This game is awesome but I instantly get overwhelmed as soon as I get warp tech and can go to other systems. Should every system have some sort of starport in it? something for refueling? is there a refueling base? or can ships only refuel at a starport.

There are Resupply Ships (manufactured from the planet, not a spaceport) which can be set up at a gas planet and will serve as a refueling base. Gas Mining Bases also serve this function, although they typically have less storage and fewer docking bays, so if you are trying to resupply a whole fleet, a resupply ship is better.

totalnewbie
Nov 13, 2005

I was born and raised in China, lived in Japan, and now hold a US passport.

I am wrong in every way, all the damn time.

Ask me about my tattoos.
I noticed that, after a while, some of my star systems when I zoomed out had a bubble around it. What is this bubble?

Also, is there a way to manually try to root out pirate bases on colony surfaces with ground troops? I've been waiting for it to come up as a suggestion for me to approve.

Dark_Swordmaster
Oct 31, 2011
^ Space sphere of influence

Xoidanor posted:

Was this game coded in C# or something? The game booting up the windows UI instead of having its own for several of its function is kinda jarring. Never seen that in a game before. :stare:

Ha! Welcome to grog/Matrix Games!

King Doom
Dec 1, 2004
I am on the Internet.

totalnewbie posted:

Is there a way to manually try to root out pirate bases on colony surfaces with ground troops? I've been waiting for it to come up as a suggestion for me to approve.

Go to the colonies screen (f2), locate the planet, go to the facilities tab, select the pirate base and select attack. Beware though, There are always A LOT of pirates in those things. Like stacked ten deep.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Pulled the trigger on buying this after reading a letsplay and, ahem, "Trying the Demo." a few years ago.

Looking forward to building my space empire. Any recommended mods other then the one that adds more races? Seen that suggested/talked about a few times in the last few pages. Must, Read, OP's More.

Any others to add?

Phlegmish
Jul 2, 2011



King Doom posted:

Go to the colonies screen (f2), locate the planet, go to the facilities tab, select the pirate base and select attack. Beware though, There are always A LOT of pirates in those things. Like stacked ten deep.

I was wondering the same thing, goddamn pirates always building hidden bases on my planets.

I'm going to ask again, is there a way for me to find out where a pirate faction's space stations and hidden bases are so I can actually root them out? They stopped bothering me in my current game and now they just have a couple of ships floating aimlessly through space so I guess they were brought down somehow, but I'm not sure how I suddenly managed that.

queeb posted:

This game is awesome but I instantly get overwhelmed as soon as I get warp tech and can go to other systems. Should every system have some sort of starport in it? something for refueling? is there a refueling base? or can ships only refuel at a starport.

My standard set-up is to build a space port and a defensive base on each new colony. I'm not sure if it's necessary to build more than one space port in each system, but I think they help with resources (?) so I do it anyway.

Phlegmish fucked around with this message at 16:41 on May 29, 2014

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Panzeh posted:

The derelicts in your starting system are not the ones that can instagib you early on, though they are somewhat powerful. It's usually the capital ships they pick up on the fringes of the galazy.

Just pray they never get the devastator pulse super technology. It will annihilate every ship at a port while severely crippling it.

The plus side to that is that if you get it pirate bases become treasure boxes. One shot of it will give you like five abandoned ship and station locations since it'll take out the pirate space merchants too. Or failing that you get all the cash they were carrying.

quote:

My standard set-up is to build a space port and a defensive base on each new colony. I'm not sure if it's necessary to build more than one space port in each system, but I think they help with resources (?) so I do it anyway.

Space ports are what build civilian ships. So I always try to at least have a small spaceport at a planet, since it gives more shipping for my empire.

Archonex fucked around with this message at 16:42 on May 29, 2014

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

Archonex posted:

Just pray they never get the devastator pulse super technology. It will annihilate every ship at a port while severely crippling it.

The plus side to that is that if you get it pirate bases become treasure boxes. One shot of it will give you like five abandoned ship and station locations since it'll take out the pirate space merchants too. Or failing that you get all the cash they were carrying.


Space ports are what build civilian ships. So I always try to at least have a small spaceport at a planet, since it gives more shipping for my empire.

If you look at the cost of maintaining a small spaceport, it's actually pretty cheap as well. You should make most of it back in docking fees.

Panzeh
Nov 27, 2006

"..The high ground"

Phlegmish posted:

I'm going to ask again, is there a way for me to find out where a pirate faction's space stations and hidden bases are so I can actually root them out? They stopped bothering me in my current game and now they just have a couple of ships floating aimlessly through space so I guess they were brought down somehow, but I'm not sure how I suddenly managed that.

There's no easy way to find every pirate base, but trading maps with other empires will get you eyes on some of the pirate bases. You can pretty much tell where the pirate hidden bases are by looking at the independent planets. Those independents are basically ripe for getting raided and hit with pirate buildings because they can't prevent pirates from landing. After a few years almost all of them will have the buildings and be giving income to the pirate factions. Eliminating these will significantly weaken the pirates.

Phlegmish
Jul 2, 2011



Panzeh posted:

There's no easy way to find every pirate base, but trading maps with other empires will get you eyes on some of the pirate bases. You can pretty much tell where the pirate hidden bases are by looking at the independent planets. Those independents are basically ripe for getting raided and hit with pirate buildings because they can't prevent pirates from landing. After a few years almost all of them will have the buildings and be giving income to the pirate factions. Eliminating these will significantly weaken the pirates.

Thank you. Is it a good idea to just send some ships to explore systems near their area of operations? Will a ship automatically reveal any pirate space stations in a system jus by entering it?

Also, and I haven't encountered this situation so far, but is there something you can do if you find hidden pirate bases on another empire's planet?

Panzeh
Nov 27, 2006

"..The high ground"

Phlegmish posted:

Thank you. Is it a good idea to just send some ships to explore systems near their area of operations? Will a ship automatically reveal any pirate space stations in a system jus by entering it?

Yeah, being in a system will generally reveal the pirate stations in them but I think gas clouds and nebluae can hide pirate bases inside them.

Zilkin
Jan 9, 2009
How should I handle construction ships? Seems like you are almost immediately overwhelmed with all the things you need to do with them. Edit: While I'm asking things how do I takeover abandoned ships?

Panzeh
Nov 27, 2006

"..The high ground"

Zilkin posted:

How should I handle construction ships? Seems like you are almost immediately overwhelmed with all the things you need to do with them. Edit: While I'm asking things how do I takeover abandoned ships?

I automate all but one and let them build the civvy stuff. Some abandoned ships are mostly intact and can be taken by exploration ships. Some are heavily damaged and need to be repaired by a construction ship to be taken over.

King Doom
Dec 1, 2004
I am on the Internet.

Phlegmish posted:

I was wondering the same thing, goddamn pirates always building hidden bases on my planets.

I'm going to ask again, is there a way for me to find out where a pirate faction's space stations and hidden bases are so I can actually root them out? They stopped bothering me in my current game and now they just have a couple of ships floating aimlessly through space so I guess they were brought down somehow, but I'm not sure how I suddenly managed that.

You can send intelligence agents to steal maps from the different factions. Galaxy shows everywhere they explored, territory shows their currently held space and operations shows what they are up to I think.

boner confessor
Apr 25, 2013

by R. Guyovich

queeb posted:

This game is awesome but I instantly get overwhelmed as soon as I get warp tech and can go to other systems. Should every system have some sort of starport in it? something for refueling? is there a refueling base? or can ships only refuel at a starport.

Starports are expensive, but if you want to put a small sized dinky one in every system that's not too bad of an idea. At least put a small base with medical/entertainment in each system. The upside of having little docks everywhere is that civilian ships will repair/refit there instead of clogging up your major shipyards. The downside is that if you order a large military expansion at once some of the smaller ships may get built at backwater docks, necessitating a movement of materials there to build the thing. Certainly don't build too much infrastructure though, like I said that poo poo is expensive and adds up quick.

If you just want refuling points, the gas mining stations that get built automatically by the AI will refuel individual ships. To keep logistics simple I like building startdocks and deep space refueling points if necessary and make fleets operate from those. You can build resupply ships, which serve as mobile and temporary gas stations to refuel fleets. In a pinch, small fleets can refuel at civ gas miners but it takes a while to cycle all the ships through.

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.
I didn't see this mentioned anywhere (though this thread is a ton more active since the Steam release and it's great to see) but there's a new beta patch out on Steam with some changes a few people may be interested in:

Beta patch notes posted:

CRASH FIXES
- Fixed crash in ship design screen when changing image scaling
- Fixed crash when generating ship designs
- Fixed rare crash in game editor when adding asteroid fields
- Fixed rare crash with fleets
- Fixed rare crash with processing empire messages
- Fixed rare crash when identifying raidable colonies for pirates

BUG FIXES
- Steam Achievements fixed, should be working again now!
- Manually cancelled Deep Cover intelligence missions no longer continue to reveal enemy map for rest of game
- Fixed bug with loading troops when first non-garrisoned troop is too big for troop bay
- Fixed research and ship designs to not auto-update when edit empire in game editor, unless player has ship design automated
- Fixed occasional invisible space monsters
- Ensure empires properly cleared when using existing savegame as galaxy map for new game
- Ensure that ruins with delayed events also getting properly investigated

DISPLAY AND USER INTERFACE
- Reviewed all in-game font scaling and anti-aliasing and reworked font support to take newer Windows operating system scaling into account. Font size and clarity should now be more consistent across all systems.
- Enlarged and clarified fonts: Diplomacy screen, scrolling message list, tutorial screen, cash and income display
- Added Introductory Game button in Start New Game screen, we recommend this as a first game for all new players
- Moved PreWarp tutorial to last based on player feedback


OTHER
- Added a way to disable the intro movie in the Startup.ini file in the DW installation folder. This may help with some startup black screen issues by manually disabling the intro movie.
- Significant performance improvements
- Improved look of in-system background nebula clouds
- Pirates retain protection arrangements for minimum period before cancelling, this should also help with the pre-warp tutorial.
- Improved randomness of starting government types in new games (for other empires, when random govt selected)
- Increased maximum event delay to 32000 days (from 10000)

Hav
Dec 11, 2009

Fun Shoe

Panzeh posted:

Yeah, being in a system will generally reveal the pirate stations in them but I think gas clouds and nebluae can hide pirate bases inside them.

Yep, and if you have decent mutual defense pacts, they will disppear over time as your allies clear them out.

I ran another pre-warp game and did a lot better than previously. Balancing expansion appears to work extremely well, but I started in the middle of a ring galaxy and my options for bridging the huge gaps to the outer ring are limited. I did find that 'tweaking' the designs of the exploration ships to give them more range than a constructor helped.

Generally I just pay pirates until I start meeting and getting along with Empires, then I can start ignoring the smaller ones. They attempt to raid, but large enough clouds of escorts will scare them away.

Phlegmish
Jul 2, 2011



Matrix Games is probably still :eyepop: at the Steam rush.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Dallan Invictus posted:

- Significant performance improvements

I wonder if this will make largest size galaxies playable over the long run. Used to get stuttery for me, and I run a 4.8ghz 4770K.

Phlegmish posted:

Matrix Games is probably still :eyepop: at the Steam rush.

You mean we could have been making money this entire time?!

J
Jun 10, 2001

Phlegmish posted:

Matrix Games is probably still :eyepop: at the Steam rush.

They have to be. I know when I first saw this game on steam, I figured it was just another buggy unfinished 4x game, since that's always my assumption with 4x games anymore. Then I start reading about it...and found it the game was already out for many years, just not on steam? And people are actually saying good things about it? :eek:

Zilkin
Jan 9, 2009
Ugh, how do I deal with pirates in pre-warp start. They quickly require more money than my one system empire can afford to pay, and if I don't pay they pf course just blow everything up. Eg. in my current game it hasn't even been ten years since the start, and I got two pirate groups harassing me. Other already has 97 ships including cruisers which I can't even build, and the other 40. The pirate settings for this game were normal amount, and normal strength.

axelord
Dec 28, 2012

College Slice
I've really been enjoying this game was doing pretty well until I met the Shakturi.

It's been basically a slaughter. Lost half my empire in the first 10 mins of the war and then the planet killers started to come.

I was barely able to push them out of my home system because of help from my allies. Put everything together to try to take out 1 of their fleets and they destroyed everything.

I think my only hope is just sending whatever I got left on raids where their fleets are not at and praying they don't attack.

Phlegmish
Jul 2, 2011



Zilkin posted:

Ugh, how do I deal with pirates in pre-warp start. They quickly require more money than my one system empire can afford to pay, and if I don't pay they pf course just blow everything up. Eg. in my current game it hasn't even been ten years since the start, and I got two pirate groups harassing me. Other already has 97 ships including cruisers which I can't even build, and the other 40. The pirate settings for this game were normal amount, and normal strength.

I've been meaning to play a standard Age of Shadows game to the end, since I get the feeling that's how it meant to be played rather than custom, but the pre-warp piratefest is extremely annoying to deal with.

J posted:

They have to be. I know when I first saw this game on steam, I figured it was just another buggy unfinished 4x game, since that's always my assumption with 4x games anymore. Then I start reading about it...and found it the game was already out for many years, just not on steam? And people are actually saying good things about it? :eek:

To be fair, even if it was totally buggy I'd have absolutely no idea and just chalk it up to AI shenanigans.

Adbot
ADBOT LOVES YOU

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Phlegmish posted:

I've been meaning to play a standard Age of Shadows game to the end, since I get the feeling that's how it meant to be played rather than custom, but the pre-warp piratefest is extremely annoying to deal with.


To be fair, even if it was totally buggy I'd have absolutely no idea and just chalk it up to AI shenanigans.

Pirates in the Age of Shadows are waaaaay different from pirates in the classic or ancient ages. They're a nuisance in those two, where they're essentially on par with empires in the age of shadows.

Hell, it's not too uncommon to see a few of them establish actual colonies and sectors they control entirely. For that reason it may be easier to either start with a slight advantage in the AoS if you're new, or just play classic first.

When I get a chance i'll show a screenshot of what an area they largely control looks like in an AoS game. It's pretty crazy. Just bases everywhere as each faction squabbles with each other over who gets to raid empires and independent planets.

Archonex fucked around with this message at 20:15 on May 29, 2014

  • Locked thread