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bobtheconqueror
May 10, 2005

Zilkin posted:

I love how this game has made exploring the galaxy interesting and fun, in a way that really reminds me of MoO2. There are hings hidden in the galaxy you really want to be first to find, but also things that you really don't want to find.

If you like horrifying terror in deep space, Sword of the Stars with all expansions did this pretty well. There were Grand Menaces that would wander around the galaxy, rolling people's poo poo. It's a fairly different animal from this game, and probably not really as good. So far my only complaint with Distant Worlds is that I've had a really hard time finding a good balance with the automation. I'm spergy enough to WANT to do everything myself, but not spergy enough to find it fun.

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bobtheconqueror
May 10, 2005
I think the racial espionage bonus is just offensive? For characters there's two different stats for espionage and counter-espionage. If you've got an intel agent with the CE skill, you could put him on that to try and make their tasks harder. There's a type of pirate faction that gets bonuses to espionage though, and those are the ones more likely to use those tactics as well.

bobtheconqueror
May 10, 2005

Hot Sexy Jupiter posted:

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

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

Flippycunt posted:

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

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

WYA posted:

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

How much excess energy do I want on my ships?

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

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

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

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

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

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

bobtheconqueror
May 10, 2005

WYA posted:

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

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

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

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

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.

bobtheconqueror
May 10, 2005

Arghy posted:

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.

You could do a custom game that starts pre-warp but doesn't have pirates, if that's what you're going for. I think you always have a starting spaceport if you start any higher than pre-warp, though.

bobtheconqueror
May 10, 2005

Arghy posted:

Can my ships use any kind of gas as fuel? i'm flung out way into the corner of the galaxy and i'm building a string of gas mining stations in nebulas to get closer to planets.

Depending on your reactor tech, you'll use either caslon or hydrogen for fuel. Most low level stuff uses caslon, then it switches to hydrogen later.

bobtheconqueror
May 10, 2005
Having ship designs be fully automated means that, eventually, the design AI is just gonna overwrite your designs with stock ones. I don't much care for it. I think the automatic setting is actually for ship upgrades. Automated ships will attempt to retrofit to the latest designs automatically with that setting, maybe? Haven't screwed around with that much.

As to your fleet woes, I actually try to maintain a fairly large force of automated escorts and frigates to serve as defensive forces, with a few big ol' fleets to deal with heavier stuff. I actually stole an earlier poster's idea to set up defensive escorts as tacklers with tractor beams and warp inhibitors and my defense frigates as longer range bruisers. I've noticed that escorts and frigates will defend independent colonies from pirates, which is kinda cool.

bobtheconqueror
May 10, 2005

Gwyrgyn Blood posted:

If there's Gas and regular resources on a single planet/asteroid, will they automatically build both types of mining stations? Annoyingly I've noticed the button on the lower left doesn't give you both options, just one or the other.

Oddly enough, you can't have gas and mining resources on the same planet. The editor won't even let it happen. They can have both gas and luxury resources, and the default mining and gas stations have luxury harvesting bits on them.

bobtheconqueror
May 10, 2005

Omniblivion posted:

Theoretically, armor should take the damage first. But then again, spies should theoretically have a chance to succeed, which I hardly see them do (even at 90%). So until one of us actually tests it, who knows :)

I actually haven't played in a while. Is this from the latest patch? Last time I played, I was able to reliably do espionage above 90%. Didn't they boost counter espionage with the last patch? They might have just pushed too hard in the opposite direction. Still an issue, but yeah, they probably introduced a bug trying to fix that stuff.

bobtheconqueror
May 10, 2005

DarkAvenger211 posted:

e: Also, is there any way to increase repair speed from construction ships to abandoned ship wrecks?

Not easily. You can only have one con yard working on production or repair of a particular thing at a time. There's research that'll speed up that stuff, but that's really about it. Also, making sure you've got a wide variety of resources is good, too.

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bobtheconqueror
May 10, 2005

Travic posted:

I'm having trouble fully eradicating pirates. Is there some trick to it? I destroy all their starports and mining stations and planetary facilities and they keep coming back. I'm assuming there is a constructor out there some where rebuilding starports, but I can never catch them. If I manage to find one and send a fleet after it they never chase the ship. I have full scanner coverage of my empire and most of the galaxy besides so I can see where all their bases are, and I've tried setting fleets to Attack: Anywhere stance on fully automated, but they just sit there.

Any thoughts? I really want to play with pirates for the depth they add, but I want to be able to destroy them eventually.

Unfortunately your really do have to track down all their construction ships to take them out, and maybe their ancillary bases, like mining stations and stuff that don't come up as bases on the galaxy map, although I'm fairly certain taking out the construction ship will do it. I've had pirates die out and give me all their poo poo after I blow up the constructor, assuming they didn't take over any independent colonies.

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