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
Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Don't know about the main A.I, but the Pirates could use your own designs for 'standard' ships. Since your designs were usually fairly superior to the AI...

Adbot
ADBOT LOVES YOU

Bad WolfZxc
Jul 28, 2009
I'm cool with the pirates doing that. They need to keep up. I'm trying to get a grasp of this game, like how to maximize my economy, the difference between star ports and their sizes and what makes systems worth having so I know where to attack my enemies and if they are worth attacking. Doesn't seem like a lot of people are watching this thread though.

E:bad spelling.

Bad WolfZxc fucked around with this message at 06:49 on Feb 2, 2013

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
You don't need to worry about trying to min/max your economy, you'll be swimming in money soon enough. Look for planets with rare resources, but don't expand too quickly or colonise planets three sectors away from any of your other planets.

Buddy up with a friendly race, but if there is a bug race near you then get ready for war. Make sure you have some spies out and generally keep your ships up to date and you should be OK.

tips
Feb 16, 2011

If anyone hasn't checked out mods in a while the Graphics Enhancement Mod is amazing, I've been using it + the Gloom Mod + Explosion Mod + Tampa Sound Mod and it makes a massive difference.

There's also Distant Worlds Extended, which I haven't tried but it looks solid.

Bad WolfZxc
Jul 28, 2009

PUKED posted:

If anyone hasn't checked out mods in a while the Graphics Enhancement Mod is amazing, I've been using it + the Gloom Mod + Explosion Mod + Tampa Sound Mod and it makes a massive difference.

There's also Distant Worlds Extended, which I haven't tried but it looks solid.

Thank you. The Graphics Enhancement looks good.

Demiurge4
Aug 10, 2011

PUKED posted:

If anyone hasn't checked out mods in a while the Graphics Enhancement Mod is amazing, I've been using it + the Gloom Mod + Explosion Mod + Tampa Sound Mod and it makes a massive difference.

There's also Distant Worlds Extended, which I haven't tried but it looks solid.

:monocle:

This is excellent, and I do believe the mods are even compatible. Going to check both of these out, thanks!

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.
Looks like the download link for the Gloom mod is broken, which is a shame because the new laser effects look awesome.

Dallan Invictus fucked around with this message at 22:25 on Feb 2, 2013

Cyrai
Sep 12, 2004
I just started playing again after I abandoned the game early in the release. So far, my favorite feature is the military automation. It's a simple matter to go to the single ship building screen and order whatever I want if I feel the need to increase my military. Once they're built, the automation organizes them into fleets and strike forces, making new fleets/strike forces if it feels the need. Then it puts the strike forces around areas that need constant defense, like systems, and sets them to attack enemies in the system. The fleets just kinda go wherever, usually automated to attack any enemies. If I find a pirate base, the game asks me if I want to attack them and sends out a nearby fleet or strike force to take them out if I approve. If I ever want to do something specific with a fleet or strike force, I just pick one, give it the order, and then turn automation back on. Once it finishes the objective, it goes back under automation's control.

One of my biggest problems in most 4X games is keeping my military strong and up to date. I have to go to all the various cities and pick out which units I want each city to build. Then I have to figure out what to do with each unit one by one as they're built. I end up realizing I've forgotten to build more units once the other players declare war on me, and then it's pretty much too late. Having one screen to build everything I want and having the game organize my ships with basic 'protect my stuff' orders feels so nice

Demiurge4
Aug 10, 2011

My only issue with Distant Worlds is the global bank. If resources were stocked locally on planets, then I would actually have to care about my mining stations mid to late game. As it stands, my global resource bank reaches insane levels that any spaceport, anywhere has instant access to. If resources were subject to local shortages I think the game would be a lot more interesting.

Captain Beans
Aug 5, 2004

Whar be the beans?
Hair Elf

PUKED posted:

If anyone hasn't checked out mods in a while the Graphics Enhancement Mod is amazing, I've been using it + the Gloom Mod + Explosion Mod + Tampa Sound Mod and it makes a massive difference.

There's also Distant Worlds Extended, which I haven't tried but it looks solid.

I didn't even know that mods existed for this, I can't wait to add a bunch more crazy aliens. That graphic mod that changes up a bunch of the icons is really solid looking too, thanks for posting them.

Kinetica
Aug 16, 2011
Is it just me or has ship upkeep increased a shitton? I played it several patches ago, but now its a pretty big hit to keep a fraction of the fleets I would have before up and running.

Bad WolfZxc
Jul 28, 2009
Can anyone tell me if I get tourism from other empires populous? There is a resort location in my influence near the home system of a friendly empire.

tips
Feb 16, 2011

Bad WolfZxc posted:

Can anyone tell me if I get tourism from other empires populous? There is a resort location in my influence near the home system of a friendly empire.
Yep, and if you can get a resort base closer to their homeworld than their own you can steal all of their traffic too.

Bouchacha
Feb 7, 2006

This game rules, but I'm still trying to wrap my head around a few things. I've colonized a few planets and then set about building orbital platforms for defense but nothing seems to happen even though I have the funds. Relatedly I suppose, my ship building speed has slowed down to a crawl even though I have plenty of money. What exactly dictates building speeds for ships and bases? I'm assuming it has something to do with insufficient resources?

I've destroyed this one nearby empire except for it's capitol population. I loaded up the few transport ships I had and sent an invasion down and then realized it was 90k v 400k because of how high the population is. I guess I need a lot more troops, but troop recruitment is incredibly slow. Any tips on that front? Can I just bomb them from orbit or something? Is this when it makes sense to have a temporary military dictatorship revolution?

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Bouchacha posted:

This game rules, but I'm still trying to wrap my head around a few things. I've colonized a few planets and then set about building orbital platforms for defense but nothing seems to happen even though I have the funds. Relatedly I suppose, my ship building speed has slowed down to a crawl even though I have plenty of money. What exactly dictates building speeds for ships and bases? I'm assuming it has something to do with insufficient resources?


Do you have constructors working on them? That should speed it up.

Bad WolfZxc
Jul 28, 2009

Bouchacha posted:

This game rules, but I'm still trying to wrap my head around a few things. I've colonized a few planets and then set about building orbital platforms for defense but nothing seems to happen even though I have the funds. Relatedly I suppose, my ship building speed has slowed down to a crawl even though I have plenty of money. What exactly dictates building speeds for ships and bases? I'm assuming it has something to do with insufficient resources?

I've destroyed this one nearby empire except for it's capitol population. I loaded up the few transport ships I had and sent an invasion down and then realized it was 90k v 400k because of how high the population is. I guess I need a lot more troops, but troop recruitment is incredibly slow. Any tips on that front? Can I just bomb them from orbit or something? Is this when it makes sense to have a temporary military dictatorship revolution?

NUKE THEM FROM ORBIT! Grab a destroyer, remove all but the necessaries and slap a whole lot of nuclear devastators on it, make a fleet of them. Glass that planet and then make it a tourist attraction.

Bad WolfZxc
Jul 28, 2009
I'm trying to build more mining stations to bring more income in. Game tells me I can't, I don't have the cash. I'm sitting on near 1.5m in money. What's the deal here?

E: Also I'm trying to understand trade. My Diplomacy window tells me the Zenox are upset because I'm not trading my Zentabia fluid with them. As far as I can tell I don't have any. No sources or stock. The check box is there to begin trade of it with them.

One more thing. If i see the mining symbol on the status bar of another empire that has my flag next to it, that means I can mine in their space but not vice versa, right?

Thanks.

Bad WolfZxc fucked around with this message at 14:44 on Feb 24, 2013

Bouchacha
Feb 7, 2006

V for Vegas posted:

Do you have constructors working on them? That should speed it up.

I did indeed have a shortage of Steel and Carbon Fibre, leading their prices to go up to 2.5. Constructor ships can't help with building ships though, and probably bases either but I haven't tried the latter. This game is crazy complex and detailed, I didn't realize that you use actual materials to build ship components, before assembling the ship itself, and that the game keeps track of the components in each cargo hold instead of a "universal warehouse."

Mr.Trifecta
Mar 2, 2007

Just read the LP and it looks great. Been looking for another 4x. Price however, is holding me from pulling the trigger. I guess I will wait to see if they ever put this on sale.

Bad WolfZxc
Jul 28, 2009

Mr.Trifecta posted:

Just read the LP and it looks great. Been looking for another 4x. Price however, is holding me from pulling the trigger. I guess I will wait to see if they ever put this on sale.

Doubt it will. It's a great game. The Learning curve is a pain but worth it.


Bloodly posted:

Don't know about the main A.I, but the Pirates could use your own designs for 'standard' ships. Since your designs were usually fairly superior to the AI...

I don't know if this was what you were referring to but the game through in some legendary pirates. They were a pain to fight back and destroy. Just got hit with a second wave a few hours after the first. They outclass my ships in every way by light years. That game is done. On to the next one.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
It was just on sale for about six weeks over the holidays. Before that it hadn't been on sale in years.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Bad WolfZxc posted:

E: I'm trying to figure out the research rate in this game. I see the numbers followed by a k and I see the empire research potential and the output for each tech tree, but what is that in time. What is the rate of say 140k in time?

I hope someone is reading this...

Hard to say. I DO know that you get a research 'pulse'(When you get your research added to your techs) every 7-14 days or so. But I don't know the costs, and there doesn't seem to be anything in the game folders saying what the base costs are.

Unless there's files I'm missing, much as with Defines.lua with Crusader Kings 2(Doesn't look like an editable file, but is).

Bloodly fucked around with this message at 07:45 on Feb 27, 2013

Demiurge4
Aug 10, 2011

Research is really easy to abuse in this game, there really should be some kind of limit. Essentially if you're feeling gamey you can just re-design your starting star base and refit it with 24 (or more) of each lab and watch your tech fly ahead of everyone else.

Distant Worlds is a great game, but it does suffer from being too sandboxy. Thankfully the new Shadows expansion is supposed to be more modder friendly so maybe we can finally start changing up some of the core concepts of the game.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
I tend to create Research/Resort hybrids. Well, most of the research places are also resort places by default, so why not? It's not like the AI ever builds Resorts.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Demiurge4 posted:

Research is really easy to abuse in this game, there really should be some kind of limit. Essentially if you're feeling gamey you can just re-design your starting star base and refit it with 24 (or more) of each lab and watch your tech fly ahead of everyone else.


You don't even need to do that, you can tweak the empire options in the game setup phase to simply give yourself a tech lead, or every tech if you want. The game is more about self-imposed limits.

Bad WolfZxc
Jul 28, 2009

V for Vegas posted:

You don't even need to do that, you can tweak the empire options in the game setup phase to simply give yourself a tech lead, or every tech if you want. The game is more about self-imposed limits.

That has been my understanding of the game. I myself have increased the cost of doing research so it goes more slowly. It's nice.

Griz
May 21, 2001


Demiurge4 posted:

Research is really easy to abuse in this game, there really should be some kind of limit. Essentially if you're feeling gamey you can just re-design your starting star base and refit it with 24 (or more) of each lab and watch your tech fly ahead of everyone else.

It does have a limit - your population generates some amount of research points ("empire research potential" or something) which are then "consumed" by labs. Your starting base doesn't have enough labs to consume all the RP, but I think you only need like 10 of each for maximum research rate on a typical start. I just leave the base alone and use the homeworld's one construction slot for colonizers while my construction ships build a few research stations with 3-4 of each lab at bonus sites.

Redchaostry
Nov 27, 2008
Quick question about the expansions, is there any benefit to buying both or should I just get Legends?

v Bah sorry I missed that.

Redchaostry fucked around with this message at 01:24 on Mar 2, 2013

Griz
May 21, 2001


Please note: Distant Worlds – Legends REQUIRES ownership of the original full Distant Worlds game, including the Return of the Shakturi expansion.

nessin
Feb 7, 2010

Griz posted:

It does have a limit - your population generates some amount of research points ("empire research potential" or something) which are then "consumed" by labs. Your starting base doesn't have enough labs to consume all the RP, but I think you only need like 10 of each for maximum research rate on a typical start. I just leave the base alone and use the homeworld's one construction slot for colonizers while my construction ships build a few research stations with 3-4 of each lab at bonus sites.

The problem is the AI doesn't get it right. Their designs match the standard you start with, so they only grow in research when they build new research stations at research bonus areas (very inefficient for achieving your max potential) or space ports (which are few and far between compared to your average player). After some initial expansion you'll quickly outpace the AI unless you limit your space port use, which is hard to avoid given the critical nature of space ports, and don't put up extra research stations even avoiding any "gamey" tactics.

Demiurge4
Aug 10, 2011

I play the game on very hard which gives the AI substantial bonuses, and I also use very volatile. I'm tempted to start setting the galactic volatility lower, so there are less inter-empire wars to give them a chance to expand, and just play an aggressive race to piss everyone off.

Even on very hard the challenge is very small if you know how to cleverly design ships.

Bad WolfZxc
Jul 28, 2009
Is there a way to turn off Legendary pirate spawns without turning off pirates? It's starting to piss me off.

Bouchacha
Feb 7, 2006

What's a good primer on designing ships? I mainly get stuck (just like in Moo2) about which and how many weapons to use, and which balance to strike between shields, armor, and maneuverability.

TheCosmicMuffet
Jun 21, 2009

by Shine

Bouchacha posted:

What's a good primer on designing ships? I mainly get stuck (just like in Moo2) about which and how many weapons to use, and which balance to strike between shields, armor, and maneuverability.

Same. At least with MOO, the routine with ships was easier to deal with. You had a cap on armor and shields to begin with. Some special techs would be useful occasionally, but generally you could just pack something with all the firepower you thought you could get away with. DW is too abstract for me, ship designwise. I don't even really get what I'm paying for half the time.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Bouchacha posted:

What's a good primer on designing ships? I mainly get stuck (just like in Moo2) about which and how many weapons to use, and which balance to strike between shields, armor, and maneuverability.

Range advantage can be important, especially for fixed position, so early Torpedoes and Missiles are good. Rail Guns seem to suck royally. I tend to go balanced, but heavy on Fighters, which restricts what else I can put on it thanks to the size of the bays. I can't tell if Fighters are any good, though.

I tend to use one ship design for my purposes, usually a escort class. I suppose I should use more classes for different weapons, if only so the AI will use such for attacks(The attack AI wants to make fleets of multiple ship types if it can). Of course, this means an arms race with the pirates-the 'stealing your designs' thing is still a thing.

Something I learned recently-give a state ship mining parts, you can mine a place at will, and it will return them to a base/colony once full. Less efficient than a base, but if you want something specific...

Bloodly fucked around with this message at 19:48 on Mar 4, 2013

Demiurge4
Aug 10, 2011

I usually make my escorts and frigates suicide boats. I'll load them with basic shields, lots of speed and agility and give them close range weapons. Lasers or rail guns are equally good for this purpose and then I give them a never retreat order and point blank. This lets me swarm enemies with cheap and easily replaced ships that will do heavy damage and let my heavier boats sit at range and do their thing.

Bouchacha
Feb 7, 2006

I designed the fully-loaded research centers most people talk about but I can't seem to find it on the menu of my construction ships.

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.
They might be too big to build away from a planet (I think you can see those limits on the fourth tab in the research screen).

Bouchacha
Feb 7, 2006

Dallan Invictus posted:

They might be too big to build away from a planet (I think you can see those limits on the fourth tab in the research screen).

Yep, I had forgotten about that. But how do you retrofit bases not at a colony? The button is there, but it doesn't seem to do anything.

Adbot
ADBOT LOVES YOU

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.

Bouchacha posted:

Yep, I had forgotten about that. But how do you retrofit bases not at a colony? The button is there, but it doesn't seem to do anything.

I'm pretty sure the answer is "you don't", but I can't confirm that.

  • Locked thread