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Could I build bases on deep space? - 8/16/2012 1:53:18 PM   
towerbooks3192


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I was wondering if it is possible to build bases on deep space since I saw a thread here once saying something about building bases on deep space. What other type of bases could I build aside from the defense batteries/mines/research labs/ resorts?

I was wondering if I could build something like a refuel and repair station on a planet with no spaceport?
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RE: Could I build bases on deep space? - 8/16/2012 2:16:53 PM   
Arcatus


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Gas mining stations will act as refuel points. (if built on a planet with the correct gas resource)

Another possible station is monitoring stations with long range scanners - though I prefer to use ships with long range scanners. It's a bit more expensive, but easier to adapt and move around borders and situations.

To build a base in deep space select a constructor, zoom in to the place you want to build and use the left-click menu to build.



< Message edited by Arcatus -- 8/16/2012 2:20:12 PM >

(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/16/2012 2:45:01 PM   
Shark7


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To answer the OPs question, you can design and build a generic 'Star Base' (that is what it is listed as in the designer). These can be built anywhere and have anything on them you want. The thing is, you will have to keep them small enough a construction ship can build them, and you will have to build them manually.

It works fine. I tend to put lots of docking bays, construction items, cargo space and gas extractors on mine and build them in gas clouds to use as forward fleet bases.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

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RE: Could I build bases on deep space? - 8/16/2012 3:16:54 PM   
towerbooks3192


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Yeah this is what I was trying to ask. I mean I have a game where I managed to take a colony that is really far from my starting colony and it takes time for my fleet to travel there. I want to sort of build something like a base where I could refuel or repair halfway or closer to that remote colony of mine. Is there a guide where I could learn how to build star bases and ships?

I sort of got the gist on how to use the design screen but my problem is that how many of a particular components should I put for a particular ship type like how many armours and weapons a destroyer should have or how many engines should this ship have. I am confused with that aspect of the game. I managed to try and build what I thought was a destroyer by following the warnings in the screen on what are the basic components that a ship should have. However I was shocked when I realised it is cheaper than my pre-existing frigates since it has less armour/weapons and other components that I should have more of.

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RE: Could I build bases on deep space? - 8/16/2012 4:07:21 PM   
Arcatus


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Yea, the ship designer is allot of components, and allot of numbers, but start out with the standard designs and slowly adjust them. But after a few hopelessly under-engined ships or other beginner mistakes, you get the hang of it in no time.

That all classes can be the same size is different from most other 4x games.

I design my ships something like this:

Escorts: Lots of fuelcells and engines. Few weapons. Smaller then maximum towards the end-game.
Frigates: Still lots of engines, but many fuelcells are replaced by weapons.
Destroyers: Main firepower. Few engines, few fuelcells, no troops. Lots of weapons, weapons, and weapons. (and shields)
Cruiser: Similar to destroyer, but with some troops.
Capitol Ship: Scanners, Fleet support systems, shield re-chargers, fighters.
Troop ships are also as big as they can get (atleast in the beginning) - less micro-managment and cheaper than many small.





(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/16/2012 5:13:52 PM   
Pipewrench


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towerbooks3192

See , I was bored for a half hour
These are personal opinions and are to be taken with a grain
of salt.

You might understand this but I will go thru this again, just in case.

A colonized planet is a giant warehouse that is in constant need of resources to build things as it grows. Hence it will build up strategic and luxury resources.

A starbase attached to a colonized planet will use the planets warehouse to tap into strategic resources when it has to build ships or repair. *edit refueling at a planet does not need a base if it has fuel.

A star base not attached to a colonized planet does not have any need to draw resources unless it is expending fuel. It will sit costing you money unless you have a resource below that can be mined for trade or use. If a ship comes into a starbase for refueling and that base is not under a fuel resource you need freighters to bring fuel. If a ship comes in to repair itself, freighters will be called to bring in the required resources. Anything left over after refueling , build/repair will stay in the cargo holds of the base, waiting for the next repair/refuel.

Click on the colonies screen (f2) and select the cargo tab. Look at the inventory stored on the planet and you will find what the planet needs and what it wants. If you have a lower amount(amt) then what the planet needs(rsvrd) it will call for freighters to fill that need.
If the freighters cannot find that resource or cannot deliver it to the base due to (pirates/blockade), a mining ship will be asked to mine the resource. If you do not know where the resource is because you have not found it yet, a call will go out to other empires. If no other empire has that resource or they will not trade for it your last hope is for a independent freighter to show up. This can lead to bottlenecks if you do not plan your expansion properly as distance can make delivery's costly and very time consuming. Distance is a killer.

Since the colony is a warehouse it does not need a base to have freighters/miners pickup or drop off resources . The base is there for building (military/commercial traffic) and repairing and defending with trade generating extra revenue. Bases are expensive so make sure you have either good trade or a good tax base to invest in a base.

Depending on your cash flow, Build fuel, strategic and then luxury bases to fill the demand of the colony as close as possible to the new planet. With these in place freighters who would normally make the long journey will be free to do other things.


Ship building (too much to cover)

Make sure the reactor usage with all the weapons on board + sprint speed power usage does not exceed the reactor power output. You have to go fast and fire for full effect at the same time. This should give you a major hint on researching at the start. Think of what one specific component that will help all your ships at once that does not require a retrofit. (private sector/military)

Also make sure there is enough reactor power to run hyperdrive at full power.

Build examples
example : build 2 ships
torpedo's: with low armor and low shields (standoff)

blasters with area weapons: high armor , high shields(in close)

real actual example
race ikkuro
large map ,large size
all starting conditions to hardest difficulty except aggression is set to unstable, independent life to rare and colony prevalence to scarce.
set size of empire to starting with starting tech and heavy corruption.

At game start
step 1. destroy all gas-mining stations that are sitting on gas giants.
step 2. destroy any research base.
step 3. If you have 2 mining bases doing the same thing delete one unless both are also mining another resource you need.
step 4. retire the escort and the frigate.

now there is less overhead for things we cannot afford--

step 5. change destroyer design
- delete energy collector,troop compartment and 1 fuel cell.
- Add 3 blasters , 1 thruster, 1 thrust Vector and 1 armor.
step 6. change explorer design
- add repair bot and 1 reactor.
step 7. change construction design
- add 1 repair bot.
step 8. change medium space port
- add 3 research labs to each category
- fix warnings and add energy collectors
to exceed static energy usage.

retrofit all the designs
- build another destoryer
- make sure all ships are off automatic

cancel any research project that you do not like but pick the one research hint I dropped to help you at the beginning.

now play and pray (learn to juggle).
follow this general guide, pirates/creatures can change this......
- send the explorer out keeping it to the closest unexplored systems.
- only use the constructor to build luxuries you do have a base on.
- send 1 destroyer to guard the constructor and then when the base
starts to be built create a fleet with that destroyer. Set it to defend,
current home base, and set the base to what the constructor is building.
Lastly turn automation on to let the fleet begin guarding.
- when the constructor builds the second base, simple select the fleet
and set the base to the new base being constructed. Turn automation back on and fleet will move and protect.


Four luxury bases should get you in positive cash flow and then you can start building your empire. With every luxury delivery you should be able to turn up your tax rate due to happiness increase. Check your planets resources and use the expansion planner often. Have fun and remember if it all falls apart you can always try again.

Sorry for the rant, bored waiting for a job to start.

< Message edited by pipewrench -- 8/17/2012 2:06:55 AM >

(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/16/2012 9:08:13 PM   
Arcatus


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Great post. Lots of good advices.

You mention that you take off energy collectors; That is a way to stick more weapons on a ship, but you need to be aware that the ship will constantly use fuel - even when it's idle.

(in reply to Pipewrench)
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RE: Could I build bases on deep space? - 8/16/2012 9:50:53 PM   
Anthropoid


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Great post pipewrench, but one thing I'm a bit confused about . . . you say:

only use the constructor to build luxuries you do have a base on.

So, I should be building bases ON the planets/moons where there are luxuries to be extracted, and then come alone with a constructor and build a mine as well?

By "base" do you mean small starport?

Also, just to clarify, it isn't necessary to build mines on colonies in order to take advantage of those resources, right?

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to Arcatus)
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RE: Could I build bases on deep space? - 8/17/2012 12:28:04 AM   
Pipewrench


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quote:

ORIGINAL: Arcatus

Great post. Lots of good advices.

You mention that you take off energy collectors; That is a way to stick more weapons on a ship, but you need to be aware that the ship will constantly use fuel - even when it's idle.



100% correct.
They are very important when you start having fleets sitting because they will use fuel until needed. It is a massive tradeoff at the beginning for the firepower and speed you will need.

The game is deep and will unlock things for each race so enjoy.

p.s.

Thanks Anthropoid.

Learn distant worlds story first and then pick up the expansions. They will give you hours of fun.


To understand the mining/gas mining bases click on one in the main view. look down to the left in the selection panel. click on the design name and up will pop the view of the design. Notice that both types have luxury extractors. Your covered both ways no matter what type of strategic resource is present because both mining bases have luxury extractors.

Building star ports in the beginning will cost you too much money. Mining bases are cheaper and understand that they must have a demand to be worth building. If you have a lot of a resource at a colony you will not use the base that mines that resource. Hence the waste.
If the resource is close, a mining ship can haul what it needs to the colony instead of a mining base with a freighter.

A key point is that putting a mining base on a luxury will also claim it as yours. You now own it and can trade it.

Only when you start expanding with more ship builds and start really using fuel will you start needing strategic resources. Then you build those gas/mining bases with a new constructor you can afford to maintain.

By this time you will be making money from all the luxury's your pulling in because your trading them at a higher price and your population is loving you so you can raise taxes.

< Message edited by pipewrench -- 8/17/2012 1:56:13 AM >

(in reply to Arcatus)
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RE: Could I build bases on deep space? - 8/17/2012 1:27:02 PM   
towerbooks3192


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Thanks pipewrench for that long and helpful post. I will need some time to let it sink in my mind and see what I could learn from it. I will run some test games and watch some more LPs and will return here in case I have more questions.

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RE: Could I build bases on deep space? - 8/17/2012 2:34:42 PM   
Anthropoid


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Yes very helpful stuff. I had forgoten this point from when I played it back in the day (plus the economy was broken at the beginning because money was too available). But basically what Code Force have done here is create a galactic economic simulator with spaceship combat built around that. Brilliant!

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/17/2012 7:23:14 PM   
Pipewrench


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that is right Anthropoid,

it is galactic if you think about it.....

Cash is king and wars are fought over resources.

At the start just find a luxury resource. Check if you are already mining it and if so keep looking. After a time you will find a luxury that either the planet wants or never knew existed before. Send the Constructor to build a (gas or mine) station on that planet.

A couple of things will happen now. one freighter will be called to fuel the station so it can operate the mine at 100% efficiency. Other freighters will be called to pick up the new resource and feed the need of the colony. When the reserved amount is reached then freighters stop hauling the luxury.

As each freighter gets the call to haul the resource it will pay a tax (bonus income). This amount is based on the (amount hauled x price of the resource) * Commerce center trade bonus. That is why when you first build the base the bonus income will go up and when the freighters stop hauling it will drop (top right corner).

As a population grows it uses more of these luxuries. Freighters will go repeat the process over and over again.

If you have a choice between 2 new planets to colonize always pick the one with a unique luxury resource if one exists . make sure your freighters can reach the colony as well.

reasons why,

If the planet has nothing you really need, do not build a star port until taxes can keep the port profitable.

When it is colonized a call will go out to fill the needs of the settlers. The needs will be small due to the small population. The current freighters working, with limited expansion, will be able to service the new colony's needs.


If the planet has a luxury that is unique.

Again, when it is colonized a call will go out to fill the needs of the settlers. At the same time a call will go out from all other planets in the empire that they want that new resource. The freighter network will be overloaded and will call the shipyards to build freighters. When the private sector orders freighters they pay you a bonus income for using the construction yards. You will also make bonus income from the freighters delivering the new luxuries to existing spaceports.

If you can afford to build the spaceport it is important to remember that the private sector is now building to cash in on the resources everyone is calling for. If you build the spaceport at the same time you could slow that process by diverting freighters away from distribution of luxury's. The choice is yours.

Keep in mind that the private sector cannot build freighters if it is going broke. Make sure you have good
money making runs (luxuries) and that you are protecting the routes from danger.

< Message edited by pipewrench -- 8/17/2012 7:39:19 PM >

(in reply to Anthropoid)
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RE: Could I build bases on deep space? - 8/18/2012 1:06:13 PM   
towerbooks3192


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Hey Pipewrench! I have been trying to follow the advice you have given me in the long post (along with race and initial settings)but unfortunately I wont be able to play that game save since I have to let my brother repair that laptop I was playing on so I have to restart on my main pc.I was wondering if it is applicable only to the race you gave as an example or to other races as well? (not including the repair bots since they are exclusive to the bat people)

I was wondering what settings are recommended for me to practice the principles contained in your example? I feel it is awkward for me to apply your advice like destroying mines and research station if I am playing on an easier level.

Lastly, if I am unfortunate enough to start with a nearby neighbor (as in the star system next to me) what is the fastest way of taking them down?

(in reply to Pipewrench)
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RE: Could I build bases on deep space? - 8/18/2012 1:24:06 PM   
Anthropoid


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Tower, I may be wrong. But I think that pipewrenches general advice about early game tactics to get your economy rolling are likely to be applicable to many of the different species. At least any of them that are not intensely warlike and are somewhat dependent on trade goods.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/18/2012 1:54:37 PM   
Pipewrench


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That advice is for a harsh Start up with the stated conditions listed previously. It was designed to show you how the economy works and how to make money. With this difficulty you cannot war with your neighbor at the start and must learn to trade. With limited ships your able to watch how things work. If a neighbor declares war on you early, you are probably dead.

If you set to an easier difficulty you have more room to retrofit designs and build faster. There is no need to destroy bases or preform limited building or retrofitting because your economy can support the builds. Money still works the same so build luxuries and if your really doing good build resort bases to up your bonus income.

With any first contact (if they naturally do not hate you) or covet your resources,

Try to make that empire you find a trading partner. If you have luxuries he/she needs, trade with it and you grow stronger. Later comes the back stab if needed. By then your economy can support a larger military.

Hint: drop a spy to steal his empire map if safe to do so. Now look at what his empire consists of. If possible build mines that contain luxuries that he does not have. He will trade for those resources. Remember, this can start wars if you have cornered the market.

The economy when you have figured it out will make you defend and attack better. You now know what mining systems you have to protect and what can be sacrificed while you create fleets to counter-attack. When you attack the opposite applies. Concentrate on bases where luxuries are and 1 strategic resource that can cripple his or her economy.

Cannot tell you everything.....

Have fun learning.



< Message edited by pipewrench -- 8/18/2012 2:14:44 PM >

(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/18/2012 2:28:56 PM   
towerbooks3192


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Thanks pipewrench.

Will continue learning until I master the game. I guess it is good to start with harsh conditions since its easier for me to monitor everything that is going on. I prefer to start from scratch than have an already existing empire.

Is there a way to reset the game's original designs? I think I must have accidentally saved over one and even when I start a new game I still end up with the designs I already made in another game

(in reply to Pipewrench)
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RE: Could I build bases on deep space? - 8/18/2012 4:00:50 PM   
Blueberry

 

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About building bases in space.... A network of compact, monitoring bases covering some region/borders is a very beautiful thing to have. Love those really. Highly useful tool to utilize in times of wars/peace....low maintenance, priceless both military and economic intelligence on your enemy, competitor, friend and/or 'ally'.

By the way, supply ships can surely serve as decent bases at least with regard to the refueling element.


(in reply to towerbooks3192)
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RE: Could I build bases on deep space? - 8/18/2012 5:16:49 PM   
Pipewrench


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Blueberry

Totally agree with you. There are many styles you can try and many races that bring certain events that help in different ways. The AI is not perfect but it will give you a challenge for many hours until you figure things out.


towerbooks3192,

One thing that does help when your learning is to do the following:
hit escape to bring up the main menu, select options
-make sure all popup messages are checked so you will not miss any events.



Welcome to a great game and have fun.

< Message edited by pipewrench -- 8/19/2012 11:29:13 AM >

(in reply to Blueberry)
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RE: Could I build bases on deep space? - 8/19/2012 9:01:39 PM   
Pipewrench


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Joined: 1/5/2010
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quote:

ORIGINAL: towerbooks3192


Is there a way to reset the game's original designs? I think I must have accidentally saved over one and even when I start a new game I still end up with the designs I already made in another game


You might have found a bug. Try one more time and retrofit the ships to a different design and save with a different name. Exit out, restart and see what happens. Also look to see if the ships that you loaded are still showing old designs as obsolete.(the * in the obs column).

If it will not go back to the original design, post what race you need and ships you need changed back. I am sure someone else can give you the original design if I cannot get back to you. Then you can just create a new ship file with the original components and you should be good to go.


< Message edited by pipewrench -- 8/19/2012 9:06:38 PM >

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