ehsumrell1
Posts: 2529
Joined: 8/17/2010 From: The Briar Patch Nebula Status: offline
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ORIGINAL: Hetulik A couple questions: 1) I'm playing a game right now as the Zenox. I can only colonize contiential planets at this point. I've done well finding some very rare resources in systems that don't contain any planets i can colonize, so i go ahead and build a mining base. It's *extremely* frustrating to have other races colonize the planet that i've built a mining station over (and i didn't have any warning it was happening). Or they colonize another planet in the same system where i have a mining base and they start threatening me to give them my mining base even if i was in the system first. There's even a case I had a colony in a system, and another race came in and build a resort base on another planet in the system, i didn't think they could do that? Is this normal behavior? Is there anything i can do about it? I hate losing my very rare resources when they claim ownership of the system right out from underneath me. Are there any strategies i can use to prevent this from happening without resorting to war? 2) In ship design, it looks like as a rule of thumb i should add the "Maximum Weapons Energy use per second" + the "Energy" consumed at "Sprint" speed and those should be right around the "excess energy output" correct? 3) Is there any way to upgrade mining stations at planets that i don't have a colony on? It doesn't even appear like i can scrap them. Very good questions Hetulik, and welcome to the realm of Distant Worlds! Glad you're enjoying the game. Wait 'til you see the Expansion! 1. Yes this is normal, just as you can build in any system, so can any other empire, with diplomatic repercussions (and sometimes consequences). I suggest a firm plan of expansion from the start is best. Most importantly though, if you find a planet/moon with one of the "extremely rare" resources (Loros Fruit, Korabbian Spice or Zentabia Fluid) claim it militarily if it is not colonizable. Put a Starbase with mining capabilities on it and have a decent firepower fleet patrol it. (With the upcoming expansion you'll be able to do this better than the current 1.0.6.0 version) Destroy anything that even remotely looks like a colony ship. Better to lose some reputation points and begrudgingly apologize than lose the credits you receive from exporting your resource. 2. Excess Energy Output needs to be greater than (Sprint Speed Energy Consumption + Max Weapons Energy Use + Shield Recharge Energy) I also make certain to include any additional energy to fire a "special" weapon (i.e. Shockwave). This way I know my ship can still max sprint AND fire all weapons. 3. Unfortunately not. At the start of my games I always immediately create a new design for my gas and ore mining stations which include adequate weaponry, shields and armor (in case of Kaltors, Sand Slugs). Then, as what usually happens, either a pirate ship or a space creature takes out the initial few unarmed stations, so I don't concern myself with them. Just denote what resources they were supplying your Empire. Hope this has been some help. Keep an eye out soon for a playing guide (superb I may add) from forum member Jeeves. He should be finishing it shortly.
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Shields are useless in "The Briar Patch"...
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