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Automation - The Good and the Bad

 
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Automation - The Good and the Bad - 2/6/2011 8:43:39 PM   
Bingeling

 

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It is a great feature that you can automate everything, and that the game can be played by focusing on just a few things. However, what are people's opinions of the different areas of automation? I will probably forget a few areas.

Ship Design

It works just fine on auto, but it gives more enjoyment when new designs are a more infrequent thing, and you actually remember and notice new, fancy components. With this on manual you can also make sure that all ships have enough reactor to go at full warp speed, and that fleets travel at the same speed...

Some nice trade offs are present. For instance, your cruiser for local protection (pirate buster) wants a fast launching hyper drive, while your cruiser in the main combat fleet may want the one with the fastest warp speed.

Also, never more the disappointment of noticing your new destroyers do less damage than your old ones, or that the latest version annoy you by having too short/long range.

The risk with going manual is that your less fancy items may go unchanged. Explorers, civilian ships, constructors...

Research

Easy and fun to do manual. I probably end up focusing too much on fancy guns, hyper drives, and huge construction yards, though. For me the weight I want to put on each tech tree seems a bit unbalanced, but I guess I can adjust the amount of research labs on my home world.

Diplomacy

The AI is a crazed war monger, but acting a bit according to the opinions from the diplomacy screen may not be a bad idea. Here the question is "suggestion or nothing" for me. It is tiresome to say "no" all the time, so the best answer is probably "nothing".

Spies

I don't mind leaving this on suggest, as it reminds me to consider sending them. In my current/latest huge galaxy game I have never fired a shot at another empire, nor sent or captured a spy. But I have hired 10 of those to sit idle in their office.

Construction

I have never tried to turn this off, but I think I will do next game. I am out of touch with my resource situation apart from the 3 very rares and fuel. And whenever a mining station is built in the middle of nowhere compared to my colonies, I want to have put it there myself, so I know it is important enough to give military presence. If doing things manual and on a case by case basis, it would even make sense to make the mining/defense hybrid that can take care of itself. The defense base you want to circle your most valuable colonies and loros fruit extractor may be a bit excessive for the exposed mining base giving resources you need, but that are are not really that rare.

I have of course interfered on the very rare resources, missing fuel and resort bases/research stations.

Exploration

Also left on automation this far, apart frome very early game and focusing on the focused location (from pirate bases and such). I have noticed explorers sitting idle while I at the same time notice locations that are unexplored. That is annoying.

Do anyone have experience if "explore this sector" and "explore this system" kind of missions are 100%? Doing this on manual may also reduce the tendency to hire a lot of explorers which may be a culprit in expanding too fast compared to the AI.

Combat ships

I find the AI sadly inadequate here. It is slow to respond to pirates, and suggested war objectives are in the grey area between decent suggestions and plain silly. It enjoys long trips for fleets, and troop transports seems fine to raid mining stations in some gas cloud.

I tend to think that I will do all by myself, with fewer and more powerful ships for anti pirate defense. I sense multiple kinds of cruisers coming up, as I don't want to meet some crazy huge frigates and destroyers as pirate ships...

Colonies

Having suggest turned on here may not be a bad idea, as it makes me aware when the great prize becomes available. Auto colonizing is for the game you want to run on full auto to see what happens.

Taxes

It seems like a good idea to do this manually, as long as 0 tax is a key for rapid growth, and only pretty rich colonies gives much at all when it comes to taxes.

Troop Recruitment

This one is tempting to keep on auto. Put the troop transports on auto, and let the automation fill up where missing. On the other hand, recruiting planets is probably a better idea, and it is not magic to figure out that your planned 10 ten man troop transports will require 100 troops. I have tended to hire some troop transports early to provoke the AI into hiring more troops, which is a bit of a wrong way doing it. Troops are cheaper on the capital than in troop transports.

So. Do people run with all of these (and those I forget) off?
Post #: 1
RE: Automation - The Good and the Bad - 2/6/2011 9:05:03 PM   
Data


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Ship Design

more enjoyment and more usefull; also, once you reasearc a new common component you can select all your designs and hit the upgrade button and it will upgrade them all
even when i don't get my hands (via research or other, more darker, way) on new components I still select all and hit the upgrade to make sure

the only problem I have with this is that the newer components do not resize: let's say I have 4 old fuel cells and I upgrade to newer ones - the upgrade will still put 4 even if 2 are enough for the same job and will take less space. For fuel cells is not that important but space is important and you need as fewer life support and hab modules to cover the needs.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Bingeling)
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RE: Automation - The Good and the Bad - 2/6/2011 9:08:41 PM   
Data


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Taxes and Troop Recruitment also on manual.....to risky atm to let the AI collect taxes in the wrong places and get a high maintenance for troops that I'll never need
I turn the Troop Recruitment when I'm preparing for conflict, to make sure I have enough for the future transports

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Data)
Post #: 3
RE: Automation - The Good and the Bad - 2/6/2011 9:24:24 PM   
J HG T


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From: Kiadia Prime
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Pretty much all in manual. Except taxes, which I always keep on auto. I just hate MMing taxes in 4Xs.

Generally, I just like to be in control of things in strategy games, and DW makes it quite easy and enjoyable for most of the time.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Data)
Post #: 4
RE: Automation - The Good and the Bad - 2/6/2011 9:27:05 PM   
Bingeling

 

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How much troops do you need?

At least one on each planet? Or drop the small ones? I would think it should be a good idea to drop troops on major planets, like the capital, between wars. That way you can make sure a cloning facility grab the nice ones once you are that far in technology.

If a peaceful soul, you could also save some money by retiring the troop transports.

(in reply to Data)
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RE: Automation - The Good and the Bad - 2/7/2011 1:24:06 AM   
hewwo

 

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I used to put spies on automatic, until half the galaxy declared war on me for having too many offensive espionage missions!

(in reply to Bingeling)
Post #: 6
RE: Automation - The Good and the Bad - 2/7/2011 6:40:55 AM   
Data


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I'm careless with this and never rely on ground troops....if the enemy gets to that level of control I'm screwed anyway
So I rely on mobile defeses, aka fleets, and recruit troops only when preparing an invasion

Given the new options in the expansions and latest patches I'll reconsider this policy and certainly protect at least the important colonies

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Bingeling)
Post #: 7
RE: Automation - The Good and the Bad - 2/7/2011 1:08:05 PM   
Bingeling

 

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Which new options do you refer to? I have been away from the game a long time, and never was too far into it, so I don't remember what is new and what is not.

Do you think of things like having a robotic factory on key planets, and put out a few cheap ones? And maybe a cloning facility on the home world, and dump troops there between battles?

I need to research (the game) less and get stumped more, nothing is like learning things the hard way. Like in my early game pre-expansion where I had my troops in the troop transports, and not much to defend the home world besides those troops. Alerts came about incoming fleet, and I could see a bunch of troop transports... So I ordered my troop transports to unload, and they were stuck in docking queues while the home world was conquered. Once it was lost though, regaining it was quick, as then they were suddenly able to land in a hurry.

I have this cute image of my army being stuck in customs

(in reply to Data)
Post #: 8
RE: Automation - The Good and the Bad - 2/7/2011 1:30:04 PM   
J HG T


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From: Kiadia Prime
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Robotic troops are really useful with races that have weak troops, like Atuuks and Teekans + robots have much lower maintanance. Military academy and cloning facilities are no brainers for every race if you wan't to really buff your troops.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Bingeling)
Post #: 9
RE: Automation - The Good and the Bad - 2/7/2011 2:39:00 PM   
Data


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yes, Bingeling, these are the facilities and option I was refering to

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to J HG T)
Post #: 10
RE: Automation - The Good and the Bad - 2/8/2011 3:33:39 PM   
Mraah

 

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Ok ... Auto Ship Design ... I use it but I still think it's broken for our poor AI opponents.

Now, Elliot mentioned he's got the AI to focus more on construction for the AI but it still leaves them (or us if we stick with auto) behind when getting the crusier's or Capitol's out the door.

Example ...(v1.5.04b) when you start a new game, look at the design sizes for Cruiser's and Capitol ships ...
- Cruiser - 308
- Capitol - 480

Yeah, yeah, I know there's not much tech to add to the size ... But, we need to ask Elliot ...
" At what point did he intend everyone to have Cruisers and Capitols?"

Look at the tech tree sizes ... 230/300/400/500/650/800/1100/1500 ...

When you start the game, we can assume at tech level 3 we should have cruisers running around ... at level 4, capitols.

Again, I'm not worried about me, I can "Gel and Adjust" ... it's the AI that worries me.

I think the sizes at a certain tech level needs to be a dynamic variable, not a fixed value ... a variable based on the auto-design.

How many of us have tossed out a fighter bay (or troop comp) just to meet the size constraint?

< Message edited by Mraah -- 2/8/2011 3:34:00 PM >

(in reply to Data)
Post #: 11
RE: Automation - The Good and the Bad - 2/8/2011 5:05:56 PM   
Data


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The question is: how many of us didn't?

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Mraah)
Post #: 12
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