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RE: Post your optimal base/ship design tips and why!?!

 
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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 1:20:58 PM   
Sithuk

 

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Any opinions on putting shorter ranged weapons on bases? Are ranged weapons like torps/missiles/fighters always better?

(in reply to Unforeseen)
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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 1:31:58 PM   
Bingeling

 

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If you have no long range option, you risk it being destroyed without being able to fire back.

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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 2:23:44 PM   
Sithuk

 

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Any idea why the base game designs, and most of the game mods, put short range weapons In the design templates for bases?

Is it because some races have short range weapons as a racial pref? Their research is therefore scripted for a short range weapons tech like beams. The base design templates then have to match the race weapon pref otherwise low tech ranged weapons could be selected over higher tech short ranged weapons?

Is there a way have the auto designer make a smarter weapon choice for base weapons?

(in reply to Bingeling)
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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 2:51:34 PM   
Bingeling

 

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I believe they are just set up to use "their weapon" everywhere. The auto designer does what is said in the design templates. If it say 3 torpedoes, it is 3 torpedoes. Unless they are not researched, or the AI has to shrink the design to fit.

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RE: Post your optimal base/ship design tips and why!?! - 1/11/2017 11:11:17 PM   
twinkypillow

 

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set the basses with 50 missles and Derasian? shockwaves.. probably 20 terminator autocannons or pointdefense for the carriers fighters that may attack you too.

forget any blasters on basses.

you can substitute for torpedos, but missles are the sure way to keep the ranged situation at bay..



< Message edited by pumkinfacer22 -- 1/11/2017 11:12:58 PM >

(in reply to Bingeling)
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RE: Post your optimal base/ship design tips and why!?! - 5/30/2019 8:13:48 AM   
chaosegg

 

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If you do not have area weapons (or even point defenses), it seems to me that you might put blasters (short range stuff) on stations in order to shoot at fighters and space creatures, or the occasional ship that enters short-range?
Sure, having mostly long range, powerful stuff on stations is nice, but I wouldn't say it's always useless to put blasters on stations;
depending on your game setup of course...
if you have space creatures set to low or none, pirates on low... then I guess you're a lot less likely to have your outposts attacked by things that could jump up into close range and bother you?

I'm playing a training game run within the [updated] version just before Universe (so DW+RotS+Legends+Shadows),
trying to do everything manually in order to re-learn what I forgot, having been a few years away.
My setup is basically like Timotheus' The New Guy Newbie Guide suggests for playing on FULL MANUAL.
~700 stars, weak pirates, fewest space creatures, pre-warp starting tech, mostly normal settings otherwise i believe.~

Q1: Where there is more than one thing a station could do at a location, is it effective and/or efficient to combine the functions into a single station?
Example; a place with both research bonus & scenery bonus are frequently found, so what should I do with it?
A.: research station with some passenger compartments & extra docking bays (maybe extra defenses too)
OR
B.: a resort with research labs etc.
Q1a: Would both A. & B. work?
Q1b: Would it be more cost-effective than having those functions at two separate station/locations?
Q1c: Do I always want to do it one way, versus the other way (always add research to something else versus add other to research station)? or can it vary depending on situation?
.
.
.

Apologies if this has been answered already earlier, I neglected to read the entire thread since it appeared most of the posts were quite old at this point...
also sorry for the necro

(in reply to twinkypillow)
Post #: 96
RE: Post your optimal base/ship design tips and why!?! - 6/1/2019 2:06:49 PM   
Hattori Hanzo


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quote:

ORIGINAL: chaosegg
also sorry for the necro

"Necros" are cool !!!

ps: I always put a mining device on my Resort Stations or Research Labs too.


< Message edited by Hattori Hanzo -- 6/2/2019 8:05:50 AM >

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Post #: 97
RE: Post your optimal base/ship design tips and why!?! - 6/1/2019 2:16:47 PM   
Retreat1970


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Don't worry about experimenting with builds. That's what makes the game great. I've never tried a research-resort base but it may work. Just try it.

(in reply to Hattori Hanzo)
Post #: 98
RE: Post your optimal base/ship design tips and why!?! - 6/1/2019 5:29:42 PM   
Shark7


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quote:

ORIGINAL: Retreat1970

Don't worry about experimenting with builds. That's what makes the game great. I've never tried a research-resort base but it may work. Just try it.


I put mining equipment on my resort bases all the time. Works out great. No need to build 2 stations when you can do it all with 1. Now with this idea, it might be why build 3 when I can build 1.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Retreat1970)
Post #: 99
RE: Post your optimal base/ship design tips and why!?! - 6/18/2019 10:00:39 AM   
Yaourt

 

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I guess some of it already has been mentioned...
-Small space port with minimalistic design to get this sweet medical/recreation bonus. To be built ASAP. Actually a better way would be to do a star base in the worlds you don´t want to build so the system does not pile strategic ressources on the world, but I experienced it can be a pain to manage and I like my ressource spread for emergencies/remote mines
-1 unique research station at my home world to cap the researchs. No weapon so that it is not targeted. I usually get bonuses from wonders (build or captured)
-1 minimalstic mine design at the beginning to get the economy started. Defense is assured by escorts at this point.
-Escort have a ~8sectors autonomie as they stay around, all the rest 30-40. Exploreres and building ships have more.
-Once I can afford it and my economy is stable, I retrofit gas stations to be forteresses (Caslon/hydrogen are the main bottleneck in my experience), Super luxury mining stations as well. Regular mining station are retrofitted so that they can hold against pirates/small fleets. I usually go for torpedoes because of the range and bang for bucks. I used to go for fighter bays for mines (space is not relevant and energy consumption is really low)....but it makes the game very laggy at a point...
-When very motivated, I create the following fleet organization. First design optimized for talking the hit (armor + shield) will be equipped with two warp engines, so that the initialisation is a bit faster than the main fleet. As it arrives first, it takes the initial blow. A second design is damage optimized, usually with torpedoes (sometime shakturis as well if I can get them so I can bombard if needed). A third design is troop transport, optimized for defense but without the two warp engines. Finally I get a "commander" ship, usually ressupply, with loads of fighters and area shield/gravity well as needed. propotion is 3/9/2/1. All my docking infrastructure is organized to work with it (15 slots for refuel)

(in reply to Shark7)
Post #: 100
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