RE: Newb questions. (Full Version)

All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> The War Room



Message


Fubar -> RE: Newb questions. (11/10/2011 3:19:58 PM)

Is there any way to upgrade your space port to the next size up rather than just scraping it and building a new one?




Data -> RE: Newb questions. (11/10/2011 3:56:57 PM)

Right click on the spaceport and check the upgrade options, it should have this one as well as long as you have the design available. iirc you can do the same from ship & bases screen but the behavior may differ.

EDIT: just checked again to be sure, right clicking is still the most reliable option for this as in the ship & bases screen you don't get all the options




Fubar -> RE: Newb questions. (11/10/2011 4:07:12 PM)

KK thx, i saw the options to retro-fit my space port but not an option to upgrade from a medium to large space port.....guess i dont have access yet but i think i've maxed all my research, also i can build a large space port from scratch if i want to!?!

Guess i've missed somethig daft

[sm=character0167.gif]




Data -> RE: Newb questions. (11/10/2011 4:08:57 PM)

Yes, you can...the game will signal all mandatory components for each design (in red) and all recomended ones (in yellow).




Fubar -> RE: Newb questions. (11/10/2011 4:25:24 PM)

OK i see the option now......i blame this stupid Stormtrooper helmet for blocking my view of the screen. [;)]

Thx [sm=character0167.gif]




Fubar -> RE: Newb questions. (11/10/2011 8:49:11 PM)

Not sure if this is something i do wrong or if its the Fleet AI but many times when i give a fleet orders to attack a base or system, re-fuel or retrofit they fly to the relevant system then one or two ships carry out the order while the rest of the fleet get together for a group hug and and do nothing!!! Worst so far was when i lost a fleet of 7 cruisers to 3 frigates because they just sat there and did nowt. [X(]

Is this a fleet setting i have wrong, a game bug or a problem with the AI following orders correctly? [&:]



[image]local://upfiles/29942/BA5E5BB2365D423C8F52BF5D6DC26503.jpg[/image]




Bingeling -> RE: Newb questions. (11/10/2011 9:15:37 PM)

They are mostly out of fuel, they could have a refueling override.

Also there are some engagement stances hidden in the options, that influence how many ships should gang up on each enemy. I don't think that explains a situation like the one in the screenshot, though. Btw, the screenshot is not friendly to those running their browser at some rather wide resolutions...

I guess there is a gas mine or resupply ship hidden inside that bunch on the right? Seems strange with the enemy base present, though.




Data -> RE: Newb questions. (11/11/2011 9:19:16 AM)

Yap, lack of fuel to ressuply is the usual suspect. Do you use ressuply ships? Great for avoiding such issues.




Bingeling -> RE: Newb questions. (11/11/2011 10:38:20 AM)

Hm, there is of course no gas mine in there, the cloud is not caslon/hydrogen.

I do wonder what that group hug is about. Ships in fleet that discover they have no order gathers at the leaders. But I have never noticed them gather to that degree.




Fubar -> RE: Newb questions. (11/11/2011 10:46:36 AM)

They do the same thing when i give them a re-fuel order, they fly to the correct area then one or two go and refuel while the rest do a group hug???

Only way i can get them to re-fuel correctly is to turn on the fleets AI then it works fine......its just manual orders that seem to confuse the game!?!

Maybe i'm doing something wrong?




Data -> RE: Newb questions. (11/11/2011 11:17:53 AM)

Don't think that you are, this has been reported before. Command stickines in some situations is buggy, more so when it comes to fleets.




Keston -> RE: Newb questions. (11/11/2011 11:27:00 AM)


quote:

I usually use battleship hull classes even for frigates when I want to avoid this.


Data, can you (or can someone else) explain what this means and how to do it?





Bingeling -> RE: Newb questions. (11/11/2011 11:33:48 AM)

There are multiple ships of good firepower. How large are the fuel tanks of those ships? How much fuel is on the fuel source? I think all runs to one source when given the refuel order, and if the first two ships empty the fuel source the rest may give up.

When I got fleets with fuel issues like that, I usually know where my good fuel sources are, and I select the fleet, right click the fuel source, and say "refuel at ...". If you don't know where you have fuel, poke around in the inventories of likely candidates. If fuel situation in general is OK, a major space port should usually be able to refuel such a fleet. If you have a general fuel shortage, you won't find enough anywhere.

Gas mines on fuel sources are your friends. And resupply ships are the friends of fleets once your fleets become large like that one. I can imagine the AI controlling the fleet helps, as it could be fast to pick up ships that "give up" on refueling, and when looking for a new fuel source, it selects another one.

On a proper local shortage, consider the following. Giving a fleet an order will give every ship in the fleet an order. A ship in the fleet that finishes its order will go to fleet leader. The fleet leader will hang around wherever the order sent him, until another order is given. So consider to treat the fleet on a single ship basis. Send two ships to refuel at spaceport A, another two on gas mine B, another two on spaceport C, etc. This of course only works if multiple sources are nearby. Hopefully most will appear with decent fuel loads. Make sure to send the leader to refuel where you want the fleet to end up.

Once you have done this a few times, learn to be aggressive in building gas mines and in deploying resupply ships.




Data -> RE: Newb questions. (11/11/2011 1:13:34 PM)

Well, the design is exactly the same as for a friagte only it uses a battleship class hull (the role box in the upper left in the design screen, choose capital ship role).
Since it's practically the same design as a frigate it will cost the same and use the same space but the design will not be taken by the pirates as it's not a frigate class ship.




Bingeling -> RE: Newb questions. (11/11/2011 2:12:20 PM)

Oh noes, Cdr Data abuses exploits [:-]




ehsumrell1 -> RE: Newb questions. (11/11/2011 6:03:55 PM)

You should see what he does to Igard's cargo bays! [:D]




Data -> RE: Newb questions. (11/12/2011 8:56:05 AM)

Actually I'm preventing an AI exploit, it's self-defence [:)]
None of that about the cargobay, I agree [:)]




feelotraveller -> RE: Newb questions. (11/12/2011 10:21:08 AM)

You don't want the pirates exploiting the computer players, how gallant of you. [:D]




Data -> RE: Newb questions. (11/12/2011 10:33:19 AM)

I exist only to serve [;)]




feelotraveller -> RE: Newb questions. (11/12/2011 11:28:34 AM)

I'm sure you say that to all the aliens. [:)]




ehsumrell1 -> RE: Newb questions. (11/12/2011 6:25:59 PM)


quote:

ORIGINAL: feelotraveller

I'm sure you say that to all the aliens. [:)]


ESPECIALLY to the Mechanoids (and other Machine Races)! Right Data! [:D]




Data -> RE: Newb questions. (11/13/2011 9:42:25 AM)

Just to avoid any suspicions, that was a Bene Gesserit reference. It's not related to me, no way.....that being said, it's no fun with machine races [:)]




Keston -> RE: Newb questions. (11/14/2011 11:26:28 PM)


quote:

ORIGINAL: Data

Well, the design is exactly the same as for a friagte only it uses a battleship class hull (the role box in the upper left in the design screen, choose capital ship role).
Since it's practically the same design as a frigate it will cost the same and use the same space but the design will not be taken by the pirates as it's not a frigate class ship.


Thanks. So long as the ship names make sense to keep functions straight, and the fleet is run manually rather than by the AI, is there any other game downside to blocking design piracy this way? (An entirely virtuous counter-attack on intellectual property pirates, IMHO.)




feelotraveller -> RE: Newb questions. (11/14/2011 11:45:47 PM)

Well assuming you have good tech and good designs you are potentially weakening the pirates. This means that they will be less of a thorn in all players sides, yours and the computers. Remember you have the chance that pirate factions may join your empire - and they bring their ships with them. If you don't have good designs and good tech what are you worried about? weakening the pirates?

Personally I like the pirates (and space creatures for that matter) and always put the slider to maximum in game setup. The computer seems to have more problems dealing with them than I do and every so often I inherit a bunch of ships... sometimes even some of my own designs!




Data -> RE: Newb questions. (11/15/2011 12:58:00 PM)

De gustibus....[:)]
Just for the record, I like them too....good relations farming / training / stuff.




Bingeling -> RE: Newb questions. (11/15/2011 6:48:37 PM)

I don't like the farming potential of the pirates. When you are of a decent size, you are the angel of the galaxy just from being a bit dutiful about killing pirate bases. It is far too important when it comes to reputation.




feelotraveller -> RE: Newb questions. (11/16/2011 1:22:41 AM)

As the, er, 'man' says - there's no accounting for taste.

I don't have any problems with the reputation boost although I rarely go after pirates specifically for that reason, generally only when I have been nasty to lots of minor races and the whole galaxy thinks I stink in a big way. The thing I don't like about pirates is buying information from them... it just makes it too easy. My solution - don't do it. [;)] I also very rarely pay them protection, only if I am really desperate, or perhaps right at the start of the game if it is my only fuel source or something. But often I will just wear it and note which faction it is (since they will be growing then).

If you really don't want the reputation bonus just don't destroy their bases...




Data -> RE: Newb questions. (11/16/2011 8:06:57 AM)

Yap, they have many uses...much more when they're alive [:)]




Page: <<   < prev  1 [2]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.625