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RE: Tips/Tricks/Etc - 3/14/2011 9:59:23 PM   
cookie monster


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When default designed ships with troop capacity (destroyers/cruisers/transports/abandoned ships) are left on auto they will load troops and go on patrol.

This can create a cashflow problem & troop management problem.

You cannot always unload different race troops on all planets.

Repaired abandoned ships start automated (even with auto ships turned off). You should scroll through your ships database. You can click off auto and retire easily.

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RE: Tips/Tricks/Etc - 3/14/2011 10:19:24 PM   
Data


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Nice to see this has been picked up, good observations you monster cookie

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Post #: 62
RE: Tips/Tricks/Etc - 3/29/2011 7:21:44 AM   
cookie monster


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Trust me...

Whatever you do...don't mix Caslon & Hydrogen powered ships in a fleet. Debris field ships are usually have Hydrogen reactors.

If you also have made the NOOB mistake of making an impossibly large fleet you will find they suck any space port dry. They will ALL burn fuel looking for the nearest source.

They will make Resupply ships have to deploy at a dual fuel source, to refuel. This will exclude one gas nebulae clouds.

Streamline the fleets to Caslon or Hydrogen only and have some serve as the Home Fleet.

Consider energy collectors so the strike fleets are STILL gassed when they need to hyper to the enemies system's.

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Post #: 63
RE: Tips/Tricks/Etc - 3/29/2011 7:39:51 AM   
J HG T


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Also, customize your resupply ships to have lots of extra cargo space when you research larger hulls. This makes even big steamroller fleets manageable.
Hydrogen/Caslon mix ain't always that bad, as long as the fleet is relatively small and refuels at well supplied starbase which store both caslon and hydrogen. Making big custom gas-mining outpost/refuelling stations can also work wonders for mixed fuel fleets.
Energy collectors are no-brainer for every well designed military starship, no doupt about that.


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Post #: 64
RE: Tips/Tricks/Etc - 4/7/2011 8:49:21 AM   
cookie monster


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When your repairing a World Destroyer you can check on the progress by opening the construction ships detail window, then click on the construction yard.

The percentage complete will then be shown.

Also, make sure you click repair World Destroyer with the constructor,for this you need ''eyes'', because the CS ship must gather raw materials from a space port/colony to manufacure the components for the World Destroyer. Otherwise your CS ship will have to DOUBLE back for the materials.

If another empire is repairing a WD and you really...want it. Fire on the enemy CS ship and try to get yours there with the resources to make the repair.

You will suffer a galactic wide reputation hit and have terrible relations with the victim but the boost to your military strength figure can make it worthwhile.

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Post #: 65
RE: Tips/Tricks/Etc - 4/9/2011 3:45:07 AM   
Kayoz


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quote:

ORIGINAL: cookie monster

When your repairing a World Destroyer you can check on the progress by opening the construction ships detail window, then click on the construction yard.

The percentage complete will then be shown.


Neat trick, thanks! I haven't seen that.

quote:


If another empire is repairing a WD and you really...want it. Fire on the enemy CS ship and try to get yours there with the resources to make the repair.

You will suffer a galactic wide reputation hit and have terrible relations with the victim but the boost to your military strength figure can make it worthwhile.


If I don't want a conflict, I find that it works quite well to simply build as many mining stations as possible in the system, and wait for the inevitable pirates. Once the pirates show up, the CS working on the WD will flee - giving you an opportunity to move in peacefully and take it over. It just requires a little patience and holding back on slapping down pirates in the vicinity.

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Post #: 66
RE: Tips/Tricks/Etc - 4/9/2011 12:15:36 PM   
Bingeling

 

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Great mining base trick!

Myself, I don't like random ships and fleets (I tolerate a few random ships, though). This includes the world destroyer.

So what do I do when I find it? I kill it. Under the nose of the constructor repairing it. They don't seem to mind, but move off once the WD is gone...

Btw, lost ships ready to be picked up. In my last game (sigh, must make a new one), I was killing pirates at the end. Lots of pirates. This lead to lots of pirates defecting to me, with bases placed on nice fuel sources. Handy! Hint: Rename them, mine was "Pirate Fuel 1", "Pirate Fuel 2"... It makes it easier to find the new one in the ship list, and you should go there to retire any pirate ships anyways...

So, apart form getting lots of gas mining star bases, I got the odd info drop. About some lost ship to investigate. And I don't know how many ships I fetches (and retired) in the Oltaar system at the edges of my home cluster. Well within scanning range of my long range scanners, never mind the proximity array of the ships sent to pick up the last one.

So I wonder, how do they get there? Are their smuggled into the system whenever my LR scanner crews are heading off for a snack? A bit Mathias Rust-ish?

Or were they in the system all the time? If so, why do they show up on LR scanners after the hint, but not before? I have a habit of scanning my LR scanners for pirate bases once "game is over", and a lost ship is even easier to see than a pirate ship/base. Maybe the pirates are more clever than thought? One of those planets is really a secret pirate ship building facility for fancy ships? (never mind the ships usually being way more fancy than what the pirates are riding themselves). And what happens when the emergency alarm goes off from a nearly dead stations is alerting the pirate network to "Oh ****, he is on to us", and they need an distraction fast. And what is the distraction? Ejecting a new ship into space from their fancy ship building facility hidden into a planet in the Oltaar system.

One could wonder why those pirates are not simply taking over the galaxy. They make the Boskara seem like a bunch of wussies.

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Post #: 67
RE: Tips/Tricks/Etc - 4/9/2011 2:05:43 PM   
ElanaAhova_slith

 

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Oh, did you not know? All the derelict /wrecked ships have special relays in them. The ships are invisible until the relays are activated by the pirates. But the ships also have invisible self destruct devices that automatically activate if/when a pirate ship comes too close. So pirates are forced to sell the info on location - but never use the actual ships. The ancients and the <insert name here> had an agreement that no matter how much they hated one another - and no matter how the ancient war turned out - they would install these devices on all ships. The pirates' receivers for the relays, to un-cloak the wrecks, were time-portaled to the present day to various pirate leaders. Such deviousness.....

BTW, I like the idea of renaming pirate bases that 'defect.'

THIS SYSTEM JUST CHANGED MY ACCOUNT, NOW ITS USING MY EMAIL ADDRESS AS A HANDLE HOW DO I ELIMINATE THIS, FAST, BECUASE OF SPAM AND MALWARE

< Message edited by SPEZIO.FRANCES@YAHOO -- 4/9/2011 2:17:53 PM >

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Post #: 68
RE: Tips/Tricks/Etc - 4/9/2011 2:36:26 PM   
Data


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quote:

THIS SYSTEM JUST CHANGED MY ACCOUNT, NOW ITS USING MY EMAIL ADDRESS AS A HANDLE HOW DO I ELIMINATE THIS, FAST, BECUASE OF SPAM AND MALWARE


Never heard of this before, can't you edit it back the way it was before?

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Post #: 69
RE: Tips/Tricks/Etc - 4/9/2011 2:58:07 PM   
Kayoz


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quote:

ORIGINAL: SPEZIO.FRANCES@YAHOO

THIS SYSTEM JUST CHANGED MY ACCOUNT, NOW ITS USING MY EMAIL ADDRESS AS A HANDLE HOW DO I ELIMINATE THIS, FAST, BECUASE OF SPAM AND MALWARE


/me toddles off to add Spezio's name to the mailing lists of various Nigerian bankers and herbal Viagra vendors

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Post #: 70
RE: Tips/Tricks/Etc - 4/9/2011 3:15:55 PM   
Bingeling

 

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I can't see a display name option in my profile here, the login is not visible.

But my login is 'bingeling' not my email address.

But surely, one uses either a full-spam address or a half-spam address for a place like this? Mine is a half-spam, so I actually did see an alert for the only PM I ever received here. After seeing the PM on the site, though...

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Post #: 71
RE: Tips/Tricks/Etc - 4/20/2011 10:39:06 AM   
cookie monster


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When you have an enemy colony where you need to know how many troops there are and all you see in the colony detail window is a blur of tank counters.

Go to the empire navigation tool, click on the enemy targets list, the colony will be listed as a target and will have the defending troops totalised.

If you play with pirates set to many, make sure you arm your mining bases and constructors, this will cut down on paying them 6,000 credits per six months.

50 firepower will be enough for pirate frigates and escorts. Better pay them off if they have a cruiser though!

After all exploration is finished retrofit your explorers to explorer/gunships with a long range scanner, they can then cruise for pirates and take down any pirate starbase.

During war they can provide intel on troop strengths when they are in the enemies system, they can also kill the mining bases more economically than sending a whole fleet.

Fit a hyperdeny so the enemies private fleet can't escape quickly. You'll need some long range weapons such as fighters cos a large explorer/gunship just can't catch a sprinting lightweight private vessel.

In the early game use troop compartments on your destroyers for invading independant colonies etc, a troop tranport is an expensive luxury early on.

Later in the game consider removing the troop compartments from all ships apart from transports. Otherwise it will take too long to load from a planet you have just conquered. The planet has only a few docking bays so it's better to upgrade your troop transports to carry at least 6 plus troops.

< Message edited by cookie monster -- 4/20/2011 10:49:26 AM >

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RE: Tips/Tricks/Etc - 6/22/2011 10:37:24 AM   
Midgaard

 

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Someone realy should stickify this thread :)

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RE: Tips/Tricks/Etc - 6/22/2011 10:52:22 AM   
Data


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Only after a general cleanup is made or it will be lost again in the clutter

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Post #: 74
RE: Tips/Tricks/Etc - 6/22/2011 5:31:34 PM   
cookie monster


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quote:

ORIGINAL: Midgaard

Someone really should sticky this thread :)


In any forum when you sort the threads by hits then you will find the strategy threads and hot topics very easily. This is alot easier than storing favourites/bookmarks in your internet browser.

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Post #: 75
RE: Tips/Tricks/Etc - 6/29/2011 8:24:31 PM   
phatkarp


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+1 on the sticky suggestion.  I'm new to the game, but this thread is a one-stop-shop for inspiration!

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Post #: 76
RE: Tips/Tricks/Etc - 7/14/2011 3:46:58 PM   
robberthooij

 

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Awesome thread indeed, some great tips here!

Have an awesomely nubby question, which I haven't found answer to with search or anything. So sorry if it is mindbogglingly annoying to repeat the answer :)

I've read some tips in this thread about stripping down small spaceports (removing labs etc) but in the game, when I do that in the designer, there will be red text saying I need a research module. Is this really a prerequisite or just general guidance? (since text is red it certainly feels like this station won't do without it)

[edit: I need to learn to read, it are not the labs but the plants i'm talking about -> so effectively changing my question into: do i need these plants?)

< Message edited by robberthooij -- 7/14/2011 3:50:03 PM >

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Post #: 77
RE: Tips/Tricks/Etc - 7/14/2011 3:58:40 PM   
Data


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yes, you do
and yes, red means mandatory components without which the ship / station design will not be created

and welcome to the community, robberthooij, have fun

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Post #: 78
RE: Tips/Tricks/Etc - 7/14/2011 5:00:08 PM   
Spacecadet

 

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quote:

ORIGINAL: adecoy95

yes, tax rate does indeed affect happiness, but happiness does not effect population growth, even a little bit.

also, because of the way taxes effect population growth, unless your running on hard times or you need the money for defense, i would leave all your worlds at 0% until they max out in population. assuming your in it for the long haul. the difference in growth rates is huge!

to be honest, the situation is kinda strange, i think that if you have a happy population, they should have a high population growth regardless of your tax rate, but it doesn't seem to work that way. happiness seems to go up and down for... i guess... chance at rebellion?


Actually, happiness does affect population growth, it just doesn't show up immediately.

Go back and check the population growth after awhile once you've dropped the tax rate.




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Post #: 79
RE: Tips/Tricks/Etc - 7/14/2011 5:15:05 PM   
Spacecadet

 

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quote:

ORIGINAL: cookie monster

Trust me...

Whatever you do...don't mix Caslon & Hydrogen powered ships in a fleet. Debris field ships are usually have Hydrogen reactors.

If you also have made the NOOB mistake of making an impossibly large fleet you will find they suck any space port dry. They will ALL burn fuel looking for the nearest source.

They will make Resupply ships have to deploy at a dual fuel source, to refuel. This will exclude one gas nebulae clouds.

Streamline the fleets to Caslon or Hydrogen only and have some serve as the Home Fleet.

Consider energy collectors so the strike fleets are STILL gassed when they need to hyper to the enemies system's.


Best solution I've come with:

quote:


Why would you want to remove a Strategic resource?

Pretty much takes a huge chunk out of the Economy as well.

Yeah, I've seen posts about people running low on fuel at certain locations, but there are fixes for this.


One pretty effective solution I use is when I redesign all my ships, I put the Military sector on Hydrogen power and the Private sector on Caslon.
If you put everything on Hydrogen (because it's more efficient), then you end up with Caslon stockpiling all over clogging things up from not being used. Not to mention you'll have a bunch of Caslon mines working for nothing.

Two fuel sources means more fuel and more work for the Private sector, which results in more Private sector ships being built.

Keeps your Economy humming



From this thread:

http://www.matrixgames.com/forums/tm.asp?m=2669812&mpage=1&key=





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Post #: 80
RE: Tips/Tricks/Etc - 7/14/2011 5:18:07 PM   
Kayoz


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quote:

ORIGINAL: robberthooij

[edit: I need to learn to read, it are not the labs but the plants i'm talking about -> so effectively changing my question into: do i need these plants?)


Plants are needed to turn the raw materials (ex:steel, polymer, etc) into the components of your ships (ex: guns, engines, cargo bays). Space ports and construction ships require them to do their job - and so are mandatory.

That's the "why" to your question.

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Post #: 81
RE: Tips/Tricks/Etc - 10/29/2011 1:28:05 PM   
Keston


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So many good ideas! Is there something like a manual with more basic tips and advice out there? The 'pedia is fairly modest.

I played this shortly after it came out and I'm back but I don't remember much of the intricate "know how" of the game mechanics and all the little tricks and workarounds.

3 specific questions as well:

I'm having trouble with fleets - I'd like ships not given specific orders to follow-the-leader once joined to a fleet, but the fleet is scattered all over. I'm sure I'm missing something simple. Does automation help or hurt this?

Also, is there a way to see a list with the ship details of a fleet without going from the small ID fleet box on the lower left (which does not have useful tooltips on the ship icons shown) to the fleet screen?

Last one - when looking for a ship to respond to an emergency, what's the smart way to find the right ship to do so without compromising other missions? Just getting the nearest is not always the best choice.

Thanks!

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Post #: 82
RE: Tips/Tricks/Etc - 10/29/2011 2:12:07 PM   
Jeeves


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https://sites.google.com/site/lonniecourtneyclay/home/distant-worlds-game

I was writing a strategy guide when Return of the Shakturi came out. It is incomplete and for the original game only, not RotS. I took several months off from game playing, but was inspired to start playing again when I got a free beta-tester reward of the disk for RotS. With Legends about to be released soon, I expect to be playing it for a year or so. There might be a strategy guide I write for that one in 6-9 months, free of course...

Ta-Ta

Lonnie Courtney Clay

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Post #: 83
RE: Tips/Tricks/Etc - 10/29/2011 3:23:52 PM   
Data


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nicely done, Jeeves

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Post #: 84
RE: Tips/Tricks/Etc - 10/31/2011 4:35:18 PM   
Jeeves


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Thanks for the compliment! I'll be using a different method of organizing information and advice in the Legends guide, hopefully not too overwhelming with details useful only to micro-managing players.

Lonnie Courtney Clay


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Lonnie Courtney Clay

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Post #: 85
RE: Tips/Tricks/Etc - 10/31/2011 5:26:31 PM   
Keston


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Thanks, it is very useful!

Maybe you could put the high-end details in sidebars/spoiler boxes that a fresh reader can revisit.


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Post #: 86
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