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RE: Impressions of 1.0.6.0 from someone new to the game

 
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RE: Impressions of 1.0.6.0 from someone new to the game - 8/15/2010 3:13:48 PM   
the1sean


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quote:

ORIGINAL: Roller
I don't have much experience with resupply ships in a longer war yet, but in theory they should be better than colonies for refueling purposes because they can be designed with many more docking ports than the AI colonies normally have.


Agreed, Resupply Ships are usually the ideal fuel solution. They can have plenty of docking ports. Also, they have guns and an effectively unlimited fuel supply (essential in a long fight). I often use them as a "floating" forward base; a safe haven that my ships can retreat to rest (shields) as well as refuel...

However, in a pinch a quick colony grab can solve short-term fuel issues in smaller scale conflicts.

(in reply to Roller)
Post #: 31
RE: Impressions of 1.0.6.0 from someone new to the game - 8/15/2010 5:48:29 PM   
Bingeling

 

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Thanks, WoodMan. Double clicking did the trick for me. I guess I am not randomly double clicking enough.

Also nice to read the discussion of resupply ships. In my new game with little tech and slow development, range is an issue. And I can shoot up enemy gas mines just fine, but it does not help my fleet much. I also experience that nice, conquered space ports run out of fuel after a while.

Earlier I complained about a space port being locked in construction. Reading tech-info about bugs when refitting a base/ship under construction, I think the space port is bugged due to a damaged troop carrier sent there for repairs having received a retrofit order. I have not verified it, but it makes sense. Not that a bugged retrofit should stop a large spaceport building 7 other things.

It is a nice feeling when you have a too large empire, you are at war in both ends, you have only one proper (alien) fleet. And the whole world suddenly impose trade sanctions. Time to bribe one side for peace... As well as trading (sometimes receiving goods/coin on the side) for trade sanctions to end.

It can also be fun when the AI struggles as much with fuel as yourself. His fleet returning home out of fuel, with no refuel points left, and 3 alien capital ships waiting for his out of fuel fleet. And the AI sure knows how to suicide on a large, conquered space port...

(in reply to the1sean)
Post #: 32
RE: Impressions of 1.0.6.0 from someone new to the game - 8/16/2010 1:08:23 PM   
the1sean


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quote:

ORIGINAL: Bingeling
Also nice to read the discussion of resupply ships. In my new game with little tech and slow development, range is an issue. And I can shoot up enemy gas mines just fine, but it does not help my fleet much. I also experience that nice, conquered space ports run out of fuel after a while.

...

It is a nice feeling when you have a too large empire, you are at war in both ends, you have only one proper (alien) fleet. And the whole world suddenly impose trade sanctions. Time to bribe one side for peace... As well as trading (sometimes receiving goods/coin on the side) for trade sanctions to end.


Yeah, expanding too quickly or getting into a two (or more) front war is rough! On the issue of space ports running out of fuel, the trade sanctions are the main culprit there. If you have plenty of nearby trade agreements and your war is an isolated issue (i.e. not multi-front), then usually the private sector will fill your planetary fuel resupply needs, and you can use the strategies that I mentioned. However, that isnt the case in the long protracted multi-front unpopular war scenario you are describing. When your back is against the wall and you want to operate inside enemy territory, then Resupply Ships are a MUST.

Thats one of my favorite things about Distant Worlds: the dynamic and in-depth economic model has amazing cause and effect in both the diplomatic and military arenas! In most games these bits can feel disjointed, but in DW they mesh very well, and give the game tons of depth and make it extremely engaging.

At first I didnt like the changes that it brought, but now I relish in the balancing act that success requires. The AI is also very proficient at hitting players from multiple directions (diplomatic, trade, espionage, and military)...

(in reply to Bingeling)
Post #: 33
RE: Impressions of 1.0.6.0 from someone new to the game - 8/16/2010 2:55:25 PM   
Shark7


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From: The Big Nowhere
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quote:

ORIGINAL: the1sean


quote:

ORIGINAL: Roller
I don't have much experience with resupply ships in a longer war yet, but in theory they should be better than colonies for refueling purposes because they can be designed with many more docking ports than the AI colonies normally have.


Agreed, Resupply Ships are usually the ideal fuel solution. They can have plenty of docking ports. Also, they have guns and an effectively unlimited fuel supply (essential in a long fight). I often use them as a "floating" forward base; a safe haven that my ships can retreat to rest (shields) as well as refuel...

However, in a pinch a quick colony grab can solve short-term fuel issues in smaller scale conflicts.


I tend to design a foward base 'station' that has lots of docking, lots of cargo and a couple of gas extractors. Resupply ships are good, but I also prefer the stations as they can be larger, are definately more permanent, and can be armed to the teeth, unlike the resupply that has some restrictions. Using a mix of both it is possible to have a very effective refueling system for your fleets.

_____________________________

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'When in doubt...attack!'

(in reply to the1sean)
Post #: 34
RE: Impressions of 1.0.6.0 from someone new to the game - 8/20/2010 6:27:48 AM   
Grotius


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Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors. I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.

I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.

Also, someone mentioned queuing up move orders. How do you do that? I just had a situation where I wanted to route a colony ship around a pirate base, so I ordered it to refuel at point A, then once it was done, ordered it to colonize at point B. I gather I could have given the refuel order and then ctl-clicked or something to add the second colony order?

Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?

Anyway, kudos to the developer on this game, and to Matrix/Erik for supporting it. It took me a while to "get" it, but now I get it. :)

_____________________________


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Post #: 35
RE: Impressions of 1.0.6.0 from someone new to the game - 8/20/2010 6:39:57 AM   
lordxorn


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quote:

ORIGINAL: Grotius

Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors.


Yes that is what makes DW unique in it's economic approach. I love how it is autonomous, and it's only goal is to make profits. Your goal is to protect this machine and it's interests through military and expansion. Kind of like real life.

Since you started in the center, I am willing to bet your economy is strong because you have a lot of different luxury resource, the closer to the magic number of 10 different ones is key. Sometimes AI empires will have some, and may be open to trade it with you.

quote:

I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.


The latest patches were suppose to fix some of the AI controlled aspects, as far as it not recommending builds that will bankrupt you. I can't verify this because I do full manual as well.

quote:

I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.


I just send an explorer to those far off spots, fuel or no fuel, it will get there eventually. If you can remember the spot, I am sure you can still trigger the story line.


quote:

Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?


I believe once you get the bonus for the ruins exploration, and it is non-colonizable, it will just make a decent resort spot if you built a space resort on top of it. Of course it has to be close to a colony.



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(in reply to Grotius)
Post #: 36
RE: Impressions of 1.0.6.0 from someone new to the game - 8/20/2010 10:55:53 AM   
the1sean


Posts: 854
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From: Texas, USA
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quote:

ORIGINAL: lordxorn
quote:

ORIGINAL: Grotius
Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors.


Yes that is what makes DW unique in it's economic approach. I love how it is autonomous, and it's only goal is to make profits. Your goal is to protect this machine and it's interests through military and expansion. Kind of like real life.


LOL, so true lordxorn



quote:

quote:

I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.


The latest patches were suppose to fix some of the AI controlled aspects, as far as it not recommending builds that will bankrupt you. I can't verify this because I do full manual as well.


I have had a very good experience with AI automation, it definitely has yet to bankrupt me.


quote:

quote:

I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.


I just send an explorer to those far off spots, fuel or no fuel, it will get there eventually. If you can remember the spot, I am sure you can still trigger the story line.


Most of the spots are marked with a light blue ping. Otherwise something else will point you back in that direction before long if it was important Fuel tanks help though, and you can definitely refuel at friendly ports. I try and stick with trade treaty empires if possible.



quote:

quote:

Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?


I believe once you get the bonus for the ruins exploration, and it is non-colonizable, it will just make a decent resort spot if you built a space resort on top of it. Of course it has to be close to a colony.


If you dont have the relevant tech, you can also "acquire" a well populated colony that is native to that planet type. If you have the prerequisite citizens, then the info pane for the planet will list the race that lets you colonize it.

If you want the ruins for an ongoing empire bonus (like +100% weapons research, or whatever), then a station wont net you the bonus, only colonization. WARNING: The AI wants these planets. I found one in my current game, but couldnt colonize it. So, I did the next best thing and colonized another planet in the same system (since the AI usually will be less likely to colonize in the system and compete. Also, I built a really beefed-up monitoring station on it (I include mining components and lots of guns on my monitoring stations). A friendly AI empire STILL colonized it, and now that is a major thorn in my side! SO, moral of the story, open fire on any @$^&*#* AI empires that send a colonyship nearby, or they will gank it from you!!!

(in reply to lordxorn)
Post #: 37
RE: Impressions of 1.0.6.0 from someone new to the game - 8/20/2010 3:39:57 PM   
Wenla


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Joined: 4/14/2010
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quote:

ORIGINAL: Grotius

Also, someone mentioned queuing up move orders. How do you do that? I just had a situation where I wanted to route a colony ship around a pirate base, so I ordered it to refuel at point A, then once it was done, ordered it to colonize at point B. I gather I could have given the refuel order and then ctl-clicked or something to add the second colony order?



1) select a ship
2) first order normally first one command
3) right click point B, it gives you drop list where one selection is "Queue something". Select this one, this gives for you
4) commands you can queue, select one
5) if you like to queue more commands, goto 3.

Right click on empty space gives for you 'general' list where you can do queue commands.

IIRC if you change your current command, queued still remain in queue until you select "Clear queue". In that case current command stays active.



< Message edited by Wenla -- 8/20/2010 3:43:14 PM >


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Post #: 38
RE: Impressions of 1.0.6.0 from someone new to the game - 8/20/2010 4:05:47 PM   
Grotius


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Thanks for the replies, guys. And thank you for the how-to on queueing orders, Wenla. I'll give it a try.

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Post #: 39
RE: Impressions of 1.0.6.0 from someone new to the game - 8/23/2010 1:09:21 PM   
the1sean


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I might add that the "Control-button + Right-click" is for when you want to bring up the full mission drop down list when right-clicking on something that has an automated command. IE: rightclicking a pirate base will issue an attack or, ctrl rightclick will let you queue an attack order. Use this in Wenla's instructions at step 3


(in reply to Grotius)
Post #: 40
RE: Impressions of 1.0.6.0 from someone new to the game - 8/24/2010 9:45:23 AM   
Wenla


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quote:

ORIGINAL: the1sean

I might add that the "Control-button + Right-click" is for when you want to bring up the full mission drop down list when right-clicking on something that has an automated command. IE: rightclicking a pirate base will issue an attack or, ctrl rightclick will let you queue an attack order. Use this in Wenla's instructions at step 3



Yeah, the1sean is right (of course). Sorry, I forgot to add CTRL+



_____________________________

Before you can define your strategy, you have to have a vision

(in reply to the1sean)
Post #: 41
RE: Impressions of 1.0.6.0 from someone new to the game - 9/20/2010 4:54:31 PM   
Webbco


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Who are you? Hush up about WoW...you're completely and utterly in the wrong place to advertise it.
Post #: 42
RE: Impressions of 1.0.6.0 from someone new to the game - 9/20/2010 5:37:23 PM   
Shark7


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Hopefully the mods will utilize the 'ban-stick of retribution +12' on this guy and we won't have to hear from him ever again. Gold Farmers suck!

< Message edited by Shark7 -- 9/20/2010 5:38:29 PM >


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Post #: 43
RE: Impressions of 1.0.6.0 from someone new to the game - 9/21/2010 5:40:33 AM   
the1sean


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Roger that!

(in reply to Shark7)
Post #: 44
RE: Impressions of 1.0.6.0 from someone new to the game - 9/21/2010 7:11:03 AM   
J HG T


Posts: 1093
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Raise the shields! Ready impact force lasers! We've got a spambot here!

Damn I hate those things! No matter what forum you are in, sooner or later a spambot appears there.


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"And they hurled themselves into the void of space with no fear."

(in reply to the1sean)
Post #: 45
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