So planets and spaceports can both build ships? And another noob question (Full Version)

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Antmf -> So planets and spaceports can both build ships? And another noob question (12/6/2012 1:02:06 PM)

So planets and spaceports can both build ships? But only planets can build colony ships ? Also when looking at construction yards is there a way to tell what the ship is that is being built there? I see the name of a ship but don't see what kind of ship it is... And what exactly is the purpose of the construction yard when i can go to ship and base screen and see what ships are being built ( highlighted in orange I think) and it also states what kind of ship it is... Thanks...




Kayoz -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 2:00:30 PM)


quote:

ORIGINAL: Antmf
So planets and spaceports can both build ships? But only planets can build colony ships ?


Yes - spaceports are required to build all ship types, less the types: construction, colony, and resupply ships - which are built at planets.

quote:

ORIGINAL: Antmf
Also when looking at construction yards is there a way to tell what the ship is that is being built there? I see the name of a ship but don't see what kind of ship it is...


Click on one of the tiny icons by the construction yard's "building" list, and that will switch focus to the ship under construction, where you can see exactly what ship type it is.

For those in the queue (not currently under construction but waiting for a free construction yard component, open your construction screen (F10) and find the relevant port/planet. Ship type is listed on the right column for "ships waiting to be constructed" (bottom left).

quote:

ORIGINAL: Antmf
And what exactly is the purpose of the construction yard when i can go to ship and base screen and see what ships are being built ( highlighted in orange I think) and it also states what kind of ship it is... Thanks...


I assume you mean the purpose of the construction yard screen (F10).

That screen is to see the details for that specific port - what cargo it has/needs, what's docked, etc. I use that screen to see what's holding up shipbuilding, if shipbuilding is held up for want of a resource (steel, polymer, etc) - and to juggle the queued ships (to push repairs or builds ahead of any queued civilian ships, for example).

If you use the ships screen to look for orange ships as you describe, that will only tell you what is under construction - not where. The importance of where is relative to the size of your empire. At the start of the game, all your military builds will likely to be done at your homeworld... but when you're spanning 20 systems, you might be building at multiple locations at the same time, to meet different threats/needs.




Antmf -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 2:16:23 PM)

quote:

Click on one of the tiny icons by the construction yard's "building" list, and that will switch focus to the ship under construction, where you can see exactly what ship type it is.

quote:

For those in the queue (not currently under construction but waiting for a free construction yard component, open your construction screen (F10) and find the relevant port/planet. Ship type is listed on the right column for "ships waiting to be constructed" (bottom left).


Thanks for reply. Although I am a little confused by this. What little icons and where are they? Are they in the construction yard screen?

quote:

That screen is to see the details for that specific port - what cargo it has/needs, what's docked, etc. I use that screen to see what's holding up shipbuilding, if shipbuilding is held up for want of a resource (steel, polymer, etc) - and to juggle the queued ships (to push repairs or builds ahead of any queued civilian ships, for example).


And how can I tell which resources they need and once I know whats the best way to get them to make them a priority to speed up construction? And whats a good speed and whats slow? I see numbers like 600 etc. but have no idea what they mean in relation to exactly how quick or slow something is being built. Thanks...




Kayoz -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 2:53:21 PM)

quote:

ORIGINAL: Antmf
Thanks for reply. Although I am a little confused by this. What little icons and where are they? Are they in the construction yard screen?


No, on your main screen when you click on the relevant port/planet. See attached JPG. Clicking on those tiny ship icons will switch focus to the individual ship under construction.


quote:

ORIGINAL: Antmf
And how can I tell which resources they need and once I know whats the best way to get them to make them a priority to speed up construction? And whats a good speed and whats slow? I see numbers like 600 etc. but have no idea what they mean in relation to exactly how quick or slow something is being built. Thanks...


If you have 0, then it's a problem - look on your construction screen (F10) in the cargo tab to see what the port/planet has in stock. Or if you look on your expansion planner screen (F3) - if your stock for a resource is low and your demand is high, that's an indication of a resource bottleneck. You'll probably encounter shortages soon after your first colony, when your civilian sector pumps out ships (freighters, etc).

There's no real way to know what a "good speed" is - construction time for a ship depends on the cost of the component (# of resources used) - the bigger, more resource expensive the component, the longer it takes to build, and thus the ship takes longer. It's sometimes useful to keep an eye on this if your port isn't finishing any ships and you're in a rush (eg: at war and replacing losses). I usually find that I have a lack of chromium and/or carbon fiber in the early game, as they are relatively rare. Take manual control of a construction ship and build more mining stations if you're bottlenecked for a particular resource... however, don't expect instant results as freighters will take a while to bring it to the port/planet that needs it.

[image]local://upfiles/36946/AEE82D5836F44EA7B94049E33424EB89.jpg[/image]




Antmf -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 3:36:43 PM)

Thanks so much that explains a lot... Let me ask you another noob question when starting out do you manually upgrade you mining station etc. with more shields and weapons? I am getting constantly bombarded with pirates and they are destroying my damn stations lol.WHat can I do to help the beginning phases at least till I get a fleet and speaking of which what ships should I have in my first beginning fleet? Should I make like 4 destroyers or just use frigates and escorts? If I build destroyers from the get go It really slows down production with all the mining stations being built etc... Thanks again you are very helpful...




Kayoz -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 4:20:29 PM)

I'll usually add a shield and some armour to default designs, as they are - as you have noticed, too squishy to survive long enough for the cavalry to come to their rescue. I'm not so much a fan of heavily arming them, however, as that makes pirates almost completely useless.

I generally go with a few extra frigates. A second fleet of 3 frigates (in addition to your starting ships) should cover your initial expansion - though this changes from map to map. Destroyers are just too slow to close and kill the pirates, and escorts are too fragile.




springel -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 7:07:10 PM)


quote:

ORIGINAL: Kayoz

Destroyers are just too slow to close and kill the pirates, and escorts are too fragile.


So what are escorts good for?

And if you design your own ships, why would you design something weak and call it an escort?

If you can build larger ships, why would you make a fleet of three smaller frigates and not one big hunter that is just as fast or faster than your frigates?
Because you only need one hyperdrive and command-module etc., larger ships can have a higher percentage of thrusters, weapons and shields, plus, everything is concentrated at the place where you fight.




Cruis.In -> RE: So planets and spaceports can both build ships? And another noob question (12/6/2012 9:02:15 PM)

pirates are always an issue early on, especially if you put them at max. I put them in my games to provide me something to do while my empire grows, since I can't kill anyone yet.

You need to put on more shields, and probably some guns.




ceyan -> RE: So planets and spaceports can both build ships? And another noob question (12/7/2012 1:59:36 AM)


quote:

ORIGINAL: springel


quote:

ORIGINAL: Kayoz

Destroyers are just too slow to close and kill the pirates, and escorts are too fragile.


So what are escorts good for?

And if you design your own ships, why would you design something weak and call it an escort?

If you can build larger ships, why would you make a fleet of three smaller frigates and not one big hunter that is just as fast or faster than your frigates?
Because you only need one hyperdrive and command-module etc., larger ships can have a higher percentage of thrusters, weapons and shields, plus, everything is concentrated at the place where you fight.


The class of ship is largely only relevant, in game terms, in how the AI uses the ship when the AI is controlling it. And at that point it really only comes down to Escorts, Frigates, and Everything Else. The "everything else" will be used as responders to hot spots and just general patroling. Escorts and Frigates (Frigates to a lesser extent) are pulled for escort duty when the AI is assigning units to tag along with a freighter, colony ship, or other non-combat unit.




feelotraveller -> RE: So planets and spaceports can both build ships? And another noob question (12/7/2012 4:52:12 AM)

quote:

ORIGINAL: springel


If you can build larger ships, why would you make a fleet of three smaller frigates and not one big hunter that is just as fast or faster than your frigates?



Most times you won't. But...

If three pirates enter your system which has only the one big hunter defending and attack three different targets at the same time you'll be wondering whether choosing one big hunter is such a great idea.

Early game I will often go for two smaller ships over one bigger one for system defence if there are a number of bases in the system. (The assumption is that resources/money is limited.)

Another (albeit marginal) reason for preferring multiple weaker ships is if early game you are going to kite monsters. Can't be done with a single ship. [:)]

Edit: actually kiting might not be the best term, what I am thinking of is pulling with one ship while the other(s) gets free attacks on the monster.




Bingeling -> RE: So planets and spaceports can both build ships? And another noob question (12/7/2012 10:12:14 AM)

In very early game, I am not quite sure what to do to avoid losing bases. But this is before any tech, with little cash, and thus with few and weak ships.

I seem to remember having pirates kill/seriously damage a base with defenders in the system, but not at the correct mine. I have not played legends too much, tough, and think maybe AI mine designs have been buffed a bit in the defense section.




Darkspire -> RE: So planets and spaceports can both build ships? And another noob question (12/7/2012 11:29:01 AM)

quote:

ORIGINAL: feelotraveller

Another (albeit marginal) reason for preferring multiple weaker ships is if early game you are going to kite monsters. Can't be done with a single ship. [:)]

Edit: actually kiting might not be the best term, what I am thinking of is pulling with one ship while the other(s) gets free attacks on the monster.


Thats if you remember to put enough Proton Thrusters in the design, ive had some right Benny Hill fun and games chasing Kaltors [:D]

Darkspire







Bingeling -> RE: So planets and spaceports can both build ships? And another noob question (12/7/2012 11:46:12 AM)


quote:

ORIGINAL: Darkspire

quote:

ORIGINAL: feelotraveller

Another (albeit marginal) reason for preferring multiple weaker ships is if early game you are going to kite monsters. Can't be done with a single ship. [:)]

Edit: actually kiting might not be the best term, what I am thinking of is pulling with one ship while the other(s) gets free attacks on the monster.


Thats if you remember to put enough Proton Thrusters in the design, ive had some right Benny Hill fun and games chasing Kaltors [:D]

Darkspire

It does not require anything fancy, but faster ships help in avoiding all damage. Grab at least 3-4 ships in a fleet, and enter the system, not on top of the object of wildlife. Edge forwards. Once something is attacked, turn that one away and try to keep clear, pay attention to the wildlife switching target.

It seems that Ardilus is the one more likely to maul a ship when trying this. A very strong (or multiple) kaltor are also not harmless to the slow, maxos equipped ship. This, like much else, becomes quite easy when the second weapon is researched. But with very low research speeds, and the AI at the helm of research and design, this can take some time.

If I am lucky enough to have a gas cloud with a kaltor swarm nearby, it will entertain AI constructors for ages, until I finally got a spare main battle fleet containing lots of fighters to handle it.

And Silvermist is of course a different beast.




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