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RE: Thanks - 6/19/2014 4:47:35 PM   
Andy06r

 

Posts: 20
Joined: 6/7/2014
Status: offline

quote:

ORIGINAL: Spidey

I did some testing with with a +23% weapons research bonus, an energy research station, and a multi-school scientist.

Energy station with no weapons lab on weapon research bonus = no bonus at all.
Energy station with 1 weapons lab on weapon research bonus = +23% research bonus.
Triple-school scientist at energy station with 1 energy lab and 1 weapon lab = +18% weaps, +49% energy, +0% HT.
Triple-school scientist at energy station with 1 of each lab = +18% weaps, +49% energy, +23% HT.

So there you have it. A scientist needs access to at least one lab of the right kind to provide a bonus. Any kind of research station with at least one lab of the right type can provide a location bonus.


Where it gets tricky is the interaction of multiple starbases.

If you have a 20% weapons black hole lab, your empire will get +20% to weapons. The 18% on the tri-shook scientist is wasted because the game uses the maximum site (location plus staff) as the bonus.

I typically reduce the labs in my starbase and then add one of each to the research stations. You pay a little more in maintenance, but you avoid the eggs-in-baskets problem.

(in reply to Spidey)
Post #: 91
RE: Thanks - 6/19/2014 8:52:54 PM   
BlueTemplar


Posts: 83
Joined: 4/29/2010
Status: offline
Looks like that there's a dilemma for DW : on one hand the defining feature for which it has been praised is the sheer number of systems and ships doing each their own business, but on the other hand this makes it impossible to apply any kind of computationally-heavy algorithm to each of them.

Ideally, you could have different, more computationally-intensive algorithms when there are less objects involved (early game or smaller maps), but then this means that CodeForce would need to develop and maintain multiple or more complicated algorithms... and for what? So that the (tiny?) minority of people caring about this (which am I a part of) is satisfied?

(in reply to Andy06r)
Post #: 92
RE: Thanks - 7/23/2014 10:34:04 PM   
janamdo

 

Posts: 88
Joined: 6/19/2014
From: Netherlands
Status: offline
Informative and extensive manual, but very timeconsuming.
I don't know how other people handle this information, but it seem to be not very strict structered the manual
It is a lot of stuff to learn, and takes time

< Message edited by janamdo -- 7/24/2014 10:19:57 AM >

(in reply to Numdydar)
Post #: 93
RE: Thanks - 7/24/2014 9:13:29 PM   
corwin90

 

Posts: 48
Joined: 7/14/2014
Status: offline
Thanks much for this guide. I'm enjoying the game much more since I read this guide and went full manual. Thanks again!

(in reply to janamdo)
Post #: 94
RE: Thanks - 7/25/2014 1:01:52 AM   
Mortimer14

 

Posts: 34
Joined: 7/24/2014
Status: offline
quote:

ORIGINAL: EvilMonk3y

So just a couple of questions for anyone willing to help me...I have got to the stage where I am exploring the nearest star systems and have found some planets suitable for colonization and systems with a lot of resources in them.

1. If mining within a system do I also need to have colonized a planet within that system? My goods ships (the ones going back and forth from mines to planets) currently do not have warp drives in them, should I be designing ones with this capability (if I can?).

2. The BIGGEST problem I currently have is that I have found myself short of one resource that has halted my production of any warp enabled construction ships (and a lot of other stuff) which means even though I have now explored this resource I am unable to actually get to it to begin mining. Is there any way I can buy some amount of it to kick-start everything?

Thanks.


Not sure if this has been answered yet (still have 4 pages of replies to read) .. each type of hyperdrive (or other component) uses a different resource. If you are missing a resource to build a ship, try changing your ship design to use a different resource. Then when you do find the missing resource, change back to use whatever is cheaper/faster/stronger.



Somebody posted above a question on how to design passenger ships. What I did was start a game with level 4 tech as a starting point and full automation. I let it run for a minute and then checked to see what the AI did for passenger and colony ships. From this I loaded up my fully manual game and built my colony and passenger ships based on what I saw automated. I then tweaked the design a bit.

As to what passenger ships actually do...they move passengers from one colony to another, or from a resort to a colony and back. Those passengers may be emigrating from the original colony - reducing its total pop - and landing on the new colony - increasing pop. They may also be salesmen looking to set up new markets or servicing their customers. In the view of the game, it doesn't really matter why they are on a ship, they just are. The ship is private and the passengers like it that way.


< Message edited by Mortimer14 -- 7/25/2014 2:45:33 AM >

(in reply to EvilMonk3y)
Post #: 95
RE: Thanks - 7/26/2014 9:11:56 PM   
auryx


Posts: 9
Joined: 7/20/2014
Status: offline
Just wanted to say, as a nooby noob, I've just completed this guide and loved it. Brilliant way to learn the game! I will never automate....never. Now I can shave my neckbeard with pride!

auryx

(in reply to Mortimer14)
Post #: 96
RE: Thanks - 7/27/2014 11:57:54 PM   
Keston


Posts: 297
Joined: 5/7/2010
Status: offline

ANSWER 1: This has considerable tactical importance depending on the nature of the opposing fleets.

ANSWER 2: AI handles colonization star hopping across voids poorly with colonization range limits, so Irregular is considered easiest for the AI because the stars are relatively evenly distributed.

ANSWER 4: Damage Control does not stack, but a backup is useful if the first is destroyed. Robotic repair bots each make repairs, so multiple components make repairs simultaneously.

ANSWER 5: It is important to understand all the functions needing energy on a ship or base. Energy generated goes into energy storage (like a "battery") and is drawn from there. Excess energy accumulates until it reaches the maximum storage capacity. Collectors work only when stationary[unless this has changed recently), and depend on the strength of solar radiation. Reactors are always available. This is why reactor output and not collector output is used to determine the excess energy number in green.

Beyond the static energy draw, usage is uneven because WEAPONS fire and recharge on different cycles, SHIELD recharge may kick in, THRUSTERS may be used, and maybe the HYPERDRIVE needs to be spooled up for a high-speed exit. Weapons "energy per second" is a statistic assuming simultaneous fire, but in fact they operate on different cycle times. Energy is also needed for SHIELD recharge (the rate is listed in the design), for the THRUSTERS, and to spool up the HYPERDRIVE. Most ships can't do all of these fully at one time.

ANSWER 8: Mining and Gas Mining Stations are "state" bases that can be built and retrofitted by the player.

Mining: I remember the old rule that marginal output drops a lot with the 4th Mining Engine for early tech, and that improvements mean fewer may be required before reaching the production limit. Check that Gas Extractors work the same.

(in reply to auryx)
Post #: 97
RE: Thanks - 7/28/2014 2:22:54 PM   
Skyjack


Posts: 25
Joined: 7/28/2014
Status: online
Hi guys, new member and player here.

First let me say a google search brought me to this thread. TIMOTHEUS: thank you! Never tried Automatic, never will. What a great tutorial!

So questions for all:

1) so it's confirmed that having more than one lab type in a star base or port is a waste?

2) systems with existing peoples are marked with the grey dotted line? Without knowing, I colonies done of these but now when I look years later, I can't see the indigenous people...have I already absorbed them?

3) why do troop transports not fully load to the gills assuming I have enough troops on the supplying colony?


Okay I'll stop for now. I'm sure I'll have more questions in the future.

Thanks for any help.

< Message edited by Skyjack -- 7/29/2014 3:49:28 PM >

(in reply to Keston)
Post #: 98
RE: Thanks - 8/22/2014 10:59:54 PM   
morik

 

Posts: 16
Joined: 8/22/2014
Status: offline
Hey guys, I just got this game last night and did a few tutorials. I plan to follow the guide on page 1 a bit... curious if the 3rd section is still in the works? Seems like its been a year and a half or so....

BTW: I'm planning on trying the AI improvement mod (sounds like it solves the 'AI is bad at designs' problem).
Can't post link cause new account... but if you type the forum's address (up to the
'tm.asp?m='), the message ID (to put after m=) is 3647528.


EDIT: I couldn't find a few things from the guide...
The 'newly built ships are automated', the default engagement stances, the fleet attack settings, nor discoveries... not sure where these went, have they moved with some new version? I am looking in 'empire policies' (I don't see an 'empire settings' button).

EDIT 2: D'oh, had started the game already. Found it in the options menu of the main menu.

EDIT 3: Regarding the "First assemble when this percentage of fleet dispersed". Shouldn't this be the inverse of what the guide says?
I.e., the lower this is, the more often it will trigger an assembly?
E.g., if set to 80, that means a whopping 4/5 of the ships have to be dispersed already to trigger assembling, right?
And the default 30 means that if at least 1 in 3 ships is missing, the fleet will assemble first?
(So setting to 1 would mean that if even 1% of the fleet has wandered off, they won't engage before assembling...)

BTW, how does this actually take effect? If I have manual control over everything, does this mean if I give an attack order, they will automatically either wait for assembly or go refuel if needed, and THEN perform my attack order?
What if it is an emergency? Is there a way to override and say "no you bastards, all available ships go immediately!"?

< Message edited by morik -- 8/23/2014 3:49:44 AM >

(in reply to Skyjack)
Post #: 99
RE: The New Guy Newbie Guide to Fully Non Automatic Man... - 8/26/2014 12:40:35 AM   
Krystyn

 

Posts: 1
Joined: 8/26/2014
Status: offline
Picked up DW/U a few days ago on Steam. Was almost immediately intimidated and bewildered. Then I found Timotheus' incredible post/thread and felt like the Universe had tossed me a life preserver.

Thank you SOOO much for your outstanding help (and humor!). While I'm nowhere near being past the newbie stage, I'm way past where I would have been on my own, and having a super time. Heck, I haven't even had to restart after a Pirate wipeout -- yet...



Krys

(in reply to Timotheus)
Post #: 100
RE: Thanks - 8/26/2014 7:09:03 AM   
Hikikomori

 

Posts: 62
Joined: 8/16/2014
Status: offline
quote:

ORIGINAL: morik

Hey guys, I just got this game last night and did a few tutorials. I plan to follow the guide on page 1 a bit... curious if the 3rd section is still in the works? Seems like its been a year and a half or so....

BTW: I'm planning on trying the AI improvement mod (sounds like it solves the 'AI is bad at designs' problem).
Can't post link cause new account... but if you type the forum's address (up to the
'tm.asp?m='), the message ID (to put after m=) is 3647528.


EDIT: I couldn't find a few things from the guide...
The 'newly built ships are automated', the default engagement stances, the fleet attack settings, nor discoveries... not sure where these went, have they moved with some new version? I am looking in 'empire policies' (I don't see an 'empire settings' button).

EDIT 2: D'oh, had started the game already. Found it in the options menu of the main menu.

EDIT 3: Regarding the "First assemble when this percentage of fleet dispersed". Shouldn't this be the inverse of what the guide says?
I.e., the lower this is, the more often it will trigger an assembly?
E.g., if set to 80, that means a whopping 4/5 of the ships have to be dispersed already to trigger assembling, right?
And the default 30 means that if at least 1 in 3 ships is missing, the fleet will assemble first?
(So setting to 1 would mean that if even 1% of the fleet has wandered off, they won't engage before assembling...)

BTW, how does this actually take effect? If I have manual control over everything, does this mean if I give an attack order, they will automatically either wait for assembly or go refuel if needed, and THEN perform my attack order?
What if it is an emergency? Is there a way to override and say "no you bastards, all available ships go immediately!"?



I don't know about assembling, but on refueling i believe 30 means "trigger the moment less then 30% have enough fuel".

But since i mostly play on manual everything, i am not really sure. What i am sure is that when you issue a manual order, the usually do it no matter how stupid that order. (altough they are sometimes a bit hard of hearing)

One exception would be sending ships (explorers) out beyond their max (half) range, after which the will return, no matter what i do.

< Message edited by Hikikomori -- 8/26/2014 8:09:45 AM >

(in reply to morik)
Post #: 101
RE: Thanks - 9/19/2014 1:09:53 PM   
jglazier


Posts: 429
Joined: 5/5/2007
From: Brentwood, California (not the OJ one)
Status: online
Do you still plan on doing part three, as you said? Just curious. Lots of people have been asking for it, but you are not answering them.


(in reply to Hikikomori)
Post #: 102
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