Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Helping the newplayers to turn off the AI and take control

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> The War Room >> Helping the newplayers to turn off the AI and take control Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Helping the newplayers to turn off the AI and take control - 1/4/2011 12:51:00 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Below, in parts, I will describe a general walk-thru on how to first start out with total control of your own fate. This is an opinion on early game setup and should not be taken as the only way to play.

Sorry, but no pics as my time is limited.

ran at first on return of the shakturi expansion 1.5.0.1 beta

update applied and now running on return of the shakturi expansion 1.5.0.2 beta
post 35 +


< Message edited by pipewrench -- 1/16/2011 5:03:56 AM >
Post #: 1
RE: Helping the newplayers to turn off the AI and take ... - 1/4/2011 12:54:37 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walkthrough to help new players take more control away from the AI.

Part 1 We are going to use the Sluken empire as the test case.
Select new game


We are going to make 4 changes to the start new game screens.

1st screen:

Select research cost slider to expensive

2nd screen
Select Republic as the Government type.
Select Sluken as race type

4th screen
Uncheck all victory conditions to make the game sandbox.

Start the Game.....

< Message edited by pipewrench -- 1/4/2011 1:01:35 AM >

(in reply to Pipewrench)
Post #: 2
RE: Helping the newplayers to turn off the AI and take ... - 1/4/2011 12:57:43 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walkthrough to help new players take more control in the game away from the AI.

Part 2

Hit the start playing button and immediately hit the space bar to pause.

Save the game and  if you want call it beginnings :)

Hit esc or click on the monitor icon at the very top left of the screen.

Hit the options selection

In the automation category Uncheck research and ship design boxes

To the right change all the down menus to read control manually

You can change any of these options  at any time by the way.

We are done with this part so close the options screen.

Save the game again but MAKE SURE you use the "Save game as" option.

Use the same name as before but add an x. Example: beginningsx

This now creates a comparison you can run later on.

Hit resume playing and make sure you are still on pause as there is much more to come.

< Message edited by pipewrench -- 1/4/2011 1:00:21 AM >

(in reply to Pipewrench)
Post #: 3
RE: Helping the newplayers to turn off the AI and take ... - 1/4/2011 2:06:01 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walkthrough to help new players take more control in the game away from the AI. Part 3.

Select the research screen F7

note:**My mouse could have right and left click opposite to yours.

Start by selecting the weapons tab at the top

This will bring up what is being researched at the moment...yellow glow.

Left Clicking on this glowing tab will force crash research but you should not have enough money.

Right clicking on the glowing tab will deselect and will make the weapons tab display “no project”

Now go to the energy and high tech tabs and De-select the projects that are glowing. We want to clear everything and start fresh.



Now click the weapons tab and prepare to plan.



Scroll down and click Energy torpedo weapons
Now click enhanced torpedo and Advanced torpedo in that order.

This tells us that research is being done now on Energy torpedoes and we want to follow with enhanced torpedoes and then advanced torpedo in that order


scroll up and select beam weapons

You should see that it is already complete so select enhanced and efficient beam weapons beside the completed beam project.

Weapons tech has been told to research 3 torpedo projects first and then research 2 beam projects in the order you clicked them.


Go back down to torpedoes and I want you to de-select enhanced torpedoes as we have just changed our minds.

You should immediately notice it also deselected advanced torpedoes as well.

The research will now only run 1 torpedo and 2 beam  projects.


A very important point to remember is that if you reselect the 2 torpedo projects you just stopped they will be researched after the beam projects.


Play around with the selection of other projects and keep in mind the project sizes.

One last note :
Go into energy and scroll down to star ship engines.
You will see a separate tech that is our special little bonus
and it will help you with speed.



Ok so here we go with your plan

Deselect everything you have done so far so all the tabs at the top show no project.


Select in order
Weapons tab

Enhanced beam, efficient blasters, Energy. Enhanced and advanced torpedoes Area weapons and enhanced area weapons.

7 Weapon projects.


Energy

Enhanced Hyper drive, Nuclear supercharging, Jump Sequence optimization, enhanced construction, enhanced shields, enhanced maneuvering.

6 Energy Projects.


High Tech

Proximity sensor, enhanced resource exploration, enhanced sensors, long range scanners, Continental colonization, countermeasures, target tracking, enhanced research

8 High tech projects



So, there is your start and the tabs tell you what you are currently
researching and the labs will follow each tech in the order they were
selected.

< Message edited by pipewrench -- 1/4/2011 2:17:59 AM >

(in reply to Pipewrench)
Post #: 4
RE: Helping the newplayers to turn off the AI and take ... - 1/4/2011 4:05:57 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.
Part 4.

Designs F8


Make sure you are still paused as now we are going to modify our ships to Increase speed, firepower, range etc.


Select the destroyer so it his highlighted.

Now double click and the information on the ship will be displayed  in detail.

Notice the name is darkened so this is just an information page.
You can change what actions this ship takes by changing the top left drop down menus to suit abilities.
Play around with the ship component and construction summery fields and get a general idea of what each item does and what is need to build.

Hit cancel when done.



Back on the design screen.... With destroyer still Selected...

take note at the amount column.
That is how many ships are using this design.

hit edit with the destroyer still selected
We are brought back to the information page above with the ship name darkened again to tell us the ship cannot be modified.

Why?

It is because there is a ship with that design already active so the design cannot be changed by editing.
We only can change its actions as stated above.


Hit cancel again, Scroll down and select  defensive base


Note the amount column. With 0 bases we can edit this design.

Hit edit or double click the base to bring it up.

Notice the name is not dark so you are free to edit the design.

Remember that after you build the first of this design you will be
unable to edit a live design this way.

Cancel the base screen.

Go back up to highlight the destroyer

Now hit Upgrade selected.

Notice the highlight went to the top....and the amount column still says 1.

Nothing was accomplished because we have nothing to upgrade.
We are just starting to research and we have not found or traded for any new techs yet.

Select the destroyer again and this time  hit add new.

Do not save this design

Now we have a clean slate to create a brand new class of ship with graphics to boot.

Top left
Select the following

Role- destroyer
Invasion-do not invade

Click the ships picture and now you can select a graphic that suits
your style

Click on the name field and enter a name

Now enter components

Double clicking on the left will add to the new design. Double
clicking the design itself in the center will subtract from the new
design.

ADD
1 hyper drive 1 command center 2 reactors 3 shields 5 blasters
8 armor 5 star burner 2 thrust vector 4 standard fuel cell
1 energy collector 1 troop compartment
3 habitats and 3 life support

Now you should have no warnings left at the top so your design
good to go. Now with all that work hit cancel because there is an
easier way.


Select the destroyer again and take note that we still are working
with the old design with 1 ship active.Nothing was changed as we did not save.


Select copy as new

Notice the name is not darkened

You might also realize that all the components you entered before are
already present in this design. That was just to get you use to
creating a new ship from scratch, but now we are going to actually
improve on a design to suit our needs.

Remember  , double clicking the right adds and double clicking the
actual ship in the center subtracts.

Add a reactor
Notice the warning at the top, we have gone past our hull tech to build this size of ship

Delete the reactor
Delete the troop compartment and you will notice we have some room.

Look over at the movement graph and now delete another reactor and
see that our speed has dropped. We need the speed so add the
reactor back.

Add 1 star burner and 1 thrust vector to increase speed and turning

Add 1 fuel cell and 2 maxos blasters

Because you are over the limit delete 1 armor

Change the name of the ship to suit your needs and ignore the troops
warning because we will be building troop carriers.

We need firepower, speed and fuel at the start.

Hit save and now your design is current

we cannot delete the older design until we retrofit the 1 destroyer  we have.

Hope you have this down because we are going to change many things


Select explorer, copy as new

Change the name and add

1 reactor,7 star burner,3 thrust vector,1 life support,1 habitat,
5 armor,2 fuel cells

Save.

Medium space port, copy as new

Change the name

Weapons ,energy and high tech add 13 to each making totals =15
Add reactor, 2 docking bays and 2 construction yards

And finally add life support and habitat until warnings disappear.
Save

There is more we could do but that is good enough for now.

Exit out of designs and now save the work to the hard drive.

We now have fast explorers, New labs, and destroyers who can punch
harder.


We just now need to get our designs out in the field.

< Message edited by pipewrench -- 1/4/2011 4:28:10 AM >

(in reply to Pipewrench)
Post #: 5
RE: Helping the newplayers to turn off the AI and take ... - 1/4/2011 6:04:18 PM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
hi pipewrench,

excellent little walk through. Found it helpful. I kinda figured out this, finally, after many mistakes, and dead ends. I wish I had seen this 4 days ago when I started playing DW!

As a very new player, the one area I am finding most frustrating is learning how to give effective fleet orders, etc, and actually have fleets do helpful things. Assign ships to fleet and gave fleet 'protect' a colony system (or sys w multiple colonies?). Actually patrol important trade routes? Stay fueled up? Put together a fleet(s) to attack enemy colony, and land troop transports.

*** I find using the various windows VERY confusing when issuing orders, etc. because the visual link is gone. ***
Its easy for me to issue an order to a ship on the big map when i can see both the start and the intended ending location of the ship in a single 'view.' I get lost (disoriented / unsure ) using the 'windows.' Might you consider (please)putting together and posting a guide that address this kinds of questions / tasks (re: ship and fleet) management? Just how to use the interface (with the various to effectively and efficiently task ships, create effective fleets, and task and monitor the fleets.

I think many others, besides myself would find such a guide, an effective learning tool. Oh, and if you do, I will name my best design of Cruisers after you. (=bribe) Thank you for the walk thru you already wrote!

< Message edited by elanaahova -- 1/4/2011 6:05:11 PM >

(in reply to Pipewrench)
Post #: 6
RE: Helping the newplayers to turn off the AI and take ... - 1/5/2011 1:05:34 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
elanaahova,



I'm going to try and cover many things and I will stick your problem with ship orientation on the burner.My posting will be off and on as work just picked up and we are now running 6 days a week.


(in reply to elanaahova)
Post #: 7
RE: Helping the newplayers to turn off the AI and take ... - 1/5/2011 2:37:45 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.
Part 5.


Retrofitting ship bases and ships with basic tutorial on the selection panel and zooming.



Ok so first make sure you are on pause.

Note: If you are not sure where the buttons are just hover the cursor and help arrives in yellow.



Left click on the spaceport and the selection panel will show you information on our spaceport.

Click anywhere in space and the selection panel will go blank

Now move your cursor all the way to the left so the view changes and the port is not visible.

Look in the selection panel for the ship icon shaped like an x,  bottom left-3 down

Press it and you have the base selected again.

select the little lock in the selection panel. Bottom left.

what is selected is in centered view and remains locked until you

unlock the view or select another ship or empty space with the cursor

Press the zoom magnifier for the galaxy, bottom right

Hit zoom to 100% to bring you in close, bottom right

Hit the zoom in icon 3 times to give you a real close look, bottom
right ,red +, hint battles

Move back to normal view by clicking zoom to selected item,
above red +

Make sure you are locked by moving the view and getting
the locked warning again,if not, select the next spaceport button
in the selection panel, the space port should center ,now lock it.

In the main screen right click on the port
in the drop down menu hover over retrofit and then
right click on the new design you created.



Press space bar twice to start time and then again pause.

Look again at your spaceport in the selection panel and
you should see it is retrofitting and you have lost money.



Now the destroyer


Press the icon in the Selection panel below the bases icon,
it is military ships

Cycle forward by left clicking the military icon until you are
displaying the destroyer.

If you were locked the main display centers on each selection
you are viewing: escort,frigate,destroyer

Again, like the space port, upgrade the destroyer by right clicking
on the ship centered and hover over retrofit and finally
right click your new design.



Again hit the space bar twice and note the retrofit message and the loss of money.



That is all the upgrading we are going to do for now.

Save to hard drive.


< Message edited by pipewrench -- 1/5/2011 2:48:04 AM >

(in reply to Pipewrench)
Post #: 8
RE: Helping the newplayers to turn off the AI and take ... - 1/5/2011 3:29:22 AM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
Pipewrench, thank you. BTW, is your avatar a photo of General Hans Guderian? (spelling) or Irwin Rommel? Its been over 20 years since i ahve seen any photos of WWII generals, with or without an Iron Cross.

(in reply to Pipewrench)
Post #: 9
RE: Helping the newplayers to turn off the AI and take ... - 1/5/2011 10:38:06 PM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Printed this off Pipewrench. Excellent guide and shows how to get the best out of the game I feel. Now only have Colonies on suggest but everything else on manual. Far better. More control of what's going on.

< Message edited by moonraker -- 1/6/2011 9:43:28 AM >


_____________________________


(in reply to elanaahova)
Post #: 10
RE: Helping the newplayers to turn off the AI and take ... - 1/7/2011 4:49:40 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


Part 6.



Understanding how builds are preformed and what
freighters, miners and constructors are doing


Keep on pause


From part 5


Forgot about the explorer....lol


Now the Explorer


Press the icon in the Selection panel

2 below the military ships icon. Remember if it

does not center on the explorer hit the lock view

icon.



Right click on the ship and retrofit it by hovering

over retrofit and then right clicking our new

design.


OK before we un-pause , we should first look

at or spaceports inventory


Open the ships and bases screen

–top right 3rd from the end.


The spaceport should be highlighted so look down

at the cargo tab and left click to see what is

being stored. Scroll down to view what you have

in storage and understand that if you upgrade or

build something at this port and the material is

not on hand then the private sector will get it

for you but you will have to wait for freighters

or mining ships to deliver and a cost will be

incurred if it is with another empire.



The freighters stop for lunch breaks so be aware

your building limitations. Notice the reserved

column. That is our building inventory used or

what the ship has been asked to stock for the

planet below.



Look at gold and notice the reserved amount.

Now hit F3 Move the slide bar down until gold is

visable and select the underlined name Gold.

Notice what components need gold and how much is

needed to perform the build. Close that component

breakdown menu and now scroll to the top of the

resources menu. Questurian Skin is my top pick and

if not yours click it anyways to see what it is.



Notice it did not give you a component list but

brought you to a explanation of the resource
.
It is a luxury item that is not strategic in

building anything. Obviously my people want fashion

as a priority so we must try to keep them content.

The private sector will go after these resources

and bring them back but remember if it is owned by

another empire we pay the tariff.



For now building mining stations everywhere would

bankrupt us so those mining ships can do most of

the work while our constructor deal with key

resources . It will save us money.



You will see a drop down menu below resources so

first select resource targets by your empires

priority


You should see now what your empire wants soon and

if you do not see a constructor icon at the far

right your empire has other ideas on a destination

for a constructor.



Drop-down again, Select resource targets by galaxy priority.

Now look at what all the empires are after with

the 2 added facts that the constructors should be

targeting resources that you need and what are

trad-able.



You make money with a base mining a resource and

selling it to other empires. My constructors are

ignoring the luxury goods and going after resources

that are used in my shipbuilding. Now highlight

the resource that a constructors is targeting

–remember far right you should see a icon

of your constructor.


Now click go to resource target – bottom right.

The screen closed but you have the ships and bases

screen still open so close that as well. Now you

should see the destination target for the

constructor, it will pickup material from the

planet and lumber over and build a base. When

complete your freighters will go and pickup

supplies when needed and your mining ships will

move on to areas are not based and are asked for by

your empire. Left click the destination planet and

then cycle thru the constructors to find which one

is going to mine there



Hit the space bar to resume play



if you look at the selection panel you will see

arrows at the top

they give you a running history of what you

selected.


left arrow back until the constructors destination

planet is viable. Watch and you should see a

constructor showing up to build the base.



Pause again,


if you have run into pirates ,no worries as you

have an escort and frigate to take care of early

problems.



Enough for tonight,  should be able to post quite

a few adds by Monday so hang in there.



Note: if I am incorrect I would love feedback by

others who believe a contradiction is in order. I

am not using hot keys at they are displayed and not

going to cover every aspect so my apology’s if

things are overlooked.



If someone knows a workaround for the previous and

next selection arrows would love the hear from you.

the things I am wondering are

A clear key or command to wipe the history

A way when you cycle between things you have a way

to select the object your interested in

and save that as a history

instead of irrelevant searches etc.


Have a good night.

< Message edited by pipewrench -- 1/7/2011 5:16:53 AM >

(in reply to moonraker65)
Post #: 11
RE: Helping the newplayers to turn off the AI and take ... - 1/7/2011 5:30:31 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline

quote:

ORIGINAL: elanaahova

Pipewrench, thank you. BTW, is your avatar a photo of General Hans Guderian? (spelling) or Irwin Rommel? Its been over 20 years since i ahve seen any photos of WWII generals, with or without an Iron Cross.


http://www.google.ca/images?um=1&hl=en&rlz=1G1GGLQ_ENCA322&biw=1024&bih=527&tbs=isch%3A1&sa=1&q=hans+guderian+picture&aq=f&aqi=&aql=&oq=&gs_rfai=

a tribute to a box-cover with a game inside that made a winter fly by.

http://www.amazon.com/Second-Front-Germany-Turns-East-PC/dp/B000V1SS8Y

very good old game for that time in computing.

(in reply to elanaahova)
Post #: 12
RE: Helping the newplayers to turn off the AI and take ... - 1/7/2011 7:38:04 PM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
Pipewrench! Yes, i played a number of the old SSG titles. Before that i played the tabletop games, Ahalin Hill's 'third Reich,' and 'Squad leader,' SPI made much better games (pre PC). About 12 friends and I, over a long weekend (undergrad days0, put together SPI's 'war in Europe,' and 'war in the pacific,' and did the entire WWII across the globe. it was a LONG weekend. What a trip. I wish this type of game was ported to the PC, but it has never happened. SSG came close - just never went to the grand scale of SPI's war in Europe... in any case, thanks for the message. Oh, this is off topic... sorry all.

(in reply to Pipewrench)
Post #: 13
RE: Helping the newplayers to turn off the AI and take ... - 1/8/2011 8:32:51 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


Part 7

Planning opening moves

7a



this will give you an idea on the controls ,menus and zooming features

that you will be sometime using in the game.

This is not necessarily the fastest way to do things

but it will cover many functions you might not of known about.


 

Fleets


Make sure your focus is locked


Select  the next military ship button in the selection panel
Bottom left 4 down


Cycle thru until you are at escort

Right click on the displayed ship and hover down to join fleet

Right click new fleet

Click again on next military ship button in the

selection panel to find your frigate

Again , Right click on the displayed ship and hover down to join fleet

Right click on the numbered fleet displayed to the right,

do not select new fleet again.

Click off into space to clear the selection panel


now Select the next fleet button in the selection panel

view the ships you have joined as a team

note the information on the fleet

Click the 1st ship to the left in the selection panel

you will see it is the escort

Note the star as this tells you it is a focus for the fleet

Open the fleets screen Top right 2nd over


Change the name to something you like and note the other buttons

we will use later on.


Select go to fleet and focus will center on our escort.

Cycle thru the fleet’s engagement stance by

clicking the button at the top of the selection panel

it has a icon with a ship firing a weapon.

We want the stance to be set at systems targets.


With the escort still displayed in the selection panel

hover around and you will see that a box will form when you

beside the name of the fleet,

don’t press this now as that will bring you back to the fleet screen,

just be aware.


In the selection panel


double click anywhere but the fleet name beside the star

Note we are back in the ships and bases screen and our escort is

highlighted.


Change the name of the escort to suit your tastes

Middle far right


Note we did not change the design name but that specific ship


Now click on view design

Set the flee when stance to never, top left drop down.


Hit save


Close the ships and bases screen


Click off into space so that the selection panel is blank





Project  Find and change your frigates name and set its stance to

never flee.

Help is at the end if you’re lost.



Make sure you selection panel is clear


Bring up your fleet again in the selection panel by

selecting next fleet – bottom right


To center on the lead ship click anywhere in the selection panel,

but not on the ship icons ,and the lead ship will be

displayed again and centered with a red circle


it does not really need fuel as you can see but we will send

it to a gas mining base for fun.



But what fuel does it need and where will the fleet go?



2 ways to find out the fuel needed.



1st


In the selection panel, bring up your fleet

Click on one the ship icons in the panel

Double click in the selection panel which will bring up

ships and bases

Click on view design button

Look top left of the ship design and you will see

fuel type which is casion.



2nd way


Open up the design screen

Top right

double click on escort

Look top left of the ship design

and you will see fuel type which is casion.





Close everything up and click into open space

to clear you selection panel.




Now we know what our ship needs for fuel

lets find out where our fuel points are located.



In the selections panel select next colony

This brings up information on our home world


Looking in the resources field we find that we

do not have a casion mine here


Click the blue name in the selection panel to center the planet


Zoom out to the sector view

Bottom right – beside the mini-map


You will see in blue in 2 systems that we control

Click on the blue ring around our home system


In the selection panel you will see general information

on what is in the system including resources.


Let’s look in the other system


Click the star that has just mines working

and if you need to use the red + zoom to get

a better view to select the star go ahead.


you should see the resources in the system and

the mines that are present with details on what they are mining.


now we know what is in each of the systems we control


we better make sure we are mining casion

otherwise our ships will be fuel starved.



In the selections panel in the resource field find casion.


If it is not shown it is in the home system. go there if needed.



Click on the casion graphic to bring up galactopedia


read the information on the resource.


it is a gas so it is found on gas planets.lol


Close the galactopedia.


Now that you know casion is in this system locate a base

that is mining the resource.


In the selection panel click on the gas planet

that is being mined


Now zoom in 100% -bottom right


You will see the planet and the mining station


If this is your only gas planet that has a mining station

then the fleet will go here so we need to move the fleet nearby.

as our star-base is busy with retrofit and shipbuilding



to send our fleet to this system do the following


with the gas planet with the casion selected

zoom out to the system view

left click on the star with the gas planet.


if the display shifts you are locked so you must unlock the view


now select the next fleet button in the selection panel

move the cursor over the star and you will see what

I call the patrol eye lol


we want the fleet to patrol a very specific area so

move the cursor to the gas planet itself and

the eye will appear again when you are on the mining base


use the red+ if need be to get in closer



right click to send the fleet there


now click to lock feature to lock the view on the fleet

and zoom in 100%


hit the space bar to unpause.


watch your fleet move away ,then jump and the decelerate

at the gas planets destination


the fleet is now patrolling so lets tell it to refuel now.


Right click your lead ship in the fleet , red circle,

and select refuel ships at nearest refueling point.


that fleet will then go to that port to fuel.


as a final note your freighters and other empires freighters

will go to this port as well when they need to

restock star-base cargo.




As an added note:


There is one more way to find where casion is and it is fast


Open the expansion planner top-left

Use the drop down menu in the middle to select

empires resource locations


Select the planet with the blue casion resource graphic

Press the go to resource location at the bottom




finally,



help for the project you did above.



select the next fleet in the selections panel

select the 2nd icon which is the frigate

double click


Change the name of the escort to suit your tastes

Middle far right


Now click on view design

Set the flee when stance to never, top left drop down.

Hit save


Close the ships and bases screen


Click off into space so that the selection panel is blank





< Message edited by pipewrench -- 1/8/2011 4:24:05 PM >

(in reply to elanaahova)
Post #: 14
RE: Helping the newplayers to turn off the AI and take ... - 1/8/2011 5:35:14 PM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
Pipewrenh. This one is gold to me! Thank you! (cut and paste time again!)

(in reply to Pipewrench)
Post #: 15
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 3:04:36 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


edit

unless otherwise stated always pause at the start of a session and save the game with a unique name at the start and at the end of each session. Please also note that if you are zooming in focus must be set otherwise zoom will not work perfectly. Sorry for the late clarification.

also note that in a second dry run the starbase retrofitted faster and all the builds were able to be preformed with the added construction yards in the new design. note also that my 3nd run has only one system and no second mining system with mining ships. That is a first for me. LOL


results may be slightly different :)




Part 7



Planning opening moves



7b Building our first ships


Open the construction yards screen,

Our only spaceport is highlighted

Lets first change the name of the spaceport

to something you like, it’s below the map.



Now in the middle drop down underneath available funds

select the destroyer we designed, not the old design

click purchase, two times

note that the build query now shows these ships



Now pull the drop down menu again and select

explorer that we designed with our new name


Do not select the old explorer

it will be soon obsolete when we bring it in for retrofitting.


Build 3 explorers


Now close the construction yards screen

press quickly the space bar twice to start time and then pause again


Open the construction yard screen again,



Why is nothing being built?



Select the go to ship button –middle left


Look at the selection panel and you should see

that the base is retrofitting

Also note that all the builds we requested are now

waiting for coffee break to be over to start

Press the space bar again and wait until the selection panel

shows building -at the bottom.



Now open the construction yard screen again,


Notice that 4 units are being built and 1 is

waiting for a free space yard.


The new yards in the updated design are not ready yet.


Select the colony in the list of construction yards

Notice the planet has 1 yard and it is retrofitting the base

Look at the drop down menu to view what the planet can build

It builds colony, constructor and bases.


Close the construction yard screen


You can also access construction on bases by bringing

up the base in the selection panel and double clicking

near the blue name of the ship



We are going to leave the build order screen for now

but you can get an idea of its function

by selecting the hammer icon on the main screen, top right

look around and then exit.



Ok, so we are building ships, redesigning our bases

and now we need to explore and construct bases


In the selection panel find the next constructor button

and press it a couple of times


I have 2 and they are assigned to build 2 gas mining stations.


The blue part circle with the arrow at the bottom

tells us it is on auto.


When we assign it a task it will go off automatic

and do our bidding.


Leave them to auto build for now



In the selection panel find the next explorer/colony ship button

and press it a couple of times


note we should only have one operational and 3 building.



cycle thru until you are on the active explorer


lock the display and note that it is on automatic –blue arrow.


click on the magnifier for the sector map – right bottom


find the nearest star, right click and then

select explore, this system


now find another unexplored star close by

right click and then select query next mission, explore, this system


you should notice with the options provided that you can

set up a chain of actions that even include refueling.


Hit the space bar twice to start time and stop it.


Note that the explorers arrow is gone and it has the

first mission with a query displayed in the selection panel.



Now the destroyer,



In the selection panel find the next military ships button

and cycle thru the ships active and being built.


Now bring up the destroyer that is active


If it is still retrofitting unpause and let time go by

until the retrofit is complete.


at the very top of the screen a message will appear

telling you it has completed retrofit.



pause the game



click on the message or

click on the blue name of the destroyer in the selection panel


Zoom in to 100% if needed


right click on the destroyer and select join fleet,new fleet


Open the fleet screen, top right


Change the name of the fleet with the 1 destroyer to pirate killer


Close the fleet screen


Notice the name has not changed for the fleet yet

Cycle thru the fleets in the selection panel and

you will now see the updated name



select next colony in the selection panel and

focus the view


unlock the focus now and now

cycle thru the next fleets button in the

control panel to bring up our destroyer fleet


put the cursor on our home world

and you will see the magic eye

right click and the destroyer will patrol here



make sure the stance is set to system targets

top of selection panel, ship with laser



We want the destroyers being built to join the

pirate killer fleet when they are finished and

patrol around our home system.



save the game with a unique name

I am using start001 which i will refer to.



now you’re going to start time and react to problems

using the fleet with the escort and frigate only



To have that fleet with the escort and frigate

attack pirates or space creatures when they show up


Pause


Zoom out to sector view


use the next fleet button to bring up the escort and frigate


Hover the cursor over the attack message

at the top of the screen


Note the yellow pulse showing you where the problem is


keep your cursor centered in that pulse

and now use your scroll wheel to zoom in until you get

a red Cross hair or you actually see the problem


Right click on that area to attack



If by luck the pirates destroy your escort fleet

open the diplomacy screen, top center

and select the pirates

speak to them and pay a temporary protection fee.





< Message edited by pipewrench -- 1/9/2011 10:05:53 PM >

(in reply to elanaahova)
Post #: 16
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 7:30:37 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
good stuff, pipewrench

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Pipewrench)
Post #: 17
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 4:47:08 PM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


Part 7

7c

Planning opening moves

Remember to save as a different file name so as we progress

in the tutorial we will be able to reload a previous save




read the whole post first before starting....

 

Load the last saved game


Let the game progress and watch your messages.

We do not care about anything else for now except

for building a military and exploration fleet and

reacting to attacks.



Watch your messages



if the explorer runs out things to do send it to

2 more stars that are not explored and are close.


If an attack is made use your fleet,

zoom out and select the problem for the escort and frigate to deal with.


We do not care if they are killed as we set them at a suicidal stance anyway.


Our destroyer fleet will stay at home and protect our key area.


If mining bases or frigates get destroyed, smile

and watch the battles,


note what the pirates are attacking, what the

space creaturs are protecting etc.



If our explorer runs into anything bad it has the

speed and Armour to usually escape so don’t

alter its missions until it has nothing to do

again a message will tell you when it is idle and if it is damaged

it will return if it has engines are repair itself.


any new contact with an empire will be met by either 

clicking on the notification at the top right of the screen

or selecting the diplomacy screen 

speak to the new empire and give a small gift


any new contact with a ruin should be explored but

do not upgrade if you have found a new tech.


As things start to hum your freighters will be

called to go to mining stations to get

supplies and your mining ships will go out when

explored systems that have resources we need

but do not have a constructed base for a freighter.

You will also note that contraction yards will

begin to build freighters and mining ships as the need arises.



When the 2 destroyers are built bring them into the pirate killer fleet

and make sure the fleet stance is set to system wide.



We should now have 1 fleet of 3 destroyers on manual


Build 2 more of the new destroyers.

When the 3 explorers are built send each one of

them to a different sector to explore


Keep these new explorers out of the sector that

our 1st explorer is working,unless damaged or destroyed.


to do this.

Pause

For each explorer built

Click on message that the explorer has been built

bring up the sector view and hover over a star

in the next sector

right click explore, all systems in sector

unpause


lastly if a destroyer, constructor or explorer gets destroyed

build another. keep the same levels.



again this is to watch how things work so do not

save the game with the old file name 

have fun looking around and controlling

the fleets and explorers.


slow time down or speed it up if you want
 




More to come

< Message edited by pipewrench -- 1/9/2011 9:49:02 PM >

(in reply to Data)
Post #: 18
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 6:16:32 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Great dedication, thumbs up for your contribution to the community.

_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to Pipewrench)
Post #: 19
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 7:10:16 PM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
Very helpful thread. may i ask how one gets a troop transport to actually invade an enemy colony? I have a transport, ;laoded with troops, in a fleet of just transports, and it won't land the troops. I tried so many orders, it just won't land the troops, sits there right next to the planet. We are at war, yada, yada, yada. I select transport, I rt click on planet. nada...

Maybe for a new instalment, a walk through on landing troops on an enemies colony? how to build, prepare, fleet, and individual ship orders / fleet orders, etc on (just a suggestion).

(in reply to WoodMan)
Post #: 20
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 7:24:56 PM   
caerr

 

Posts: 113
Joined: 6/18/2010
Status: offline
There is no condition in the game that would prevent a loaded troop transport from invading when ordered to do so. The possible exception might be the invasion setting in the ship design screen.

When you choose a transport (try a single ship if the fleet isn't working) and hover your mouse on enemy planet, a red target cursor should appear. Once you *right* click the planet the invasion should commence. This is not happening?

< Message edited by caerr -- 1/9/2011 7:30:34 PM >

(in reply to elanaahova)
Post #: 21
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 9:46:20 PM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
elanaahova

elanaahova, I will be talking about invasions later on after basics are covered but I will get to your problem. It might be faster if you post your problem in the main forum. Sorry I cannot help you at this time but the thread would go off topic and the storyline I am trying to keep would become cloudy.

Again apologies



(in reply to caerr)
Post #: 22
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 10:37:43 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
pipewrench, maybe you can transform this into an opening steps aar (it was done before i think) and move it to the aar section
this will help clarify the scope of your work...i certainly would not want to see it derail, keep it up

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Pipewrench)
Post #: 23
RE: Helping the newplayers to turn off the AI and take ... - 1/9/2011 11:50:38 PM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


Part 7


7d


Planning opening moves



Load back the game you saved in 7b

My save was start001


Pause


The following has been done


Destroyer and spaceport has retrofitted Explorer has been given 2 missions,

constructors are working and research is running

we also know where problems and discovery's are as we ran the game before for a short time.

with this map




Deleting old designs



Make sure that the spaceport, destroyer and explorer designs

are the only designs active and not retrofitting.

We now are going to get rid of 3 old designs and also

see how we can have 2 active types of a design running at once.



Open the designs screen,


In the drop down menu at the top select


Show non-obsolete designs


Click the subrole row at the top of the design screen to

put it in alphabetical order


Take a look at the destroyer and notice you have 2 active designs

Look down and select the exploration ship with

0 active units(amount)


Double click on the explorer to pull up the edit design screen

Now you see the name is not shaded so we could edit this design,

but we won’t


At the top click the box to mark as obsolete and save the design

close edit design


Notice it has now disappeared from the active list

Repeat the same process to make the older explorer and

medium space port designs obsolete.



Now we will delete the designs,


pull down the drop down menu at the top and select all designs

You will see red* on the obsolete designs.

Highlight the obsolete destroyer and hit delete key at the bottom

yes to the warning and Repeat for the other designs with the red *.

We now have cleaned up our designs and our construction drop down

will be set to our updates.


It is very important to obsolete designs you do not need

otherwise your menus and builds will become long and confusing.

You will be back here again when we design a 2nd type of active

destroyer but we need tech advances to justify both designs




More buttons





On the left above the selection panel you will see a row of buttons

for quick reference of ships,bases,fleets,colony's etc.

this is the empire navigation tool



and row of action buttons below the selection panel is the quick way

to issue commands to ships or bases in the selection panel.




Color coding  

White active no problems

Orange building, poor planet quality

Yellow warning

Red damaged ,under attack



Lets explore the uses of the empire navigation tool



Fleets


Select the star icon in the middle, and set zoom to sector view

This menu will stay open until you close it (x) or

select another quick reference button


Hovering over the fleet tabs will give you a yellow pulse

telling you the location


Clicking the fleet tab will bring up the fleet in the selection panel


To give the fleet an order all we have to do now is hover over a

location of interest and right click and issue a command


Left click into open space to clear the selection panel


Take note that if you right click in open space while a ship

is in the selection panel the ship will go there and sit.


also notice the lightning with the number

that is the attack strength with information on its mission

also displayed


If it is on auto you will see the blue curved arrow.


hovering over a fleet in the menu and double clicking will

zoom you in to 100% and center the view.



Military ships


Lightning button on the empire navigation tool

at the right of the screen


Same as the fleet but adds the fuel % ,type of ship and

fleet it is attached.



Colonys


Checker flag on the empire navigation tool


Displays any colony or habitable planet with resources ,if scanned

You can send a colony ship by highlighting the colony ship And then

click on the flag below the selection panel, bottom left

If the flag is darkened your out of money



Research


Click the light bulb on the empire navigation tool

This will show location where research bonus are

We will build research bases here



Resort Bases


The planet icon on the empire navigation tool

This shows areas where a % bonus is given to resorts in income earned.



Special locations


Well as the name states it is what it is



all the other buttons on the side above the selection panel

should be self explanatory.



save again


I am using start002



< Message edited by pipewrench -- 1/11/2011 1:56:50 AM >

(in reply to Data)
Post #: 24
RE: Helping the newplayers to turn off the AI and take ... - 1/10/2011 12:27:23 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline

quote:

ORIGINAL: Data

pipewrench, maybe you can transform this into an opening steps aar (it was done before i think) and move it to the aar section
this will help clarify the scope of your work...i certainly would not want to see it derail, keep it up


if the community thinks it is an after actions report then I am Ok with it. Never really thought of it as an AAR because I am trying to cover basic operations and techniques that a player will face.

thanks for the input, got to think on this.


(in reply to Data)
Post #: 25
RE: Helping the newplayers to turn off the AI and take ... - 1/10/2011 4:20:32 AM   
elanaahova

 

Posts: 108
Joined: 12/28/2010
Status: offline
Of course Pipewrench. I wasn't trying to throw a wrench into your plans.. (smile).. I just asked because you seem friendly and knowledgeable. No apology is necessary. Please proceed as you have planned.. and i look forward to reading your most helpful explanations.

-elana

(in reply to Data)
Post #: 26
RE: Helping the newplayers to turn off the AI and take ... - 1/11/2011 1:14:48 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.


Part 7




7e



Planning opening moves



Load back the game you saved in 7d

My save was start002



Pause the game



The following has been done


Destroyer and spaceport has retrofitted

Explorer has been given 2 missions, constructors are working and

research is running

Old designs have been made obsolete and deleted from the ship

building inventory

2 destroyers are being built and will be assigned to our fleet with the single destroyer.

3 explorers are being built with missions to explore adjacent sectors.




We are going to now price out what we are building , what we have on hand

and order 2 more destroyers and an explorer a different way



Open the build order,

hammer top right.


Pull the drop down menu to try to change the destroyer design

and note that our old design is gone


Under the destroyer use the arrows to build 2 destroyers

and move down to the explorer and build 3 explorers


Do not hit purchase, we are comparison shopping


Notice the cash flow hit and maintenance cost that will affect things

That is what the spaceport is building now.


Now add 2 more destroyers and 1 more explorer to the list,

we are going to build these this turn


Notice the heavy hit to our cash flow when we build these all at once.


Now add 1 escort,1 frigate, 1 destroyer, 2 constructors and finally 1 explorer


This is the total cost of your fleet builds and maintenance cost

to run your ships on the military side when we are finished.


Notice the maintenance cost and compare it to your cash flow

this can be found either on the main screen top right or

in build order screen at the bottom


You should understand that starting a huge shipbuilding program will

bankrupt you in maintenance costs unless taxes and trade can keep up.


My costs are 32,663 and maint is 14,546


There should be a difference with your figures.


That is is because of the price of strategic resources.



Is this an overload? Lol



Wait until upgrades and trade really mess with the numbers.



Close the build order screen and then re-open it again


Add 2 destroyers, 1 explorer and purchase




Galactopedia



For a better understanding of what we just covered you should try the following


Left click the ? –top left

Open the game concepts folder +

Select ship costs


Close when done



Empire summery


Open your empire summary screen, blue flag top center


Look around


Things should start making sense when you look on

the state figures and ships and bases Maintenance cost.


Close the screen



Memory review with a new way



Zoom out to galaxy view


Click the space ports/construction yards in the empire navigation tool

it's above the selection panel


Click on your spaceport in the navigator and you will see it in the selection panel

Double click your port in the navigator and it is zoomed


notice the building icons and how many ships are in waiting for a free shipyard.


Left click on the spaceport in the main view to see all the work

being done and what is planned



Save the game now

as start002



Now proceed as before


Build your 2 destroyers and place them in the fleet with the one destroyer

When the 3 explorers complete send each to a different sector to explore


Take care of any problems as before


when the 1st research project completes which should be proximity sensors.


Save the game with a new name

Mine is start003

have fun


< Message edited by pipewrench -- 1/11/2011 1:50:12 AM >

(in reply to elanaahova)
Post #: 27
RE: Helping the newplayers to turn off the AI and take ... - 1/11/2011 7:50:23 PM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
Simple walk through to help new players take more control in the game away from the AI.



8 Reacting to your messages, shortcut keys, research trees, space monsters, pirates colonizing and invading



Load back the game you saved in 7e

My save was start003


Pause the game


The message display is blank but we know we researched something

so let’s bring up a history of our messages

Click the open message history screen –top right, white envelope

We see that research has been completed on proximity sensors


close the history screen



open the research screen, top center-light bulb


Hit the green tab at the top to show the high-tech/industrial tree

Hover over the proximity sensors box and view the information pop-up.

We need a more detailed explanation on the sensor but we cannot

see the ? to bring up the galactopedia


let's hit F1 as a shortcut


Expand components in the galactopedia (+)

scroll the mouse down to proximity arrays and click that selection

This array allows us to track ships or bases at a distance so we

can either pursue or monitor.


Close the galactopedia screen.


side note:

An easier way to get the same information on the next discovery is

to either click the pop up graphic that enters the screen or click

on the message text displayed at the top when the research is completed.

Then when the component guide is displayed, select on the orange help link

displayed on the component guide.




back in the research screen


Notice the red arrow pointing straight up on some components in the tech tree?

These are techs that will change the existing component but do not require a retrofit

Also observe that  % progress made to finish research on a component

is displayed with a green slide bar



select the research station tab now at the top


This is your actual working stations list with total output capacity.

Output capacity is dependent on the research stations you have and

the strategic value of your empire.


To keep game balance a natural limit is set so that increasing bases

will not change the output after a while.




Space creatures



The sand slug and space slug can usually be destroyed with 1 destroyer.

But the ardiluses and the Giant Kaltor will be very hard to kill with

1 destroyer and low tech weapons.


If your military resources are limited and the threat is not on your

actual bases or transports then leave them be for now

otherwise use your 3 destroyer fleet to take them out.


Keep in mind that pulling your main fleet out of position too far could have consequences




Pirates


pirate vessels will copy designs from your empire and others to stay current.


They lurk around independent colonies, their own base and areas of interest


If the pirates are too far away for a destroyer to respond

Open the diplomacy screen

Select the pirate, speak to them and then pay a protection fee.


This fee is temporary and will expire and with it the truce is broken

an offer will be given at the end to form an alliance.

for now, decline the offer and if need be,pay another

protection fee to keep the peace.


If  you accept an alliance with a pirate your reputation will take a hit and

you will pay for the pirates services on a monthly basis...So be aware.





To use the pirates for information




Select buy information



If they have a location of an independent colony and your money

saved and cash flow are in a good position, buy the colony location


If they have discoveries to sell you ,go ahead, but

keep your money at a healthy reserve at the start of the game.

Ex: 15,000.



Understand the risk for both as the colony or discovery could be:


too far away,

taken by the time you arrive

in another empires system,

you were going to find it soon anyway

and lastly in the case of a discovery - a empty location or a trap.





How to dispatch explorers to discoveries


A sector grid will be given with the message


Close the diplomacy screen


Zoom out to galaxy view, line up the grid location and you should see

a pulse telling you that this is an unexplored area of interest.


This is just for reference


Go to the empire navigation tool and select explorers

left, above selection panel


Remember, hovering over the explorers will give the yellow pulse to show its location


We are now searching for an explorer close to the discovery

that has the fuel to go there and return to a refueling point.


Select the explorer in the navigation tool that is closest to the

discovery so it is displayed in the selection panel



Now we look at the total distance it can travel by the dotted circle around the explorer


if it has no dotted circle it is either out of fuel or its fuel range

is farther than you can see.



Judge the distance and if it is within reason move the cursor

in the middle of the pulse and right click


If the area is in deep space you will not get a menu


otherwise select explore the system



Hit the space bar twice to make sure the explorer is now on its way.




To colonize a independent colony



Determine first where it is located


In the empire navigation tool select potential colonies, checker flag

If you need to, scroll down until you find the independent colony and select it


as you hover over the colony in the navigation tool it will again

give a yellow pulse to show you its location.


within 3 sectors of home is good for now


Read the description and find out if colonizing is possible or

are you forced to invade if you want this world


If there is a possibility that the population would accept a colony

select the checker flag below the selection panel

to build a colony ship and send it out to this planet.



If the colony is hostile and you can stand the reputation hit

while keeping in mind not to encroach on another empires territory

then it is time to build a troop ship and troops



make sure the independent colony is selected and centered and now

save the attack destination Ctrl – 1


Open the construction yards screen, top right

Build 1 troop ship and 2 destroyers


In the navigation tool –above selection panel

select colonies and click on your home world


in the selection panel double click the home world name blue


select the troops tab

hit recruit tab 4 times


if a warning appears set troop builds to manual


make 2 mental notes:

new troops start with a low troop strength and slowly get stronger

race is a modifier.



When the troop ship and destroyers are built put them in a new fleet


If it has not already, select the troop ship and hover over

the home planet until you get a troop compartment with an arrow.


Right click to load.



when the troop ship arrives over your home planet the troops will load


Now we are ready to go



Hit  1  to bring us back to the independent colony


Zoom out to system view


Click on fleets in the navigation tool


Select the fleet with troop carrier fleet and move the cursor over

the star with the colony


Right click



We want the fleet to get into the system but we must

make sure that we have a clear path.


When the fleet arrives

Press  1  again to bring up the colony


Click the selection panel to center


Pull up the fleets in the navigation tool


select the fleet with the troops and click on the planet to invade


Press 1 again to view the invasion progress when the troops are dropped.


realize that we could assign different F? keys to the fleet

and our home world to make this invasion even faster.


Just trying not to overload your experience.

have fun


< Message edited by pipewrench -- 1/11/2011 8:48:51 PM >

(in reply to Pipewrench)
Post #: 28
RE: Helping the newplayers to turn off the AI and take ... - 1/13/2011 4:12:46 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
update came for 1.502beta

I am restarting the game and checking to see if anything has changed from what we covered so far
should be good to post on Friday

:)

a little puzzle

what non military ship design at our last save point will never be built due to a yellow warning? hint: it might not be one that we changed.




< Message edited by pipewrench -- 1/16/2011 1:28:32 AM >

(in reply to Pipewrench)
Post #: 29
RE: Helping the newplayers to turn off the AI and take ... - 1/13/2011 6:44:26 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
well, the only yellow warning that i know off to prevent building the actual ship is the size one.....by deduction, i'm thinking one of the designs has just increased in size after an upgrade and is not over the max limit

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Pipewrench)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> The War Room >> Helping the newplayers to turn off the AI and take control Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.703