Distant Worlds

edition

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So any other masochist playing this game?
how can you do it so it doesn't feel so overwhelming all the goddamn time?

it's only overwhelming when you start. After that it becomes rather simple and repetitive.

bump… there has to be another soul here sharing this miserable existence…

I just replied to you you dumb shit

what are you even having trouble with? distant worlds is not that hard to play

Did it get a recent update or something?

I play it occasionally, its fun in short bursts

You should give HoI3 a try

...

this game is easy-mode Aurora, hell it has automation for almost every aspect of your empire.

edition

Seriously op what you are on about?

sorry, I hadn't updated the thread at the time
so are you really supposed to just update everything?
personally it isn't going so great for me, just as I develop ftl travel things go south pretty quickly, don't know why
pirate raids get annoying and economy crashes
I'm noticing that it can be better to manually control constructions ships and perhaps military
any hints early on?

its meant in the usual
type of way,

well to be honest i really like it, and the concept of civilian economy too
I wonder if there is game of the like but in the timeline of Civ, ancient~medieval

well coming from someone who just had a Stellaris play through,
I think I've easily passed the hundred hours mark, and I don't even own it

Has anyone played a pirate too any degree of success? Seems hard as fuck compared to reg empire.

how economies work in pirates mode?

You put your fleet over a planet to start getting control of it, you have to fend off other pirates who will also try to get control from you +the empire. There are a couple different kind of pirates to play, some are better at doing protection / attacking missions for empires, some are better at smuggling and some are better at planet control. All the missions give money for more ships and you steal a portion of the planets income by % of control.

Once you get a certain degree of control of a planets criminal organization, you can create a base then upgrade that for complete control that won't decay and essential annex the planet. You want to be a giant parasite keeping the empires down while siphoning their money to build up your pirate fleet while corrupting their planets with your crime organization to make more money for more ships so you can bully the empires harder and kill your pirate rivals. It's pretty unique.

So what are those yellow circles meant to be? I think they have something to do with a mission or something, but I can't find a "quests" panel…

and btw, holy shit the soundtrack on this game, always remind of something like youtu.be/BtqXLwNj2RE

Anyone there?

so I've taken on the task to manually design every single ship, with that I got a better understanding of the game,
in this playthrough, pirate came raiding and fucking destroyed my first mining base AND spaceport, it took fucking ages till I could build another and get hyperdrive researched

So I've found that the start designs for military ship are pretty shit, basically why they can't defend shit
but packing up their layout with whatever you have available really makes a difference

Tbh I turned down pirates to a minimum after I had a game where they started snowballing hard after looting two huge precursor ship graveyards.

yeah I think this is what happened to me, they came with a "refuel" ship, that obviously was looted from somewhere else

anyway…. have anyone ever gone a bit crazy o custom designs?
I did a mixed defend/multi-research station design, and apart from role and auto generated name I don't see what other negative effects it could have

It's just less efficient than a specialised design and costs more upkeep. On the other hand, it's usually one resupply run instead of two (sometimes stations starve out because nobody bothers to bring them fuel for their reactors)

I disagree, unles you're dealing with planet bonuses and learders (which are indeed a big reason),
shared stations like you said, need only one infrastructure while producing for all (core systems, habitation, power supply, defense)
while on that matter of power supply, one of the really awesome advantages of going manual is that you can fill up station with solar panels, and that drastically reduces fuel usage (I think)

On another totally different matter, have you ever tried segregating between luxury and regular resource extractors? they seem to work with private mining ships, but not with mining bases

What? It's pretty shallow.
I'm waiting for the C# port of Aurora.

yeah I can see that, the game mechanics, civilian economy and automation are pretty awesome concepts, but I can see there isn't much depth beyond:

I wonder if there is any similar game in concept, but grand strategy set in ancient/medieval Civ

things were getting messy…. midnight bump

PULSAR 4X
U
L
S
A
R

4
X

anything better than the mess i want to play but always has some gamebreaking crash every release that kills any desire to play the game for me

The pirate raids are destroying your economy idiot, all those extractors and civilian ships they destroy are what your economy is based on.

Just station a couple ships in the relevent systems and have them intercept the pirates until you can build up enough of a fleet to destroy their hideout. Only pay the pirates off if multiple are raiding you or if your fleet looks like it is about to be overwhelmed.

its getting pretty overwhelming
I did manage the pirate problem at beginning of the game
but now they decided to fuck me up again, different factions, focusing on my new colonies, guess I just don't have the defensive force at the moment so they take the opportunity to pile up

What's the best build for smaller ships in bigger fleets and big ships in smaller fleets?

The only thing overwhelming is trying to keep your fleets organized. Fleet management in the game is ass and good luck trying to use things like the forward mobile supply modules.
Also, game has a problem of not ordering up enough transports and leaving critical war materials just sitting on outpost worlds.

It's like you don't want your ships and bases to have full shields once they're built and out the drydock.

Da fuck with actual research output?

You obviously never made enemies with very strong pirates, sometimes they get those salvaged ship and are damn storng


basically I'm going for a big assault fleet with destroyers-cruisers-capital-carriers
automated escorts and frigates do a good job at patrolling smaller stuff,
the problem comes with pirates focusing on raiding some specific stuff


had no clue it makes a difference, so anyway, what are the best weapon combinations, still pretty hard for me to find balance

I always paid off pirates until I could curbstomp them with an armada of superweapon dreadnoughts or swarms of allahu ackbar frigates.

for god sake there is so fucking much to this game…
> matrixgames.com/forums/tm.asp?m=3600917
might as well begin to gather references

goddamn just spent like a 2 hour session of gameplay solely design a new station and bringing my fleet design up to date….

> matrixgames.com/forums/tm.asp?m=3366083
another reference for a useful thread with lots of information, and speaking of which,
its funny how this game there is no "wrong" answer, design is pretty much open ended and you can do as you will
my current strategy is to have an average same amount (weight) of weapons, for offensive ships for example, the blast laser and energy torpedoes, with an extra graviton or something like that
cruiser have tractors and a good boarding force, so basically they're a good all purpose military ship with troop transport and a good packing punch, (around 400 size),
my capital ship is going to be a behemoth, but looks more like an cruiser due to the 500 size limit,
along with carriers and stuff, its pretty cool, so I think I'll have these stand off with longer range weapons

Any good mods? i want to try one that doesn't add new races, all of the mods that improve the gameplay adds these new races that makes the galaxy feel to crowded.

well you can just set the number of empires in the game setup, make spread out galaxy or something else
one mod I wanted to try of course is the StarTrek one, but what other gameplay mods you know that are good? how do they change the game?

alright, having one more bump to thread
goddamn this game takes so long, I'm running at like half speed and still can't get past a minute without a bunch of things jumping up at me…

so anyway I've thinking what's some good design combinations, where do you get invasion pods, troop compartments and etc?
what weapon combinations? energy stuff, blasters, photon torpedoes and phasers, and hardware like railguns and missiles?
there really doesn't seem do be any bad answer,only design choices, tomorrow I may post some of my current designs, but goddamn I change them so much

just start whit legends timeline and dont play on galaxies whit more than 1000 (i recomend sticking to 700 stars) or your CPU will not be able to take the late game.

???? not sure what you on about… what I've meant is that I've been playibng this for what must be at least now, I think it starts at 2100 and so far only 32 years have passed
but not only the timescale is slow, but my pacing at it, since I spend hours designing, and when actually playing still pace it pretty slowly due to large amount of things happening at the same time

And as I've said for the ship designs,

tried to keep this minimal as possible, within the 160 (initial size limit),
fast and maneuverable, only on this final form I've decided to keep it with torpedoes only (I'm changing this for all my ships)
enough shielding to take a beat, but it barely ever sees any battle anyway…

using them as the backbone of my defenses, automating them and leaving for patrols and escorts
again first time using them only torpedoes, my thinking is that having high speed and maneuverability they can keep their distance and fend off invaders
while still having enough defenses to survive on its own…
I'm still to see how all of this will work out

So I'm thinking of these like the main assault kind of ships, way heavier on weapons and ready to take a beating,
Was so much in doubt as to which weapon to pick, between graviton, phasers ion, goddamn….
kind of wished I had focused on missiles and railguns now, simpler

now this was pretty hard to design, I had in mind something like multi-purpose tank ship, very close to destroyers but a bit extra armament and protection
they would be the enterprises equivalent, but fuck…. I needed more different types of utilities to fine tune this stuff

inspired Galactica style, the muscle of invasion forces, with high troop transport and fighter capacity
without any weapons besides point defense, and the reactors… I just feel bad leaving just two there

I intend to have only one or a couple of these, as the title says its a capital
basically the size of a carrier but packed with weapons,
I wanted some big blaster like the original hyperion had, but oh well….
also I'm waiting to increase the ship size limit to build on it…

Alright, I'll stop samefagging and if no one comments on this anymore I'll let it go

that's pretty cool, a good pirate implementation as opposed to other games (looking at you Port Royale)
there's some pretty interesting things you can do with them,
I happened to colonize one planet with a hideout, and they gave a fucking hell of a time,
had to wage war against them and ended up conquering a planet they had complete control over.
they're manageable, but hell, can be a good hassle to deal with…
only thing I wish, that is missing is more diplomacy options between pirates and regular empires, like you can't formally declare war and make an ally out of them, only option is to pay "protection" and that screws up automation and AI

you never reached late game whit the shakturi?

well technically I'm still on my first game, that is, first game after learning it

Okay, I'll just ask this one last time
what are weapon bypassing shields, and what weapons are supposed to counter what?

> reddit.com/r/4Xgaming/comments/2rjlav/distant_worlds_indepth_ship_design_guide/
> reddit.com/r/DistantWorlds/comments/1xnqas/simple_fleet_management_options/
> matrixgames.com/forums/tm.asp?m=3508583
some reference links with info on stuff… but anyway, I read that graviton and railgun weapons bypass shields, but I can't be certain about this stuff since its not commented on the pedia