|
Post by ileonu on Dec 23, 2013 19:30:04 GMT
Im guessing that type of planet and atmosphere are totally random, evenly distributed....
So its very important to pick the least chosen mix of planet and atmosphere. Maybe after this post, everyone will think that since oxygen/rocky is the default, most people will choose another mix... making rocky/oxygen an excellent choice...
Or the right mix is important just at the beginning and later on it's easier to colonize other planets?
|
|
rob
New Member
Posts: 13
|
Post by rob on Dec 23, 2013 19:40:58 GMT
Or people alredy thought that and will make other combination better. Or maybe you DID think about this and maybe I should pick Reck/Oxygen.
Or maybe...
Damn mind games...
|
|
|
Post by Tau Ceti Empire on Dec 23, 2013 19:49:20 GMT
Being a different planet type than the rest isn't 100% necessary. Many people won't let you into their territory to colonize anyway. It depends on how friendly you are with your neighbour. Personally, I recommend that you just pick a atmosphere/planet type that fits your role play the best or you like the best.
|
|
Vyrex
Junior Member
Posts: 83
|
Post by Vyrex on Dec 24, 2013 2:29:09 GMT
Ok, something isn't with my shipset installation. I put the desired shipset in proportions/races (nomad guild), but for some reason it's not showing up in game as my shipset. When I go and create a new proportions game, the race shows up appropriately, but when I place in the noob game, it shows up as a different, default race.
|
|
|
Post by Dominion of Zabéara on Dec 24, 2013 2:38:21 GMT
I noticed this as well, its the same thing on my computer/game. I can start a game no problem with your race, but it won't come up for the noob camp game. I don't have any answers to that, but i'll look into it. Your ship set IS compatible with the mod...My guess is that Heber and Kaar may know a thing or two about this sort of thing.
Edit: Upon taking a second look, I noticed that my game is only recognizing stock races. Any special ship sets are not rendering in my game. Why, i'm not so sure. I can see and create games using those ship sets, but they are not rendering for our practice game. I'll look further into this.
|
|
|
Post by Dominion of Zabéara on Dec 24, 2013 3:51:19 GMT
Ok, I have a theory about why none of the three non-stock ship sets are working... Theory #1: Both Warmuffins and Rob picked the exact same ship set for use, so when creating the game, I think it automatically assigned them stock races to avoid having the universe explode (the inevitable result of having two identical ship sets in one game, perhaps) Theory #2: This is my fault and a bit stupid. I forgot to install Sylos' ship set. I thought I did, but it turns out I didnt have it. So thus when I made the game, my computer automatically assigned a stock ship set to Sylos' Empire, which he is now stuck with...
|
|
Vyrex
Junior Member
Posts: 83
|
Post by Vyrex on Dec 24, 2013 4:00:30 GMT
Noooooooo. We must restart! It is imperative! /s. Anyways, that's actually quite interesting Hey, at least it wasn't a race I hated.
|
|
|
Post by Dominion of Zabéara on Dec 24, 2013 4:02:45 GMT
This is what a practice game is for! How would you feel if I accidentally locked you into some stock race for the next 4 years of your life :\
And its a lesson to everyone, I guess. Don't use the exact same ship set as another player.
|
|
|
Post by The Kortl Rheus on Dec 24, 2013 6:36:34 GMT
Probes, Drones & Satellites Question.
Although the idea seems fairly straightforward I'm having trouble figuring out what each does, how are they used, what are they used for and are they worth it?
|
|
|
Post by Dominion of Zabéara on Dec 24, 2013 6:50:29 GMT
I can't help you with probes, they are a new addition to the mod and don't exist in vanilla.
Satellites are small, cheap stationary units (although a ship with a satellite bay can launch them into a given sector of space). They have a couple of uses:
Cheap, immobile space-based defense: you can put a couple weapons on them, and they cost no maintenance. Plus you don't need ship yards to build them, so even planets without a ship yard can cobble a few together if they have nothing else in their build-queue. They aren't particularly good and have no self-mobility, but they are cheap. Placed in the same sector as a warp point or planet to defend, they can some "free" defense in that sector. In this role they are semi-useful at stopping, or at least damaging or detecting and tripping up lone wolf raiders, especially small light raiders. Larger commerce raiders will be less bothered by individual satellites, but a large group of them would be trouble.
Observation: A satellite can be parked in a system to just observe whats going on. Its more efficient than using a ship, since the latter costs maintenance while the satellite does not. As your technology improves, satellites can fulfill this role increasingly well. You can outfit them with all kinds of sensors that can, for instance, detect cloaked alien ships, detect what kinds of components are on alien ships, etc etc.
Drones are essentially tiny automated ships often but not always used for kamikaze attacks. I hardly ever use them.
|
|
|
Post by Tau Ceti Empire on Dec 24, 2013 14:17:56 GMT
from fiddling around, I believe that probes are just really crappy drones that are tailor made for exploration, detection or intelligence gathering.
|
|
|
Post by Sethulkra Hive on Dec 24, 2013 22:46:22 GMT
Checking "Players can see complete tech tree" in "Game Settings" when creating the game can be of much help to new players. At least they will know the requirements to each tech level.
|
|
|
Post by ileonu on Dec 26, 2013 19:05:08 GMT
Whats best to orbit-mine? Space stations or ships? The first is bigger the second can escape if enemies enter the system....
What do you orbit-mine? I mean, ok you can build a station with minning modules on a planet... but you also mine the moons of the planet right? So its WAY better to build those orbital miners on planets that have moons right? Also you must build the right miner on the right planet... build a "mineral miner" on a 0% 100% 100% planet wont work...
What's the right way to develop a colony? What are the "critical" buildings? Space port + Supply depot for example seems critical to me... or at least 1 for each system... since 1 space port gathers the production of the entire system... right?
|
|
|
Post by ileonu on Dec 26, 2013 19:07:45 GMT
Also weapon wise... whats best? Focus on one type or develop several? My guess is focus, but im not sure how effective are the respective counter for each weapon...
|
|
|
Post by Dominion of Zabéara on Dec 26, 2013 19:35:21 GMT
Also weapon wise... whats best? Oh god, I don't even know where to begin with that one...there are SO many weapon trees, some of which you can't even see. I could write a small book on the trade-offs, but i'll mention a few examples to illustrate: Ripper beams: part of a weapon tree you can't see right now, ripper beams put out amazing damage and do not weigh much, but are costly in radioactives and have a very short range, meaning you want to put them on small, fast ships, assuming you can afford their radioactive costs. Capital Ship Missiles have very long range and do respectable damage, but they have a long reloading rate and can be shot down by point defence cannons. Many early beam weapons are quite good at higher levels, but they do half or quarter damage to shields, and thus can be easily countered by using armour instead of shields. Likewise, there are weapons that are effective against armour, and can be countered by shields, such as advanced projectile weapons or crystal weapons. And on and on and on... Personally, I like to use missiles early on, and then switch to ripper beams in the mid to late game. but there are ALOT of viable weapon systems. But you need to be flexible and plan ahead. Does your enemy use shields alot? Avoid using many types of beam weapons. Does your enemy not like putting PDCs (point defence cannons) on his ships? Shower him with missiles! Is your empire's economy tight on radioactives? Avoid using ripper beams or crystal weapons. Of course, if you like a certain weapon that costs more of a certain resource, then you should keep that in mind when hunting/bargaining/exploring/conquering territory and building mining platforms/colonies.
|
|