YouTube Collaborative Series

Post descriptions of your brilliant victories and unfortunate defeats here.

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vmxa_slith
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RE: YouTube Collaborative Series

Post by vmxa_slith »

ORIGINAL: Tophat1812

Odd....I have a bit of hearing loss and I can hear and understand him fine over the music.

I did not say I could not hear or understand him. I said it was distracting. In some of them it eventually annoys me to the point I give up. If I did not like his work, I would not bother to watch any further or make any comments.

Not sure how it would be an issue to not have music for an LP. I would suspect given the number of times I have read post asking for it to be turn down, it is more of a hindrance than a pleasure.

For the record I have never down voted any of Das's LP's and have given likes to many.
DasTactic
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RE: YouTube Collaborative Series

Post by DasTactic »

I appreciate the feedback. :) It doesn't bother me gameplay-wise whether I have it on or off so if it is distracting for people watching then I'll try it off.
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Tcby
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RE: YouTube Collaborative Series

Post by Tcby »

For some strange reason my favourite episode so far is Das' overview of where they're at (year 11 part 1). So thumbs up for 40 minutes of talking about menus and plans [:D]

I think what really did it for me was all the talk of this potentially being the height of your power, and how things were going to start crashing down for a few years. Very space opera.

Edit: also beginning to make a power bloc! yay politics
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Keston
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RE: YouTube Collaborative Series

Post by Keston »

It is a good learning experience, and I like the strategic and tactical analysis and planning a lot. There are good tips on gameplay and clearly different gameplay styles. Some role-playing drama and hyperbole add flavor.

Don't get me wrong on music - I just really want to hear and process what the players are saying and are doing on screen.

I like light background music and sound effects, but at volume they compete with voices. It's a matter of signal processing, not raw volume. Some people can unravel 3 or 4 simultaneous conversations in a crowded and noisy club, some find even 2 conversations in an otherwise quiet room even from different directions hard to separate.

Tophat1815
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RE: YouTube Collaborative Series

Post by Tophat1815 »

ORIGINAL: vmxa

ORIGINAL: Tophat1812

Odd....I have a bit of hearing loss and I can hear and understand him fine over the music.

I did not say I could not hear or understand him. I said it was distracting. In some of them it eventually annoys me to the point I give up. If I did not like his work, I would not bother to watch any further or make any comments.

Not sure how it would be an issue to not have music for an LP. I would suspect given the number of times I have read post asking for it to be turn down, it is more of a hindrance than a pleasure.

For the record I have never down voted any of Das's LP's and have given likes to many.


Fine,fine whatever you say. I'm fairly sure Das will being a more than reasonable guy bow to the tyranny of the masses and acquiesces to your request. I don't want to hijack this excellent AAR thread any further with discussion about music volume. This has been a great AAR that has taken us already through 12 years of interesting game play and the strategic thought behind it. I can't believe we are reduced to some bizarre half-baked personal attack by one guy and a music critique by another! In regards to FingNewGuy I'm certain Das wasn't ignoring your comments as any kind of insult. Das is coordinating this collaborative lets play and trying to turn episodes out in a timely manner.

I was hoping we'd get some new players asking questions about strategy,ship design and colony choice selection. All these players so far in the video have shown how important access to critical resources are. heck,we have had shown an economy going into the red and yet nobody has commented or asked questions of the players.

Hoping we can turn this around in regards to the next installments.
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Keston
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RE: YouTube Collaborative Series

Post by Keston »

Yes, the playing through does show a high level of attention to resources and highlights the impact of stoppages due to resource shortages. It seems the quickest way to find out what is short is the alerts and cycling through colonies, and the quickest response is to ask smugglers to fill the gap.

Getting it more directly seems considerably more involved. The UI offers a number of ways to get slices of information about resource demand and locations, but if there is an integrated view showing the options I must be missing it. The empire sidebar can make it easy to see listed items identified on the map when mousing over. There isn't a resources bar there.

I can get information on a list of known available resource locations in the expansion planner and the general location on the minimap with it. I believe this excludes locations occupied by others. I can get locations highlighted more usefully on the "Galaxy" Map by selecting the chosen resource in the dropdown, but need to go to the expansion planner or click through to the location for more details. Or we can click on entire systems to get a complete resource overview and evaluation of the neighborhood and what may be safe. Stumbling through these tools I manage to miss rich targets that are enemy controlled worlds.

What is the best way to handle this?

Assuming players use the double-handful of Ctrl keys for key fleets and ships, what do good players use as a checklist of things to return to later on? Other than noting it mentally or by hand or by renaming things in the game, are there game elements or mods that can help pin things on the map or tag them for later attention?

P.S. I like a medium to large map with a lot of stars. Is there a search function by name for known systems or astronomical objects?


On the easier side, the Human war shows dramatically how important it is to know your enemy and tailor forces to fight them. I usually have preferred longer-range weapons so it hasn't been as forcefully presented. So boarding pods to capture ships are extra useful even if not a pirate.

If you raise troops from conquered populations, are they liable to revolt, and more so if left on a planet of their species rather than sent to police other species?

More questions later.
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Tcby
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RE: YouTube Collaborative Series

Post by Tcby »

You'd probably be better off asking those questions in the general discussion or war room areas :)
DasTactic
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RE: YouTube Collaborative Series

Post by DasTactic »

As Tcby said it is probably best to ask these sort of questions in the other forum where more people will look at them. But I'll try to answer what I can...

One of the great things about DW though (unlike most other games) is there are many ways to approach promlems and no one solutions will always be the best one each time.
ORIGINAL: Keston
Yes, the playing through does show a high level of attention to resources and highlights the impact of stoppages due to resource shortages. It seems the quickest way to find out what is short is the alerts and cycling through colonies, and the quickest response is to ask smugglers to fill the gap.

Getting it more directly seems considerably more involved. The UI offers a number of ways to get slices of information about resource demand and locations, but if there is an integrated view showing the options I must be missing it. The empire sidebar can make it easy to see listed items identified on the map when mousing over. There isn't a resources bar there.

I can get information on a list of known available resource locations in the expansion planner and the general location on the minimap with it. I believe this excludes locations occupied by others. I can get locations highlighted more usefully on the "Galaxy" Map by selecting the chosen resource in the dropdown, but need to go to the expansion planner or click through to the location for more details. Or we can click on entire systems to get a complete resource overview and evaluation of the neighborhood and what may be safe. Stumbling through these tools I manage to miss rich targets that are enemy controlled worlds.

What is the best way to handle this?
Larry is great at sorting through the resources quickly so I'd recommend looking at his Part 1 videos. He uses the expansion planner mainly for this.

My method is to just focus on the 'difficult' resources that are needed for most construction: polymer, chromium and carbon fibre. I also like to directly control 2 or 3 steel sources in or close to my home world. I use the galaxy map for this.

Also, when you are building things you will get a list of required resources that are needed if you select the construction object. Any that it doesn't have enough of show in orange.

Pirate smuggling missions are a great source while they are in control of space. In our LP we have now turned a corner where the pirates are weaker than the empires so they will have less infrastructure to meet our demands. Early on the smuggling missions were the best source for us but now we need to start securing our own or get friends we can trade with. This was one of the reasons I shared the Zentabia Fluid in my last turn. :)
Assuming players use the double-handful of Ctrl keys for key fleets and ships, what do good players use as a checklist of things to return to later on? Other than noting it mentally or by hand or by renaming things in the game, are there game elements or mods that can help pin things on the map or tag them for later attention?
It would be great to have a notes ability within the game. What I do for recording is write notes in a text file then try to address each item. If I am just playing for fun I occasionally just scroll through special locations; the galaxy map at the special resources; potential colonies; and then just figure out what I'm going to target next.

In our game (in my opinion) all we need to really focus on are: Protecting the home world system; securing and eventually building a star port on Zentabia; securing the captured independent planets with the high populations (so we get tax income); keeping an eye on the Korrabian Spice and the Loros Fruit planets; capturing the other Keskadon planet from the humans; and capturing the Carrida Weapons facility from the humans. Most of the other planets don't add much to our income yet and in fact drain our income for the short-term until they develop.

To put this in perspective, in our current game I think we control 11 planets yet I think our home world generates over 95% of our income.
P.S. I like a medium to large map with a lot of stars. Is there a search function by name for known systems or astronomical objects?
A search/filter function would be very useful but it doesn't exist in the game
On the easier side, the Human war shows dramatically how important it is to know your enemy and tailor forces to fight them. I usually have preferred longer-range weapons so it hasn't been as forcefully presented. So boarding pods to capture ships are extra useful even if not a pirate.
I personally don't rely on capturing ships and generally prefer long range weapons. But in this game they weren't available to us so we had to re-design around what we had also keeping in mind we were a long way behind in research. Once again, the game presents a unique problem I personally have never had to consider before. :)
If you raise troops from conquered populations, are they liable to revolt, and more so if left on a planet of their species rather than sent to police other species?
I don't know the answer to that. I suspect not, but sometimes it seems your troops disappear when a rebellion starts. I'm not sure about the morale of those troops. Would be interested in the answer though. :)
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Keston
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Viability of "Soviet" Design Approach?

Post by Keston »

A cold war discussion brought this to mind again. The game AI frequently upgrades technology and ships (or nags about it) to the latest (yet more expensive) technology, including retrofitting prior models even if not tactically obsolete. Is this normal practice for skilled players?

There is a very different approach that was used by the Soviet Union - focusing more on design of weapons systems for cost-effectiveness for their primary purpose, and retaining enormous stockpiles of prior generations of equipment in storage for decades as a matter of prudence. Does it make sense to upgrade and retrofit at every opportunity?

I was noticing a price differential of 2x or 4x on some of the equipment options in early designs with nominal damage fairly similar. This suggests some opportunities to get more for our money (though this will depend on resource input prices. Sensible to build this way? Or just keep surviving older ships for second-line duties or to bolster front-line forces?

This seems like a potential strategy for empires with high maintenance costs to keep up their firepower numbers (which I assume is a factor AI considers in planning victims),but could allow those with cheap maintenance (like the Keskudons) to outswarm the enemy and keep a large fleet in being, even if its strength is factitious.

spiralaxis
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RE: YouTube Collaborative Series

Post by spiralaxis »

I was looking through another forum post that had the races sorted by troop strength. The only race stronger than the Keskudons is the Shaktari. But a Keskidon recruited on a Koribian spice planet is nearly 30% stronger than other Keskudons (+50 troop strength!?). They're 25% stronger than even the Shaktari.

So I'd mark that one as a capture priority too.
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StarLab
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RE: YouTube Collaborative Series

Post by StarLab »

Sorry it took a couple days, but here is part one of Year 13. [:)]

Distant Worlds Collaborative ~ Year 13: Pt 1 ~ More Keskudons
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Tcby
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RE: YouTube Collaborative Series

Post by Tcby »

Could have sworn I posted this message a few hours ago. Oh well: much obliged, Larry.
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StarLab
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RE: YouTube Collaborative Series

Post by StarLab »

I fear the year end came upon me before I knew it. Didn't accomplish much this time around... [:(]

Distant Worlds Collaborative ~ Year 13: Pt 2 ~ Double The Fun!
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Keston
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RE: YouTube Collaborative Series

Post by Keston »

Just watched 13:2. Nice cliffhanger.


Edit: Mod Question: Are Keskudons designed with Exterminate as a key strategy? It offers +10% growth - is that growth of the Keskudon population only (a small portion of the total on conquered colonies) or is it calculated on a broader base?




DasTactic
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RE: YouTube Collaborative Series

Post by DasTactic »

Distant Worlds Collaborative ~ Year 14 Part 1 ~ Back to the Rim

Please leave any questions you have for Haree78, the mod creator, who will be running a Twitch live-stream of year 15. :)
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Tcby
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RE: YouTube Collaborative Series

Post by Tcby »

Cool!
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vmxa_slith
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RE: YouTube Collaborative Series

Post by vmxa_slith »

Hope he puts the time in this thread, so we know and the channel.
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Haree78
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RE: YouTube Collaborative Series

Post by Haree78 »

Hi guys, my current plan is to do it on Wednesday, time is still up in the air, I can do it most times no problem. I am guessing doing it late for me to make our largest audience west of me have a better chance of seeing is best.
I am currently thinking I will do it at 12 am for me, which will be 8 pm EST.

The other reason I wanted to do it as a stream was I wanted people to be back seat commanders, tell me what you want me to do, I'll be open to suggestions [;)]
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vmxa_slith
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RE: YouTube Collaborative Series

Post by vmxa_slith »

Will it be a twitch stream and be saved, should we manage to miss the live show?
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Haree78
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RE: YouTube Collaborative Series

Post by Haree78 »

Yes, I'll upload to youtube afterwards.
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