
Impressions of 1.0.6.0 from someone new to the game
RE: Impressions of 1.0.6.0 from someone new to the game
I dream with you! I hope the devs are reading this as well
Or perhaps they are enjoying their well deserved holiday.

- Erik Rutins
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RE: Impressions of 1.0.6.0 from someone new to the game
Hi Hondo,
Thanks for the kind words and your feedback.
Have you also tried zooming in and out with the mouse? I prefer that method as it zooms right to where I have my cursor, which works very well in terms of telling the game what I'm interested in zooming in on. Similarly, selecting an object and moving to it, then zooming in with the keys works well.
Regarding the system names and such, if you click on an event in the scrolling message list, it will move the view to that event's location.
The best rule here is to remember to deploy your resupply ship before your fleet runs low on fuel, then they'll see it as the closest fuel source and go there. With that said, I agree there's more we can do to make this more user-configurable.
Hm, thought we'd fixed that, we'll have to re-check. If you have a save that shows an automated constructor sending itself into a black hole it would be helpful.
Sounds like a resource shortage - you could check to see which components are unbuilt and whether you are out of any materials that are required.
Good points and suggestions.
Thanks!
[/quote]
Thanks for the kind words and your feedback.
ORIGINAL: hondo1375
1. The interface. It is certainly not the worst game interface, but I feel I'm wrestling with it a lot:
Have you also tried zooming in and out with the mouse? I prefer that method as it zooms right to where I have my cursor, which works very well in terms of telling the game what I'm interested in zooming in on. Similarly, selecting an object and moving to it, then zooming in with the keys works well.
Regarding the system names and such, if you click on an event in the scrolling message list, it will move the view to that event's location.
2. Fuel. In principle, this is a good mechanic, but the current execution is often frustrating. For example, I had a fleet on an offensive in a distant enemy system, and I was moving a resupply ship into place to deploy to refuel the fleet. However, the fleet was low on fuel. Even though the ships were set to manual, they started warping away to refuel at a distant star which would have put them out of action for a long time. If they'd hung around a few more minutes they could have refueled at the resupply ship. I kept grabbing them manually and bringing them back. It felt like herding cats in the end and I gave up. Some way to disable this automated behaviour would be welcome.
The best rule here is to remember to deploy your resupply ship before your fleet runs low on fuel, then they'll see it as the closest fuel source and go there. With that said, I agree there's more we can do to make this more user-configurable.
a. Sometimes automated constructors get caught in black holes: I can build stuff fine around a black hole if I micro manage, but the game isn't about micromanaging.
Hm, thought we'd fixed that, we'll have to re-check. If you have a save that shows an automated constructor sending itself into a black hole it would be helpful.
b. I cued up a whole fleet at a planet that never got build, although they appeared as under construction in the ship list. A bug, perhaps?
Sounds like a resource shortage - you could check to see which components are unbuilt and whether you are out of any materials that are required.
c. I had a supply ship that had filled itself up with hydrogen but when the fleet upgraded to argon-driven reactors I couldn't empty it and therefore couldn't refuel anything. Also, it would be nice to be able to load up resupply ships at spaceports, rather than having to extract at stars only.
Good points and suggestions.
I'm looking forward to the next iteration of this game and the impending expansion: I hope they address some of the key interface and fuel issues.
Still, possibly a great game in the making I think.
Thanks!
[/quote]
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: Impressions of 1.0.6.0 from someone new to the game
Thanks for the reply Eric.
Based on Das123's reply, I started using a mouse with a wheel in addition to my standard mouse. I agree with you and him that this seems a much better way of navigating the map.
It's not so much for events, as I know I can click on them, but it is when I see, for example, on the ship card a ship heading to "System X12Y3" or "Moon Apapalousa" or whatever and I think where the #&*! is that? It would be nice if all the names appearing on the interface where hypertexts which click through to the object. I'm only playing on the 100 system map, and I spend too much time hunting down obscure moons and systems.
I'm not sure I've got a save at that point of a game. I'll take a look.
No, this looks like a bug. See my technical support post "1.0.6.0 Drifting ghost ships" or something similar.
ORIGINAL: Erik Rutins
ORIGINAL: hondo1375
1. The interface. It is certainly not the worst game interface, but I feel I'm wrestling with it a lot:
Have you also tried zooming in and out with the mouse? I prefer that method as it zooms right to where I have my cursor, which works very well in terms of telling the game what I'm interested in zooming in on. Similarly, selecting an object and moving to it, then zooming in with the keys works well.
Based on Das123's reply, I started using a mouse with a wheel in addition to my standard mouse. I agree with you and him that this seems a much better way of navigating the map.
ORIGINAL: Erik Rutins
Regarding the system names and such, if you click on an event in the scrolling message list, it will move the view to that event's location.
It's not so much for events, as I know I can click on them, but it is when I see, for example, on the ship card a ship heading to "System X12Y3" or "Moon Apapalousa" or whatever and I think where the #&*! is that? It would be nice if all the names appearing on the interface where hypertexts which click through to the object. I'm only playing on the 100 system map, and I spend too much time hunting down obscure moons and systems.
ORIGINAL: Erik RutinsORIGINAL: hondo1375
a. Sometimes automated constructors get caught in black holes: I can build stuff fine around a black hole if I micro manage, but the game isn't about micromanaging.
Hm, thought we'd fixed that, we'll have to re-check. If you have a save that shows an automated constructor sending itself into a black hole it would be helpful.
I'm not sure I've got a save at that point of a game. I'll take a look.
ORIGINAL: Erik RutinsORIGINAL: hondo1375
b. I cued up a whole fleet at a planet that never got build, although they appeared as under construction in the ship list. A bug, perhaps?
Sounds like a resource shortage - you could check to see which components are unbuilt and whether you are out of any materials that are required.
No, this looks like a bug. See my technical support post "1.0.6.0 Drifting ghost ships" or something similar.
First wargame: Jedko's 1st edition "The Russian Campaign". First computer wargame: don't remember the name, but it was on punch cards.
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Erik Rutins
Have you also tried zooming in and out with the mouse? I prefer that method as it zooms right to where I have my cursor, which works very well in terms of telling the game what I'm interested in zooming in on. Similarly, selecting an object and moving to it, then zooming in with the keys works well.
Erik, PLEASE read this mini-request [:D]
I'd absolutely LOVE a little checkbox in the options menu, to have the zoom out NOT follow the cursor, but rather zoom out from the center of the screen.
Many other games do it this way, zoom in to the cursor, zoom out from the center, and i've grown so accustomed to it.
Usually when you zoom in, you aim specifically at something, so thats great. But when you zoom out, its mostly just "i need to get out quickly to get an overview", at which point it is annoying to have the view race off to the left (or whatever), when you really just want to zoom out straight from the point you are at.
It's such a small stupid thing, but over the course of a few hours, with hundreds of constant small pan-the-screen adjustments everytime i zoom out, it gets old fast.
Thank you

RE: Impressions of 1.0.6.0 from someone new to the game
I'll steal this spot to write some of my impressions and wishes.
First: I have great fun in this game. I got starcraft 2 this week, and I play this one that I have had for more than a month
Fun to colonize, fun to wage war. Nice to finish wars as it gets confusing once my troop ships are scattered all over the world trying to fill themselves up again.
However, it would not hurt if it stopped crashing. But autosaving every 15 mins when empire gets large, and manually saving after investing time (like reorganizing fleets) makes it not too bad.
I play the quickstart with huge central empire and small empires around. I am a small Teekan one. The big one has shattered multiple times, and are now 4 or 5 large ones. I conquered the home worlds of the original large empire, not too far from my starting area. Included in the loot was a large space port. Why did I wage war, peaceful little me? Because he obviously listened to his AI advisor saying "we should tell our units to harass their outposts". I don't mind an AI raiding my outposts, but it would help if they were not at the same time begging again and again for "mutual defense pact".
Their former capital with its large space port has been retrofitting four of my troop carriers for ages. As well as being stalled on construction on some civilian ships. Out of curiosity I would like to know which resource is missing, but I find no easy way to see this. It has stayed this way for ages, I can build new ships just fine elsewhere, and I have free trade agreements with _everyone_ else. I would think it should be possible to get the needed materials for this large spaceport's construction yard, but nothing happens. Lots of luxury items on the freighters moving in and out, though.
Maybe I am daft, so please enlighten me if I miss something obvious. Having a ship (including spaceport) selected, gives me no easy access to it in the ship list. I would like to have easy access to the cargo bays of any ship/base I control. From the game map, with the ship selected. It would also be nice to be able to select a ship from the build queue. I typically build a few cruiser/capital ships to join a fleet, and I have to filter the ships for military ships, then sort by system and find them that way. A tad annoying. One extra bad thing about having to use the ship list to get cargo info (and everything else), is that it takes a bit time to retrieve. My empire has 2689 units according to empire info.
I am peaceful, the galaxy is not. Disgruntled colonies defect to my empire, and the game is nice to tell me when that happens. It would be nice if the game also told which empire they defected from. If they are in a system with multiple other empires, it is not self explaining. Neither if they are the only colony in the system.
But apart from niggles, I am having great fun. Even if stupid Teekan ship designers build small spaceports without guns, and destroyers with no torpedos
First: I have great fun in this game. I got starcraft 2 this week, and I play this one that I have had for more than a month
Fun to colonize, fun to wage war. Nice to finish wars as it gets confusing once my troop ships are scattered all over the world trying to fill themselves up again.
However, it would not hurt if it stopped crashing. But autosaving every 15 mins when empire gets large, and manually saving after investing time (like reorganizing fleets) makes it not too bad.
I play the quickstart with huge central empire and small empires around. I am a small Teekan one. The big one has shattered multiple times, and are now 4 or 5 large ones. I conquered the home worlds of the original large empire, not too far from my starting area. Included in the loot was a large space port. Why did I wage war, peaceful little me? Because he obviously listened to his AI advisor saying "we should tell our units to harass their outposts". I don't mind an AI raiding my outposts, but it would help if they were not at the same time begging again and again for "mutual defense pact".
Their former capital with its large space port has been retrofitting four of my troop carriers for ages. As well as being stalled on construction on some civilian ships. Out of curiosity I would like to know which resource is missing, but I find no easy way to see this. It has stayed this way for ages, I can build new ships just fine elsewhere, and I have free trade agreements with _everyone_ else. I would think it should be possible to get the needed materials for this large spaceport's construction yard, but nothing happens. Lots of luxury items on the freighters moving in and out, though.
Maybe I am daft, so please enlighten me if I miss something obvious. Having a ship (including spaceport) selected, gives me no easy access to it in the ship list. I would like to have easy access to the cargo bays of any ship/base I control. From the game map, with the ship selected. It would also be nice to be able to select a ship from the build queue. I typically build a few cruiser/capital ships to join a fleet, and I have to filter the ships for military ships, then sort by system and find them that way. A tad annoying. One extra bad thing about having to use the ship list to get cargo info (and everything else), is that it takes a bit time to retrieve. My empire has 2689 units according to empire info.
I am peaceful, the galaxy is not. Disgruntled colonies defect to my empire, and the game is nice to tell me when that happens. It would be nice if the game also told which empire they defected from. If they are in a system with multiple other empires, it is not self explaining. Neither if they are the only colony in the system.
But apart from niggles, I am having great fun. Even if stupid Teekan ship designers build small spaceports without guns, and destroyers with no torpedos

RE: Impressions of 1.0.6.0 from someone new to the game
Maybe I am daft, so please enlighten me if I miss something obvious. Having a ship (including spaceport) selected, gives me no easy access to it in the ship list. I would like to have easy access to the cargo bays of any ship/base I control. From the game map, with the ship selected. It would also be nice to be able to select a ship from the build queue. I typically build a few cruiser/capital ships to join a fleet, and I have to filter the ships for military ships, then sort by system and find them that way. A tad annoying. One extra bad thing about having to use the ship list to get cargo info (and everything else), is that it takes a bit time to retrieve. My empire has 2689 units according to empire info.
When you have the ship/base selected, double click its preview window in the bottom left. I *think* this does what you are wanting.
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: lordxorn
Regarding your fuel situation, it is alot painless when you design around this. All my designs are fuel tank heavy so my fleet can actually have some deployment time. Of course the obligatory Solar Panel is a must so you are not burning fuel just standing by.
Once I mastered this, fuel was never an issue like you describe it.
Your WHOLE fleet que may have been lack of resources make sure you have enough before you do that, especially at the beginning of the game.
Other than that I was under the impression that 1.06 fixed the other bugs you desribed, although I have not had much time with the new patch.
Hehe, I cheated. Modded the game and gave humans the mega-density fuel cell. With 6 of those on each ship they can zip halfway across the galaxy and back.[:D]
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: hondo1375
if I choose to send a ship somewhere it is going to run out of fuel then, Mr AI, please mind your own business and not keep trying to send it back to refuel. Otherwise, prevent me from sending it in the first place. At the moment I feel that the situation is somewhere in the middle and the worst of both worlds.
Besides putting plenty of fuel tanks on your expeditionary forces and including solar panels to cover energy needs while idle, I have a couple of extra tips that help me a lot:
1: Dont issue move orders, issue refuel orders want to travel somewhere? order the fleet to refuel at the fuel point nearest your destination, and queue up follow-on moves (ctrl-right-click)
2: Break long journeys up into pit-stops dont forget that you can queue up multiple moves/refuels and other missions. That way you can get all they way across the galaxy as long as you know of a friendly port you can call on.
3: Resupply ships and captured colonies are golden the easiest way to solve supply train issues is to "acquire" a new fuel source. this is the first step I take when I go to war, jack their fuel points! fuel control allowed the allies to beat the superior german armor in WWII, and it works great in DW as well!
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Shark7
Hehe, I cheated. Modded the game and gave humans the mega-density fuel cell. With 6 of those on each ship they can zip halfway across the galaxy and back.[:D]
Great idea! The humans deserve their own uber-tech [:D]
In general I have had an amazing gaming experience with the new patch, almost feels like a new game, kudos to Matrix and CodeForce!
RE: Impressions of 1.0.6.0 from someone new to the game
Resupply ships and captured colonies are golden the easiest way to solve supply train issues is to "acquire" a new fuel source. this is the first step I take when I go to war, jack their fuel points! fuel control allowed the allies to beat the superior german armor in WWII, and it works great in DW as well!
I don't have much experience with resupply ships in a longer war yet, but in theory they should be better than colonies for refueling purposes because they can be designed with many more docking ports than the AI colonies normally have.
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Roller
I don't have much experience with resupply ships in a longer war yet, but in theory they should be better than colonies for refueling purposes because they can be designed with many more docking ports than the AI colonies normally have.
Agreed, Resupply Ships are usually the ideal fuel solution. They can have plenty of docking ports. Also, they have guns and an effectively unlimited fuel supply (essential in a long fight). I often use them as a "floating" forward base; a safe haven that my ships can retreat to rest (shields) as well as refuel...
However, in a pinch a quick colony grab can solve short-term fuel issues in smaller scale conflicts.
RE: Impressions of 1.0.6.0 from someone new to the game
Thanks, WoodMan. Double clicking did the trick for me. I guess I am not randomly double clicking enough.
Also nice to read the discussion of resupply ships. In my new game with little tech and slow development, range is an issue. And I can shoot up enemy gas mines just fine, but it does not help my fleet much. I also experience that nice, conquered space ports run out of fuel after a while.
Earlier I complained about a space port being locked in construction. Reading tech-info about bugs when refitting a base/ship under construction, I think the space port is bugged due to a damaged troop carrier sent there for repairs having received a retrofit order. I have not verified it, but it makes sense. Not that a bugged retrofit should stop a large spaceport building 7 other things.
It is a nice feeling when you have a too large empire, you are at war in both ends, you have only one proper (alien) fleet. And the whole world suddenly impose trade sanctions. Time to bribe one side for peace... As well as trading (sometimes receiving goods/coin on the side) for trade sanctions to end.
It can also be fun when the AI struggles as much with fuel as yourself. His fleet returning home out of fuel, with no refuel points left, and 3 alien capital ships waiting for his out of fuel fleet. And the AI sure knows how to suicide on a large, conquered space port...
Also nice to read the discussion of resupply ships. In my new game with little tech and slow development, range is an issue. And I can shoot up enemy gas mines just fine, but it does not help my fleet much. I also experience that nice, conquered space ports run out of fuel after a while.
Earlier I complained about a space port being locked in construction. Reading tech-info about bugs when refitting a base/ship under construction, I think the space port is bugged due to a damaged troop carrier sent there for repairs having received a retrofit order. I have not verified it, but it makes sense. Not that a bugged retrofit should stop a large spaceport building 7 other things.
It is a nice feeling when you have a too large empire, you are at war in both ends, you have only one proper (alien) fleet. And the whole world suddenly impose trade sanctions. Time to bribe one side for peace... As well as trading (sometimes receiving goods/coin on the side) for trade sanctions to end.
It can also be fun when the AI struggles as much with fuel as yourself. His fleet returning home out of fuel, with no refuel points left, and 3 alien capital ships waiting for his out of fuel fleet. And the AI sure knows how to suicide on a large, conquered space port...
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Bingeling
Also nice to read the discussion of resupply ships. In my new game with little tech and slow development, range is an issue. And I can shoot up enemy gas mines just fine, but it does not help my fleet much. I also experience that nice, conquered space ports run out of fuel after a while.
...
It is a nice feeling when you have a too large empire, you are at war in both ends, you have only one proper (alien) fleet. And the whole world suddenly impose trade sanctions. Time to bribe one side for peace... As well as trading (sometimes receiving goods/coin on the side) for trade sanctions to end.
Yeah, expanding too quickly or getting into a two (or more) front war is rough! On the issue of space ports running out of fuel, the trade sanctions are the main culprit there. If you have plenty of nearby trade agreements and your war is an isolated issue (i.e. not multi-front), then usually the private sector will fill your planetary fuel resupply needs, and you can use the strategies that I mentioned. However, that isnt the case in the long protracted multi-front unpopular war scenario you are describing. When your back is against the wall and you want to operate inside enemy territory, then Resupply Ships are a MUST.
Thats one of my favorite things about Distant Worlds: the dynamic and in-depth economic model has amazing cause and effect in both the diplomatic and military arenas! In most games these bits can feel disjointed, but in DW they mesh very well, and give the game tons of depth and make it extremely engaging.
At first I didnt like the changes that it brought, but now I relish in the balancing act that success requires. The AI is also very proficient at hitting players from multiple directions (diplomatic, trade, espionage, and military)...
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: the1sean
ORIGINAL: Roller
I don't have much experience with resupply ships in a longer war yet, but in theory they should be better than colonies for refueling purposes because they can be designed with many more docking ports than the AI colonies normally have.
Agreed, Resupply Ships are usually the ideal fuel solution. They can have plenty of docking ports. Also, they have guns and an effectively unlimited fuel supply (essential in a long fight). I often use them as a "floating" forward base; a safe haven that my ships can retreat to rest (shields) as well as refuel...
However, in a pinch a quick colony grab can solve short-term fuel issues in smaller scale conflicts.
I tend to design a foward base 'station' that has lots of docking, lots of cargo and a couple of gas extractors. Resupply ships are good, but I also prefer the stations as they can be larger, are definately more permanent, and can be armed to the teeth, unlike the resupply that has some restrictions. Using a mix of both it is possible to have a very effective refueling system for your fleets.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Impressions of 1.0.6.0 from someone new to the game
Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors. I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.
I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.
Also, someone mentioned queuing up move orders. How do you do that? I just had a situation where I wanted to route a colony ship around a pirate base, so I ordered it to refuel at point A, then once it was done, ordered it to colonize at point B. I gather I could have given the refuel order and then ctl-clicked or something to add the second colony order?
Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?
Anyway, kudos to the developer on this game, and to Matrix/Erik for supporting it. It took me a while to "get" it, but now I get it.
I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.
Also, someone mentioned queuing up move orders. How do you do that? I just had a situation where I wanted to route a colony ship around a pirate base, so I ordered it to refuel at point A, then once it was done, ordered it to colonize at point B. I gather I could have given the refuel order and then ctl-clicked or something to add the second colony order?
Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?
Anyway, kudos to the developer on this game, and to Matrix/Erik for supporting it. It took me a while to "get" it, but now I get it.


RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Grotius
Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors.
Yes that is what makes DW unique in it's economic approach. I love how it is autonomous, and it's only goal is to make profits. Your goal is to protect this machine and it's interests through military and expansion. Kind of like real life. [;)]
Since you started in the center, I am willing to bet your economy is strong because you have a lot of different luxury resource, the closer to the magic number of 10 different ones is key. Sometimes AI empires will have some, and may be open to trade it with you.
I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.
The latest patches were suppose to fix some of the AI controlled aspects, as far as it not recommending builds that will bankrupt you. I can't verify this because I do full manual as well.
I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.
I just send an explorer to those far off spots, fuel or no fuel, it will get there eventually. If you can remember the spot, I am sure you can still trigger the story line.
Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?
I believe once you get the bonus for the ruins exploration, and it is non-colonizable, it will just make a decent resort spot if you built a space resort on top of it. Of course it has to be close to a colony.
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: lordxornORIGINAL: Grotius
Just thought I'd add some of my own impressions, now that I've been immersed in this game for two days. I'm really enjoying it! It took an hour or so for it to get its "hooks" into me, but now I'm pretty hooked, heh. My Slukids (?) started right smack in the center of a spiral galaxy, and I've been slowly expanding outward. I'm in the middle of the pack by most measures, but I have a reasonably strong military, and I guess all my pirate-bashing has earned me a Respectable standing in the galaxy. I really enjoy the interplay of the private-public sectors.
Yes that is what makes DW unique in it's economic approach. I love how it is autonomous, and it's only goal is to make profits. Your goal is to protect this machine and it's interests through military and expansion. Kind of like real life. [;)]
LOL, so true lordxorn[:D]
I also quickly realized that I wanted to control everything, so at this stage, at least, I have everything on manual. I've built stuff conservatively; just a few constructor ships and mining stations, a couple dozen colonies, maybe a half-dozen small space stations, a couple resorts. I must be doing something right, because I have 150,000 credits (er, money?), and my economy seems to be growing steadily.
The latest patches were suppose to fix some of the AI controlled aspects, as far as it not recommending builds that will bankrupt you. I can't verify this because I do full manual as well.
I have had a very good experience with AI automation, it definitely has yet to bankrupt me.
I did just realize that I forgot to investigate the latest step in the "story" -- a mysterious signal in a far off spot. I didn't pursue it at the time because I didn't think my ships would have the range to get there. But maybe I can refuel at other empires' bases (for a fee)? Or should I bring replenishment ships (or add fuel tanks)? By now it may be way too late anyway -- it really was ages ago.
I just send an explorer to those far off spots, fuel or no fuel, it will get there eventually. If you can remember the spot, I am sure you can still trigger the story line.
Most of the spots are marked with a light blue ping. Otherwise something else will point you back in that direction before long if it was important [:'(] Fuel tanks help though, and you can definitely refuel at friendly ports. I try and stick with trade treaty empires if possible.
Finally, I notice some non-colonizable planets with ruins on them. Is there any way to take advantage of the ruins by space mining, or do I just have to learn the relevant tech to colonize that type of world?
I believe once you get the bonus for the ruins exploration, and it is non-colonizable, it will just make a decent resort spot if you built a space resort on top of it. Of course it has to be close to a colony.
If you dont have the relevant tech, you can also "acquire" a well populated colony that is native to that planet type. If you have the prerequisite citizens, then the info pane for the planet will list the race that lets you colonize it.
If you want the ruins for an ongoing empire bonus (like +100% weapons research, or whatever), then a station wont net you the bonus, only colonization. WARNING: The AI wants these planets. I found one in my current game, but couldnt colonize it. So, I did the next best thing and colonized another planet in the same system (since the AI usually will be less likely to colonize in the system and compete. Also, I built a really beefed-up monitoring station on it (I include mining components and lots of guns on my monitoring stations). A friendly AI empire STILL colonized it, and now that is a major thorn in my side! SO, moral of the story, open fire on any @$^&*#* AI empires that send a colonyship nearby, or they will gank it from you!!!
RE: Impressions of 1.0.6.0 from someone new to the game
ORIGINAL: Grotius
Also, someone mentioned queuing up move orders. How do you do that? I just had a situation where I wanted to route a colony ship around a pirate base, so I ordered it to refuel at point A, then once it was done, ordered it to colonize at point B. I gather I could have given the refuel order and then ctl-clicked or something to add the second colony order?
1) select a ship
2) first order normally first one command
3) right click point B, it gives you drop list where one selection is "Queue something". Select this one, this gives for you
4) commands you can queue, select one
5) if you like to queue more commands, goto 3.
Right click on empty space gives for you 'general' list where you can do queue commands.
IIRC if you change your current command, queued still remain in queue until you select "Clear queue". In that case current command stays active.
Before you can define your strategy, you have to have a vision
RE: Impressions of 1.0.6.0 from someone new to the game
Thanks for the replies, guys. And thank you for the how-to on queueing orders, Wenla. I'll give it a try.

RE: Impressions of 1.0.6.0 from someone new to the game
I might add that the "Control-button + Right-click" is for when you want to bring up the full mission drop down list when right-clicking on something that has an automated command. IE: rightclicking a pirate base will issue an attack or, ctrl rightclick will let you queue an attack order. Use this in Wenla's instructions at step 3 [:)]