Helping the newplayers to turn off the AI and take control
RE: Helping the newplayers to turn off the AI and take control
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?
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?
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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
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
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
RE: Helping the newplayers to turn off the AI and take control
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
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....
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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
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
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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.
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
-
elanaahova
- Posts: 108
- Joined: Tue Dec 28, 2010 5:56 pm
RE: Helping the newplayers to turn off the AI and take control
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
-elana
"Banging rocks together... thats the ticket to a better tomorrow."
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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
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
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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
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
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
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.
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.
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
RE: Helping the newplayers to turn off the AI and take control
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....
-
elanaahova
- Posts: 108
- Joined: Tue Dec 28, 2010 5:56 pm
RE: Helping the newplayers to turn off the AI and take control
re: troops not invading - figured it out: ... the transports (LSTs I call them) were low on fuel, and the planet was moving along in its orbit, away from the transports. The relative movement was virtually identical... so it looked like the LSTs were ignoring the land troop order. What a difference it would make if the LSTs were ahead of the planet in its orbital path.... LOL
"Banging rocks together... thats the ticket to a better tomorrow."
-
Bandersnatch
- Posts: 22
- Joined: Fri Dec 24, 2010 2:27 pm
- Contact:
RE: Helping the newplayers to turn off the AI and take control
I've been learning the game, and am amazed at the complexity. This forum is where the real learning starts. I started your tutorial on helping new players turn off the AI. Things aren't matching up and I'm thinking I have a different version of the game. Mine is 1.0.6.0. If this is the case, a note might help players to know this. If I am in error, I would certainly appreciate being set straight. Have a good one. Snatch. PS. My game also does not have any option to change the theme; no biggie, but confusing at first.
"But aren't you going to run and help her?" Alice asked...
"No use, no use!" Cried the King.
"She runs so fearfully quick, you might as well try to catch a Bandersnatch."
Lewis Carroll
"No use, no use!" Cried the King.
"She runs so fearfully quick, you might as well try to catch a Bandersnatch."
Lewis Carroll
-
elanaahova
- Posts: 108
- Joined: Tue Dec 28, 2010 5:56 pm
RE: Helping the newplayers to turn off the AI and take control
Hey bander, mine has no option to change theme either. And I added the ship set woodman made (excellent!) easier to tell some ships apart ...
I am thinking that a different 'theme' requires certain types of mods to be installed, not sure, though. i would love to replace the music!
I am thinking that a different 'theme' requires certain types of mods to be installed, not sure, though. i would love to replace the music!
"Banging rocks together... thats the ticket to a better tomorrow."
RE: Helping the newplayers to turn off the AI and take control
check the modders section, lots of juicy stuff over there
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
Simple walk through to help new players take more control in the game away from the AI.
return of the shakturi expansion 1.5.0.2 beta
9
Fuel, resources, ship design and scraping
Load back the game you saved in 7e
My save was start003
Pause the game
My game so far
1 fleet of 3 destroyers on manual control patrolling home system
1 fleet of 1 escort and 1 frigate reacting to problems
2 constructors on auto
2 destroyers on auto
5 explorers. 4 patrolling different sectors and 1 patrolling specific stars 2 at a time
Colonized 1 world with 30 million settlers
1 pirate base found, 1 colonisable planet in pirate system, of course 
Paid protection fee to ward off attack as fleet was too far to respond
Paid for information on whereabouts of independent colony
Independent colony is hostile
Building troopship and built 4 troops to replace invasion force
We have just researched proximity sensors
13,000 in money and 10,000 in cash flow
No resort or research locations found yet.
Understanding collectors and automated freighters
If your escort and frigate fleet are still active bring them up in the selection panel if not load a previous save where they we active.
Notice that the escort has a lower fuel bar then the frigate
Bring up the ship design of the escort by hovering over the design name field in the selection panel and clicking
Notice that it only has 1 fuel cell and a bigger problem is that at the top right corner we can see that it has a static energy usage rate of 6 with no energy collection.
This means it burns fuel while parked.
If you exit out of design screen (cancel)
Hover and click over the fleet name in the selection panel
Click the frigate icon
Hover and click over the design name field in the selection panel
This ship has excess power when parked to not use fuel
Hit cancel
Getting rid of ships and fix a design that is using fuel for no reason,
Let’s retire the escort and frigate now as we have enough ships to deal with problems
You cannot retire a fleet so you must do the retirement of each ship separately
With the frigate still on the selection panel lock the focus
Hover over the ship in the main screen and right click
Select retire at nearest space yard
Now bring up the escort and do the same thing
Remember that you have the previous selection arrows above the selection panel that can help you.
With the collectors fresh on our mind lets now watch the starbase for 10 seconds or so with time at normal
Note the following
If freighters are moving select them to bring them up in the selection panel
Are the carrying casion or going to get some?
If you see nothing check you casion mining bases
Open the expansion planner, top left
Filter casion
Pull down to select empire resource locations
If you do not have a selection displayed you are running on
overworked gas mining ships with colony and star base inventory to fall back on
My freighter was not at my home world or at my 1 casino base but
going to the 1 planet I colonized to pick up casion and bring it back to my capital
I checked my new colony and it has docking bays so freighters can dock without a spaceport
I also note that casion is being reserved for the shipment in the amount of 5000
The freighter has 10 standard cargo bays which hold 500 each so the math matches
Why are we in need of casion so badly?
Building ships is 1 reason but we purposely designed something to draw casion all the time
Pull up your designs screen and select medium space port
Look at the top right and note that energy collection is not keeping up with static energy usage
So the base is drawing fuel just by its existence
Exit out and select copy as new
Add collectors to exceed static energy usage
Add also our new proximity sensors
Make sure you have no warnings
Change the name if you want, save and Close the designs window
Focus and lock on your medium space port and retrofit to our new design
now go thru and check that all your ships and bases are being efficient with fuel
freighters are fuel hogs when parked so we have to fix this
You must follow this to change your civilian transports otherwise they will not build the new design
select a freighter
In the design screen hit copy as new, add the collectors to exceed the static usage
save
Pull down and select all designs
Edit the old design and make it obsolete.(top check mark box)
save
You cannot delete the old design as there are ships still using it
There is a faster way but we need you to understand the controls and work the screens
Now lets retrofit our explorers and our destroyers to add the new sensor tech
1st change the designs,
in th4 designs screen
With the show latest designs active
Copy as new both ships
Add the sensor and delete armour to get rid of the warning
save
close design screen when done
now send the ships back to retrofit
Open your ships and bases screen
select military ships in the drop down menu
Shift right click the last destroyer on the list to select all
Hit retrofit and select the new design
Pull down the exploration ships from the drop down menu
Shift right click the last explorer on the list to select all
Hit retrofit and select the new design
Important points
In a fleet a ship asked to retrofit will break away and retrofit ignoring attack, patrol commands.
After retrofit it will wait for orders
One exception with this is the fleet refueling and the ship in question is too far to reach the star port in which case it will ignore the retrofit.
If you bring up your medium star port and check the cargo area
you will see cargo reserved for the retrofit
keep in mind that if there is no stored resource to build a component on the base,
the ship will not be built. the same holds true for the planets construction yards
You will be in limbo until a transport or mining ship brings the missing resource.
Remember this
As you colonize. building too far away with transports that are limited in range will grind things to a halt
your will probably take a money hit as you will need to import from a closer empire that will charge you
Now will your world fall apart when everything is called back to retrofit?
No, but you’re going to have to buy off a pirate if attacked and you might lose a mining base to creatures but this is just for fun.
Put the explorers back exploring and keep your fleet in the home system
Save your game after the retrofit
rename file start004
Start looking at your resource usage and your expansion planner and try if you can to figure out the freighter traffic and why it does what it does.
return of the shakturi expansion 1.5.0.2 beta
9
Fuel, resources, ship design and scraping
Load back the game you saved in 7e
My save was start003
Pause the game
My game so far
1 fleet of 3 destroyers on manual control patrolling home system
1 fleet of 1 escort and 1 frigate reacting to problems
2 constructors on auto
2 destroyers on auto
5 explorers. 4 patrolling different sectors and 1 patrolling specific stars 2 at a time
Colonized 1 world with 30 million settlers
1 pirate base found, 1 colonisable planet in pirate system, of course 
Paid protection fee to ward off attack as fleet was too far to respond
Paid for information on whereabouts of independent colony
Independent colony is hostile
Building troopship and built 4 troops to replace invasion force
We have just researched proximity sensors
13,000 in money and 10,000 in cash flow
No resort or research locations found yet.
Understanding collectors and automated freighters
If your escort and frigate fleet are still active bring them up in the selection panel if not load a previous save where they we active.
Notice that the escort has a lower fuel bar then the frigate
Bring up the ship design of the escort by hovering over the design name field in the selection panel and clicking
Notice that it only has 1 fuel cell and a bigger problem is that at the top right corner we can see that it has a static energy usage rate of 6 with no energy collection.
This means it burns fuel while parked.
If you exit out of design screen (cancel)
Hover and click over the fleet name in the selection panel
Click the frigate icon
Hover and click over the design name field in the selection panel
This ship has excess power when parked to not use fuel
Hit cancel
Getting rid of ships and fix a design that is using fuel for no reason,
Let’s retire the escort and frigate now as we have enough ships to deal with problems
You cannot retire a fleet so you must do the retirement of each ship separately
With the frigate still on the selection panel lock the focus
Hover over the ship in the main screen and right click
Select retire at nearest space yard
Now bring up the escort and do the same thing
Remember that you have the previous selection arrows above the selection panel that can help you.
With the collectors fresh on our mind lets now watch the starbase for 10 seconds or so with time at normal
Note the following
If freighters are moving select them to bring them up in the selection panel
Are the carrying casion or going to get some?
If you see nothing check you casion mining bases
Open the expansion planner, top left
Filter casion
Pull down to select empire resource locations
If you do not have a selection displayed you are running on
overworked gas mining ships with colony and star base inventory to fall back on
My freighter was not at my home world or at my 1 casino base but
going to the 1 planet I colonized to pick up casion and bring it back to my capital
I checked my new colony and it has docking bays so freighters can dock without a spaceport
I also note that casion is being reserved for the shipment in the amount of 5000
The freighter has 10 standard cargo bays which hold 500 each so the math matches
Why are we in need of casion so badly?
Building ships is 1 reason but we purposely designed something to draw casion all the time
Pull up your designs screen and select medium space port
Look at the top right and note that energy collection is not keeping up with static energy usage
So the base is drawing fuel just by its existence
Exit out and select copy as new
Add collectors to exceed static energy usage
Add also our new proximity sensors
Make sure you have no warnings
Change the name if you want, save and Close the designs window
Focus and lock on your medium space port and retrofit to our new design
now go thru and check that all your ships and bases are being efficient with fuel
freighters are fuel hogs when parked so we have to fix this
You must follow this to change your civilian transports otherwise they will not build the new design
select a freighter
In the design screen hit copy as new, add the collectors to exceed the static usage
save
Pull down and select all designs
Edit the old design and make it obsolete.(top check mark box)
save
You cannot delete the old design as there are ships still using it
There is a faster way but we need you to understand the controls and work the screens
Now lets retrofit our explorers and our destroyers to add the new sensor tech
1st change the designs,
in th4 designs screen
With the show latest designs active
Copy as new both ships
Add the sensor and delete armour to get rid of the warning
save
close design screen when done
now send the ships back to retrofit
Open your ships and bases screen
select military ships in the drop down menu
Shift right click the last destroyer on the list to select all
Hit retrofit and select the new design
Pull down the exploration ships from the drop down menu
Shift right click the last explorer on the list to select all
Hit retrofit and select the new design
Important points
In a fleet a ship asked to retrofit will break away and retrofit ignoring attack, patrol commands.
After retrofit it will wait for orders
One exception with this is the fleet refueling and the ship in question is too far to reach the star port in which case it will ignore the retrofit.
If you bring up your medium star port and check the cargo area
you will see cargo reserved for the retrofit
keep in mind that if there is no stored resource to build a component on the base,
the ship will not be built. the same holds true for the planets construction yards
You will be in limbo until a transport or mining ship brings the missing resource.
Remember this
As you colonize. building too far away with transports that are limited in range will grind things to a halt
your will probably take a money hit as you will need to import from a closer empire that will charge you
Now will your world fall apart when everything is called back to retrofit?
No, but you’re going to have to buy off a pirate if attacked and you might lose a mining base to creatures but this is just for fun.
Put the explorers back exploring and keep your fleet in the home system
Save your game after the retrofit
rename file start004
Start looking at your resource usage and your expansion planner and try if you can to figure out the freighter traffic and why it does what it does.
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
data
quote"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"
edit previous post to say non-military .........brain fart! [:-]
it is the passenger ship design ....the components exceed the tech to build that size of ship.
edit: also found the resupply ship is way to big for starting tech
finding little holes in the cheese [&:]
elanaahova
no fuel will cut your speed dramatically and poor thrusters and engines combined with low reactor power will hamper any movement.
Bandersnatch
sorry , updated with current version 1.5.0.2 beta
quote"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"
edit previous post to say non-military .........brain fart! [:-]
it is the passenger ship design ....the components exceed the tech to build that size of ship.
edit: also found the resupply ship is way to big for starting tech
finding little holes in the cheese [&:]
elanaahova
no fuel will cut your speed dramatically and poor thrusters and engines combined with low reactor power will hamper any movement.
Bandersnatch
sorry , updated with current version 1.5.0.2 beta
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
-
elanaahova
- Posts: 108
- Joined: Tue Dec 28, 2010 5:56 pm
RE: Helping the newplayers to turn off the AI and take control
Pipe wrote: ...it is the passenger ship design ....the components exceed the tech to build that size of ship.
edit: also found the resupply ship is way to big for starting tech
finding little holes in the cheese [&:]..."
I don't like to wait for larger size hulls... so I have, in my default ship design set up with a slightly smaller passenger ship. (I think I just removed one passenger compartment.) Making this model available right from the start gets some sales of the ships, and passenger traffic going immediately. Supply ships, just have to wait for larger hulls, as anything 'shrunk' to starting hull sizes just isn't a decent supply ship. IMHO
edit: also found the resupply ship is way to big for starting tech
finding little holes in the cheese [&:]..."
I don't like to wait for larger size hulls... so I have, in my default ship design set up with a slightly smaller passenger ship. (I think I just removed one passenger compartment.) Making this model available right from the start gets some sales of the ships, and passenger traffic going immediately. Supply ships, just have to wait for larger hulls, as anything 'shrunk' to starting hull sizes just isn't a decent supply ship. IMHO
"Banging rocks together... thats the ticket to a better tomorrow."
- Pipewrench
- Posts: 453
- Joined: Tue Jan 05, 2010 1:38 am
RE: Helping the newplayers to turn off the AI and take control
sorry about the wait.....
seems the computer went blue screen on me last week and I think I finally tracked it down to a bad memory and a major vacuum cleaning...could not even stay on line to save or post a new addition, never mind load distant worlds.
seems the computer went blue screen on me last week and I think I finally tracked it down to a bad memory and a major vacuum cleaning...could not even stay on line to save or post a new addition, never mind load distant worlds.
“We are limited only by our imagination and our will to act.”
– Ron Garan
– Ron Garan
RE: Helping the newplayers to turn off the AI and take control
all is well when it ends well [;)]
no matter how long you have to wait for the good ending [:)]
no matter how long you have to wait for the good ending [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
RE: Helping the newplayers to turn off the AI and take control
Pipewrench -
I believe it would be well worthwhile for you to compile this into a document format. Do you need any help with it?
I believe it would be well worthwhile for you to compile this into a document format. Do you need any help with it?
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens


