Quick questions thread

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broadway248
Posts: 5
Joined: Sun Mar 13, 2022 8:35 pm

Re: Quick questions thread

Post by broadway248 »

painhammer wrote: Wed Mar 16, 2022 12:50 am
broadway248 wrote: Tue Mar 15, 2022 9:38 pm I can't seem to find higher level hyper jump technology. I checked this thread on github and saw that I don't have "children" I'm supposed to have after "Enhanced HyperDrives", namely Accelerated Hyperjump and Hyper Slipstreaming slso I can research Advanced Hyperdrives.
I'm assuming you're using the random tech tree option in your game setup, in which case this is just RNG at work. In addition to shuffling the tech tree around, "random" makes it so that certain techs are unavailable. If you have tech trading disabled then I believe you will be unable to access any missing techs during that playthrough, since tech stealing only allows you to steal techs that appear in your own tech tree.
Gotcha. Thanks!
broadway248
Posts: 5
Joined: Sun Mar 13, 2022 8:35 pm

Re: Quick questions thread

Post by broadway248 »

Hello, one more thing: for some reason my automated exploration and constructions ships aren't automating. I. just started a new game and built 10 construction ships. They moved around for a bit but I just checked and they're all idle but set on automatic. Same with my exploration ships. I tried different auto settings for each ship individually and as an empire wide setting and they still don't move. I can move them manually but automation isn't working when I set them to auto. Any thoughts?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

broadway248 wrote: Wed Mar 16, 2022 9:59 pm Hello, one more thing: for some reason my automated exploration and constructions ships aren't automating. I. just started a new game and built 10 construction ships. They moved around for a bit but I just checked and they're all idle but set on automatic. Same with my exploration ships. I tried different auto settings for each ship individually and as an empire wide setting and they still don't move. I can move them manually but automation isn't working when I set them to auto. Any thoughts?
Is there anything for the Constructions ships to build?
Do the exploration ships have anything in range?
Are they missing a upgrade that would give them range?
Do you have the resources to build what is queued?
Does the Private Economy have the resources to pay you for stations?
speedyglides
Posts: 58
Joined: Thu Oct 01, 2015 3:12 am

Re: Quick questions thread

Post by speedyglides »

What's the difference in behaviour between auto-explore and auto-scout systems?

Thanks
Ascor
Posts: 1
Joined: Thu Mar 10, 2022 2:16 pm

Re: Quick questions thread

Post by Ascor »

broadway248 wrote: Wed Mar 16, 2022 3:59 pm
painhammer wrote: Wed Mar 16, 2022 12:50 am
broadway248 wrote: Tue Mar 15, 2022 9:38 pm I can't seem to find higher level hyper jump technology. I checked this thread on github and saw that I don't have "children" I'm supposed to have after "Enhanced HyperDrives", namely Accelerated Hyperjump and Hyper Slipstreaming slso I can research Advanced Hyperdrives.
I'm assuming you're using the random tech tree option in your game setup, in which case this is just RNG at work. In addition to shuffling the tech tree around, "random" makes it so that certain techs are unavailable. If you have tech trading disabled then I believe you will be unable to access any missing techs during that playthrough, since tech stealing only allows you to steal techs that appear in your own tech tree.
Gotcha. Thanks!
I have made some test with the "random" and it appear path not always exist, i have made some test with empire start tech 7 and mature and finish all the tech and sometimes path of the tree are missing.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

speedyglides wrote: Thu Mar 17, 2022 12:29 pm What's the difference in behaviour between auto-explore and auto-scout systems?

Thanks
I think auto-scout only looks into Systems, without doing any scanning. Enough to identify planetary bodies and detect obvious enemies, but not enough to scan deeply.
But I got no confirmation either way.
Bloodly
Posts: 108
Joined: Wed Apr 14, 2010 4:20 am

Re: Quick questions thread

Post by Bloodly »

What does it take to board and capture a ship-station these days?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

Bloodly wrote: Fri Mar 18, 2022 1:53 pm What does it take to board and capture a ship-station these days?
1. Undamage game files. Make sure you do a verify scan.
2. Assault Pods
3. The enemy not having shields.
4. Ideally a Ion weapon, to supress enemy guns and FTL. Note that boarding teams themself also have a ion effect now, to make it harder for the target to run

The "capture" order has mixed results. usually smart enough to drop and supress shields. If the ship itself has boarding pods.
The rest at least avoid blowing up the ship.
WiZz
Posts: 543
Joined: Wed Sep 28, 2011 1:28 pm
Location: Ukraine

Re: Quick questions thread

Post by WiZz »

Is there a way to force auto designer to add Assault Pods to your ships?
What are requirements to change type of weapon for ship auto designer? New weapon with higher level than previous?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

WiZz wrote: Sat Mar 19, 2022 3:41 pm Is there a way to force auto designer to add Assault Pods to your ships?
What are requirements to change type of weapon for ship auto designer? New weapon with higher level than previous?
1. There is currently no way to controll the autodesigner, other then unlocking different techs. A idea that breaks the second you get tech from salvage or capturing
2. It seems that generally higher Tier technology takes precedence. With similar tier, I think it is the newer one? I am not 100% sure. I have issues keeping the racial techs in use.
Astaros
Posts: 2
Joined: Wed Nov 13, 2019 10:59 am

Re: Quick questions thread

Post by Astaros »

Is there a way to clear nebulae hazards, like gravity, radiation and etc so i can colonize systems inside them?

Also, i've colonized a new planet, but it seems i cannot build a spaceport above it (so i can have medical, recreation and commerce facilities) because the planet does not have the necessary resources, even if my capital is right next to it (neighbouring system). It appears that freighters simply dont transport the resources to the colony. How do i fix this?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

Astaros wrote: Mon Mar 21, 2022 9:46 pm Is there a way to clear nebulae hazards, like gravity, radiation and etc so i can colonize systems inside them?

Also, i've colonized a new planet, but it seems i cannot build a spaceport above it (so i can have medical, recreation and commerce facilities) because the planet does not have the necessary resources, even if my capital is right next to it (neighbouring system). It appears that freighters simply dont transport the resources to the colony. How do i fix this?
All you need to colonize is Ion Protection. Practically the Ion Sheath Armor is enough, but the Autodesigner only ever installs the Ion Shield.

Freighters need time to transport stuff.
And propably time to be built.
But there are some reports repots of some of the stockpile levels not being properly set. If you are on Steam, run a game file verification. The files in this game break. A lot.
SgtBootStrap
Posts: 25
Joined: Tue Dec 13, 2016 3:34 pm

Re: Quick questions thread

Post by SgtBootStrap »

zgrssd wrote: Mon Mar 21, 2022 10:46 pm
Astaros wrote: Mon Mar 21, 2022 9:46 pm Is there a way to clear nebulae hazards, like gravity, radiation and etc so i can colonize systems inside them?

Also, i've colonized a new planet, but it seems i cannot build a spaceport above it (so i can have medical, recreation and commerce facilities) because the planet does not have the necessary resources, even if my capital is right next to it (neighbouring system). It appears that freighters simply dont transport the resources to the colony. How do i fix this?
All you need to colonize is Ion Protection. Practically the Ion Sheath Armor is enough, but the Autodesigner only ever installs the Ion Shield.

Freighters need time to transport stuff.
And propably time to be built.
But there are some reports repots of some of the stockpile levels not being properly set. If you are on Steam, run a game file verification. The files in this game break. A lot.
One other thing to check is the setting for how many Pop are required before a Small Space Station is allowed. I think the default for a Small is 1.2 Mill Pop.
"I made Sgt. by pulling up other slackers Bootstraps!"
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

SgtBootStrap wrote: Thu Mar 24, 2022 3:57 pm
zgrssd wrote: Mon Mar 21, 2022 10:46 pm
Astaros wrote: Mon Mar 21, 2022 9:46 pm Is there a way to clear nebulae hazards, like gravity, radiation and etc so i can colonize systems inside them?

Also, i've colonized a new planet, but it seems i cannot build a spaceport above it (so i can have medical, recreation and commerce facilities) because the planet does not have the necessary resources, even if my capital is right next to it (neighbouring system). It appears that freighters simply dont transport the resources to the colony. How do i fix this?
All you need to colonize is Ion Protection. Practically the Ion Sheath Armor is enough, but the Autodesigner only ever installs the Ion Shield.

Freighters need time to transport stuff.
And propably time to be built.
But there are some reports repots of some of the stockpile levels not being properly set. If you are on Steam, run a game file verification. The files in this game break. A lot.
One other thing to check is the setting for how many Pop are required before a Small Space Station is allowed. I think the default for a Small is 1.2 Mill Pop.
Two things:
1. 1.2M would be a laughable amount, that I would have issues to go under. I guess you meant 1200M
2. Those limits are for Automatics only. They do not apply to manual order, which this is about.
SgtBootStrap
Posts: 25
Joined: Tue Dec 13, 2016 3:34 pm

Re: Quick questions thread

Post by SgtBootStrap »

zgrssd wrote: Thu Mar 24, 2022 4:22 pm
SgtBootStrap wrote: Thu Mar 24, 2022 3:57 pm
zgrssd wrote: Mon Mar 21, 2022 10:46 pm
All you need to colonize is Ion Protection. Practically the Ion Sheath Armor is enough, but the Autodesigner only ever installs the Ion Shield.

Freighters need time to transport stuff.
And propably time to be built.
But there are some reports repots of some of the stockpile levels not being properly set. If you are on Steam, run a game file verification. The files in this game break. A lot.
One other thing to check is the setting for how many Pop are required before a Small Space Station is allowed. I think the default for a Small is 1.2 Mill Pop.
Two things:
1. 1.2M would be a laughable amount, that I would have issues to go under. I guess you meant 1200M
2. Those limits are for Automatics only. They do not apply to manual order, which this is about.
1. Yes of course. 1.2B. My bad. :)
2. Well as far as the original question asked, I have seen brand new colonies that also do not show an entry for a Small Base when ctrl-right clicked. If manual 1is supposed to 100% over-ride, then it would seem to be somewhat sporadic at the current version level.
"I made Sgt. by pulling up other slackers Bootstraps!"
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

SgtBootStrap wrote: Thu Mar 24, 2022 6:02 pm
zgrssd wrote: Thu Mar 24, 2022 4:22 pm
SgtBootStrap wrote: Thu Mar 24, 2022 3:57 pm

One other thing to check is the setting for how many Pop are required before a Small Space Station is allowed. I think the default for a Small is 1.2 Mill Pop.
Two things:
1. 1.2M would be a laughable amount, that I would have issues to go under. I guess you meant 1200M
2. Those limits are for Automatics only. They do not apply to manual order, which this is about.
1. Yes of course. 1.2B. My bad. :)
2. Well as far as the original question asked, I have seen brand new colonies that also do not show an entry for a Small Base when ctrl-right clicked. If manual 1is supposed to 100% over-ride, then it would seem to be somewhat sporadic at the current version level.
You are building via the Context Menu?
I just use the "Build Base" thing on the planets action bar.
SgtBootStrap
Posts: 25
Joined: Tue Dec 13, 2016 3:34 pm

Re: Quick questions thread

Post by SgtBootStrap »

zgrssd wrote: Thu Mar 24, 2022 6:06 pm
SgtBootStrap wrote: Thu Mar 24, 2022 6:02 pm
zgrssd wrote: Thu Mar 24, 2022 4:22 pm
Two things:
1. 1.2M would be a laughable amount, that I would have issues to go under. I guess you meant 1200M
2. Those limits are for Automatics only. They do not apply to manual order, which this is about.
1. Yes of course. 1.2B. My bad. :)
2. Well as far as the original question asked, I have seen brand new colonies that also do not show an entry for a Small Base when ctrl-right clicked. If manual 1is supposed to 100% over-ride, then it would seem to be somewhat sporadic at the current version level.
You are building via the Context Menu?
I just use the "Build Base" thing on the planets action bar.
Nope. The 3 times I remember it happening was a Crtl-right click. The more I think about it, perhaps I was so hasty that the time between capture and attempt was inside (sooner) than the system update "tick" timer perhaps. I will keep an eye out next fresh planet I manually settle...
"I made Sgt. by pulling up other slackers Bootstraps!"
speedyglides
Posts: 58
Joined: Thu Oct 01, 2015 3:12 am

Re: Quick questions thread

Post by speedyglides »

When you have a planet and its satellite both having interesting resources, it is more convenient to build 1 mining station or is it more efficient to build 2, one in each of them?
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Quick questions thread

Post by zgrssd »

speedyglides wrote: Sat Mar 26, 2022 7:34 pm When you have a planet and its satellite both having interesting resources, it is more convenient to build 1 mining station or is it more efficient to build 2, one in each of them?
I have never seen two large things close enough that one mining station could cover both. Only Asteroids are placed so that you can cover several, and by design.
So this question seems a non-starter.

However, I would build two for a simple reason: Storage.
Storage - right after freighters - are a core bottleneck in the mining industry.
Even a 5% Caslon mining station can fill up to refill a fleet once in a while.
bristolduke
Posts: 133
Joined: Fri Dec 07, 2007 5:14 pm

Re: Quick questions thread

Post by bristolduke »

Along similar lines. I have acquired 2 space stations (ghost fleet and an abandoned station I repaired). I can't build any ships on these because of a lack of resources. How can I get recourses there?
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