Some Questions on: Tax options, Component build order, Adding a component, Construction distant...
Posted: Fri Feb 06, 2015 9:41 pm
First off, thanks to Matrix games, I have recently purchased a copy of Distant Worlds: Universe after having briefly played an earlier one in the series in 2012. It is a great package and is a huge amount of fun.
Now for the community at large, I am a reasonably regular gamer however at DW:U I would consider myself new and at the newb|early player stage, I have read a number of posts here in the forums and in other places and have gained much of what I needed, so I thank in now for those tips.
Currently my games are at the 10 x 10 with 1000 or 1400 stars, 11 to 13 races and normal numbers of pirates.
The Questions (in no particular order) - I have tried to break these up and give a little back ground around each to give some context and game play style.
1. Construction Ship Area Limits:
- Is there any way to limit the distance from your colonies that a construction ship will travel to build a mining facility while on auto?
I have already tried limiting their fuel cells but then they just jump around independent colonies and end up on the other side of the map building mining stations that I have no way of defending.
Note that after I have my first few colonies up and running and resource follows are acceptable I usually add sensors, armor, shields and weapons to my mining stations to make then a little less easy to pick off and mean my strike fleets have time to get to them while the pirates are hitting them.
Ideally I would like my mining stations only to be up to 1 sector away from a colony so I have a more controlled spread into the galaxy but I do not yet think I have the skill to manage them all on manual.
2. Adding new components:
I understand how to add new components through the modding guide, have done it successfully in the form of a low damage, high fire rate mini torpedo (Component # 129). More for interest than anything else, also added a new research branch to the tech tree to account for it, fine, tick... but when I come to add another one, so this would be component #130 in the components.txt, the game will not even load and when I get it to there are different pictures that show up, looked in the |images|ui|components folder and there are almost 200 component images but only 128 components in the file.
- so my questions are, do the components in the components.txt need to be in numerical order? or can I randomly start making component #214 as the last entry?
- What are the pictures for in the |images|ui|components folder if they are not linked to a component in the components.txt? Or are these for upgrades? some look the same, but some a slightly different in colour.
3. Developing an espionage intelligence character:
I am looking for tips on the most effective ways to train an espionage character, I do not play an intelligence orientated game usually but managed recently I took over a colony of Ketarov which game a bonus to my intelligence guy, who in turn stole the best fuel cells off the Haakonish which really opened my eyes to the benefits of a good espionage character.
So what is the most effective way to build the espionage skill, I understand that I need to use it, steal stuff effectively, but do I need to change targets?
-Do the same missions or check between the different type?
-Is it worth stealing the territory map prior to stealing the galaxy map or do I just go direct to galaxy maps?
4. Tax options, levels and max pop.
Thanks in advance to all the posts from past pers where I have a good understanding of growth and tax rate interaction. My play style is currently manual tax options, 0 tax on all new colonies until they get to 8000m or more then push the tax rate up until I am happy, usually about 25%. Or if a small planet gets to max pop, say a moon, I will put the tax rate up on that as well. When I start out this is fine, but as I expand I start to lose track of the smaller planets an end up losing lots of potential income when they reach max pop and only catch them when I am clearing out pirate bases, in some cases, many years later.
- Is there a way to sort or ID planets that have max pop on the colony management screen without having to go into each colony separately? Or maybe even just a notification in the ticker window to let me know?
- In the automated tax options, there are only 3 options, 0 to 200, 200 to 2000 and 2000 above, is there any way to edit these in one of the files to customise further?
- Can you set when that low, med and high tax levels are that you can select from?
5. Component build order for mining stations, def bases and star ports.
Given my skill level (or lack there of) and the size of the maps I end up playing a 'take and hold' method of expansion and war. This means defense bases over everything that does not have a star port on it, both of these are armor heavy with plenty of shields and pretty much an ever increasing amount of weapons depending on where they are. I usual build a custom small star port and then upgrade it to a larger one once the system has resource mining established. Also as noted in the above (Q1) I have fortified mining stations also, later game I also add fighters to the large star ports to help with over increased attack range. So bases are pretty important to my current style of play hence the investigation into this.
- Does the component order in the ship/base design window also identify the build order?
It has been alluded to in other posts but not specifically explained about build order, my own observations are that as long as there is power the automated functions such as shields and repair bots will work just fine. Following this theory and the fact that a base only get fueled at the end of construction this is my current build order in general terms:
Comd Centre
Energy Collectors
DamCon|Repair Bots
Shields
Missiles or Torps
HAB & LS
Remainder of Weapons
Armor
Sensors
Construction | Mining Equip
Reactors & Fuel
Anything else
- If you can affect component build order is the above list in line with others thoughts? If there are differences what are they and can you elaborate on why so I can learn.
If build order cannot be changed then it is safe to say that I waste a significant amount of time re-ordering my damn components each game.
As a side note, if it does matted, Matrix Games - can you please put the ability to move components up and down within the design menu.
Thanks for making it the end of this post and hope to hear the communities thoughts and feedback on the above.
Regards.
Now for the community at large, I am a reasonably regular gamer however at DW:U I would consider myself new and at the newb|early player stage, I have read a number of posts here in the forums and in other places and have gained much of what I needed, so I thank in now for those tips.
Currently my games are at the 10 x 10 with 1000 or 1400 stars, 11 to 13 races and normal numbers of pirates.
The Questions (in no particular order) - I have tried to break these up and give a little back ground around each to give some context and game play style.
1. Construction Ship Area Limits:
- Is there any way to limit the distance from your colonies that a construction ship will travel to build a mining facility while on auto?
I have already tried limiting their fuel cells but then they just jump around independent colonies and end up on the other side of the map building mining stations that I have no way of defending.
Note that after I have my first few colonies up and running and resource follows are acceptable I usually add sensors, armor, shields and weapons to my mining stations to make then a little less easy to pick off and mean my strike fleets have time to get to them while the pirates are hitting them.
Ideally I would like my mining stations only to be up to 1 sector away from a colony so I have a more controlled spread into the galaxy but I do not yet think I have the skill to manage them all on manual.
2. Adding new components:
I understand how to add new components through the modding guide, have done it successfully in the form of a low damage, high fire rate mini torpedo (Component # 129). More for interest than anything else, also added a new research branch to the tech tree to account for it, fine, tick... but when I come to add another one, so this would be component #130 in the components.txt, the game will not even load and when I get it to there are different pictures that show up, looked in the |images|ui|components folder and there are almost 200 component images but only 128 components in the file.
- so my questions are, do the components in the components.txt need to be in numerical order? or can I randomly start making component #214 as the last entry?
- What are the pictures for in the |images|ui|components folder if they are not linked to a component in the components.txt? Or are these for upgrades? some look the same, but some a slightly different in colour.
3. Developing an espionage intelligence character:
I am looking for tips on the most effective ways to train an espionage character, I do not play an intelligence orientated game usually but managed recently I took over a colony of Ketarov which game a bonus to my intelligence guy, who in turn stole the best fuel cells off the Haakonish which really opened my eyes to the benefits of a good espionage character.
So what is the most effective way to build the espionage skill, I understand that I need to use it, steal stuff effectively, but do I need to change targets?
-Do the same missions or check between the different type?
-Is it worth stealing the territory map prior to stealing the galaxy map or do I just go direct to galaxy maps?
4. Tax options, levels and max pop.
Thanks in advance to all the posts from past pers where I have a good understanding of growth and tax rate interaction. My play style is currently manual tax options, 0 tax on all new colonies until they get to 8000m or more then push the tax rate up until I am happy, usually about 25%. Or if a small planet gets to max pop, say a moon, I will put the tax rate up on that as well. When I start out this is fine, but as I expand I start to lose track of the smaller planets an end up losing lots of potential income when they reach max pop and only catch them when I am clearing out pirate bases, in some cases, many years later.
- Is there a way to sort or ID planets that have max pop on the colony management screen without having to go into each colony separately? Or maybe even just a notification in the ticker window to let me know?
- In the automated tax options, there are only 3 options, 0 to 200, 200 to 2000 and 2000 above, is there any way to edit these in one of the files to customise further?
- Can you set when that low, med and high tax levels are that you can select from?
5. Component build order for mining stations, def bases and star ports.
Given my skill level (or lack there of) and the size of the maps I end up playing a 'take and hold' method of expansion and war. This means defense bases over everything that does not have a star port on it, both of these are armor heavy with plenty of shields and pretty much an ever increasing amount of weapons depending on where they are. I usual build a custom small star port and then upgrade it to a larger one once the system has resource mining established. Also as noted in the above (Q1) I have fortified mining stations also, later game I also add fighters to the large star ports to help with over increased attack range. So bases are pretty important to my current style of play hence the investigation into this.
- Does the component order in the ship/base design window also identify the build order?
It has been alluded to in other posts but not specifically explained about build order, my own observations are that as long as there is power the automated functions such as shields and repair bots will work just fine. Following this theory and the fact that a base only get fueled at the end of construction this is my current build order in general terms:
Comd Centre
Energy Collectors
DamCon|Repair Bots
Shields
Missiles or Torps
HAB & LS
Remainder of Weapons
Armor
Sensors
Construction | Mining Equip
Reactors & Fuel
Anything else
- If you can affect component build order is the above list in line with others thoughts? If there are differences what are they and can you elaborate on why so I can learn.
If build order cannot be changed then it is safe to say that I waste a significant amount of time re-ordering my damn components each game.
As a side note, if it does matted, Matrix Games - can you please put the ability to move components up and down within the design menu.
Thanks for making it the end of this post and hope to hear the communities thoughts and feedback on the above.
Regards.