Noob Q's
Posted: Tue Mar 28, 2017 10:15 am
Ok I’ve searched around for the info, and it’s probably out there somewhere, but please be patient this game is quite in depth and sometimes finding that nugget of information is difficult.
I’m starting as a pre-warp to get a handle on some of the basic mechanics, and still, what I understand, is called “early game”.
Question: Research Stations: To increase my capacity up to my potential, does it make sense to build a research station at every planet in my starter system (and then when I find more systems, slowly destroy the ones in my ‘home’ system to build them at planets with good research bonuses?)
Building ships: So I queue up 10 of my “PT-109” designs and let them build at my home spaceport. When they are completed, it’s difficult to select one and give it orders because my cursor usually changes to a “patrol” or “escort” symbol, and I want to simply add it to my “1st Fleet”. Is there an easy way to select and give orders -other than patrol/escort- rather than searching for that one magic pixel on the screen where I can right-click and get the menu for the ship?
Early-Mid-Late Game: In DW, what do forumites consider to be the typical “barrier” to know when you’ve gone from early game to mid game to late game. I.e. I’m playing pre-warp, obviously at start is the early game…. Does the change to “mid game” come once I’ve researched warp and travelled to another system, does the early to mid-game barrier come later (i.e. once I have xxx colonies or xxx tech researched). Same for the mid-to-late game…. What would occur/happen to know I’ve made it to “late game” (all tech researched, most of the empire automated, ???)
Sometimes I see a bunch of mining ships standing around my home port doing nothing, but there are plenty of planets to mine from. What should I look at to see “why” my miner ships are standing still. They all have plenty of fuel. How do I see if their cargo holds are full (perhaps they are waiting for an open dock on colony or home space port)? Can the colony take any amount of resourced the mining ships return with – or does all mined cargo have to be held on the space port? How do I check spaceport cargo holds (or any ships holds for that matter) to see if they are full?
What’s a good number of cargo holds to put on a mining station? I think I figured out that if the planet is further away from the colony, you want more cargo holds.
Is there a limit to the number of private ships that can be built? Does the game build xxx number of private ships for each colony?
In early game, still stuck in home system, should I build a mining station at every planet and then as I expand to other systems, destroy them (rather than maintain them) as I find better planets to mine in other systems?
How do I “park” a ship so that it doesn’t burn fuel? For example – I build 5 explorer ships to scout my system. Once I’ve scouted everything in my home system, I want to “park” them at a space dock so they don’t fly around and waste fuel. Is there a command I can give to do that?
As I upgrade in tech, do certain things automatically upgrade on my ships? For example – the resource scanner. First tech gives a range of 500, er, units. 2nd tech gives a much greater range. If I have an explorer ship out and about when I hit that new tech, does the scanner upgrade “on the spot”? IIRC the upgraded scanner isn’t a “different component” in the ship design screen but I may be wrong as I’m at work.
If I have a ship on a mission (say, for example, fly to Planet X on the other side of the solar system) and a new tech is researched, and I create an upgraded design for that ship, and I have “automatic” retrofit/upgrade turned “on”… will my ship complete its mission and then return, or will it cancel its mission to return and upgrade/retrofit.
Yeah I realize these answers are probably out there somewhere. Heck I’ve probably read the answers a few times… but this game (like all Matrix Games) throws an awful lot at you at the very beginning.
I’m starting as a pre-warp to get a handle on some of the basic mechanics, and still, what I understand, is called “early game”.
Question: Research Stations: To increase my capacity up to my potential, does it make sense to build a research station at every planet in my starter system (and then when I find more systems, slowly destroy the ones in my ‘home’ system to build them at planets with good research bonuses?)
Building ships: So I queue up 10 of my “PT-109” designs and let them build at my home spaceport. When they are completed, it’s difficult to select one and give it orders because my cursor usually changes to a “patrol” or “escort” symbol, and I want to simply add it to my “1st Fleet”. Is there an easy way to select and give orders -other than patrol/escort- rather than searching for that one magic pixel on the screen where I can right-click and get the menu for the ship?
Early-Mid-Late Game: In DW, what do forumites consider to be the typical “barrier” to know when you’ve gone from early game to mid game to late game. I.e. I’m playing pre-warp, obviously at start is the early game…. Does the change to “mid game” come once I’ve researched warp and travelled to another system, does the early to mid-game barrier come later (i.e. once I have xxx colonies or xxx tech researched). Same for the mid-to-late game…. What would occur/happen to know I’ve made it to “late game” (all tech researched, most of the empire automated, ???)
Sometimes I see a bunch of mining ships standing around my home port doing nothing, but there are plenty of planets to mine from. What should I look at to see “why” my miner ships are standing still. They all have plenty of fuel. How do I see if their cargo holds are full (perhaps they are waiting for an open dock on colony or home space port)? Can the colony take any amount of resourced the mining ships return with – or does all mined cargo have to be held on the space port? How do I check spaceport cargo holds (or any ships holds for that matter) to see if they are full?
What’s a good number of cargo holds to put on a mining station? I think I figured out that if the planet is further away from the colony, you want more cargo holds.
Is there a limit to the number of private ships that can be built? Does the game build xxx number of private ships for each colony?
In early game, still stuck in home system, should I build a mining station at every planet and then as I expand to other systems, destroy them (rather than maintain them) as I find better planets to mine in other systems?
How do I “park” a ship so that it doesn’t burn fuel? For example – I build 5 explorer ships to scout my system. Once I’ve scouted everything in my home system, I want to “park” them at a space dock so they don’t fly around and waste fuel. Is there a command I can give to do that?
As I upgrade in tech, do certain things automatically upgrade on my ships? For example – the resource scanner. First tech gives a range of 500, er, units. 2nd tech gives a much greater range. If I have an explorer ship out and about when I hit that new tech, does the scanner upgrade “on the spot”? IIRC the upgraded scanner isn’t a “different component” in the ship design screen but I may be wrong as I’m at work.
If I have a ship on a mission (say, for example, fly to Planet X on the other side of the solar system) and a new tech is researched, and I create an upgraded design for that ship, and I have “automatic” retrofit/upgrade turned “on”… will my ship complete its mission and then return, or will it cancel its mission to return and upgrade/retrofit.
Yeah I realize these answers are probably out there somewhere. Heck I’ve probably read the answers a few times… but this game (like all Matrix Games) throws an awful lot at you at the very beginning.