Distant Worlds Ship Design

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Hi there, thanks for taking a look at my question.I found distant worlds just this past week and it really caught my eye and i couldnt resist after hours of game play videos on youtube. Im grasping things very slowly and end up with more questions than answers for a lot of things it seems. Ive found some fantastic articles on game play and ive read pretty thoroughly but wanted to see if i could get some better answers/different views to my questions from you guys.The resources i use so far are as follows:.The New Guy Newbie Guide:.Guide to Guides:.LCC Liberty Guide:.Legends Quick Strategy Guide:.Youtube videos like Das' How-To:My Questions:.Could someone give me a general starting point with ship design for each class by stats like speed #s, range, firepower, armor, and shields.

Then how to progress size wise as i research more. I think i run into a problem of putting too many shields and armor on ships for example than they really need.

I dont understand the numbers to know if 200shields is good for an explorer or complete overkill and 200 shield is good for a beginning cruiser. So i think i go overboard on my ship designs. My strategy right now is to make an explorer and cruiser as my custom ships at the start. Havent made any other military style ships than these. Ill design colonizing ships but im sure i go too crazy on these as well.When it comes to colonization and pirates i run into huge problems.

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Dec 5, 2017 - Besides that, Distant Worlds offers everything that you would expect from a 4x game. Diplomacy, technology trees, ship design etc. Apr 21, 2016 - I've played a lot of Distant Worlds Universe which is one of the few grand strategy games in Space other than Stellaris. I absolutely love DWU. This Page will list details on various empires when information is given. Contentsshow Humanoid races Human Default Reproduction Rate: 18% Quite Intelligent (+10) Quite Aggressive (+10) Quite Cautious (+10) Quite Friendly (+10) Very Dependable (+20) Cunning Schemers: better spies +15% Gifted.

By the time i am ready to colonize (well i think im ready, maybe not) i have so many costs going towards pirate protection and ship maintenance my income goes in the red. I cancel protection and then im getting obliterated.

Lol.that is a descent enough start i suppose. Thank you for your time and input!. 1 Set your policy for ship design to auto. Then use those designs as a template when you create your own. Then just build your custom designs instead of the auto designed ones.For example the cpu. Auto designs set the escorts at 230(?) size, base your custom escort designs on that size.

Distant Worlds Ship Design

Or if the cpu has 200 shields for its escort, aim for that.How many shields, armour is up to you and what role you want the ship to be. I usually have a ratio of 1 armour to 2 shields, or 1 armour to 3 shields. With the size limit theirs a trade off, do you want fast agile ships with lots of firepower or slow massive ships that can take a beating. It's up to you and how you want to play your situation, that's half the fun of this game.Here's what I typically use;Escorts (size is 150?)I don't care too much about because I only have 20 - 30 and set them to auto to fight off stray pirates.Frigates (size; 225) I use as a raiders for when I need to stall the enemy in a long war and destroy their mining and gas bases. Needs energy collectors and extra fuel cells.

Needs high acceleration and fast hyper drive initiation, the quicker the better to escape enemy ships. Set to all weapons and flee when shields is 50%.Destroyers (size; 225-250) they are my defensive fleets I group 5 ships into one fleet. Limited fuel tanks, fast acceleration, quick initiating hyper drive.Cruisers (size; 400) they are the bulk of my attack fleets.

Usually a balance. Extra fuel tanks, enough for 8 sectors and the fastest hyper engine.Capital (size; 650) only a couple in each attack fleet and they are equipped with the fancy components, hyperdeny, area attack weapons ship boarding etc. Enough fuel for at least 8 sectors and fastest hyper engine.Carrier (max size) Lots of fighter bays and heavily shielded and armoured. I give them the longest attack weapons available, mostly missles and have then set their engage stance to standoff so they shoot at a distance while my cruisers and capitals engage. Also set flee when shield are 50%.

I put my fleet admirals and ship captains on these. Maybe one or two per attack fleet.Explorers after a good portion of your nearby space is explored I equip them with energy collectors and long range sensors so I use them as a mobile monitoring station and have them flee when an enemy attacks.Here's a tip;One of the things the cpu designs inefficiently is their power output to energy usage. Notice in the top right of the design screen the green numbers from your power reactor. Have that slightly exceed your weapons power output and your static power output (power you're using by just being there, energy collectors are good for this (stay near a sun or black hole)) BUT you also need enough power to power your hyperdrive or else it isn't going at it's top speed. You can tell when you add more power reactors and your hyperdrive speed isn't increasing.ALSO design your private ships to use a different fuel type from your military so that there won't be long queues at a starport when refuelling. Ex; hydrogen for private and caslon for military, it depends on how much sources of each fuel you have access too.Sometimes older components are better because the maintenance is cheaper especially if you need money. Private ships you can use the most expensive because their money goes into your pocket.2 Definetly expanding too fast.

I usually build constructors before colony ships and only build colony ships when I'm clear of the red and have a handful of ships to protect that colony. BUT if there's a rare resource or ideal colony world or independant, take it.As for pirates that's tricky. I only pay off the ones with bases nearby. They're great training for spys. If you're paying too much cancel the contract and most of the time sign a contract with them again and it will be a cheaper rate. In my games I tend to fully automate ship design until mid to late game, and then I typically only design capital ships and carriers to use in my attack fleets. Hand crafted and purpose built fleets almost always outperform AI designs, but it is very time consuming and if you play the game well you will usually pull far ahead in wars anyways since the AI pretty much sucks at fleet management and countering your attacks.

If designs aren't automated, pressing the Auto-Upgrade button should only replace existing modules with more advanced modules. I don't think that's a good idea. Unless you take it as a challenge, it's not worth it to fight pirates in prewarp anyway, so you don't really need to upgrade and retrofit ships with shields, targeting etc. You can just make a single design of each relevant ship, add collectors once you research them, maybe a few more thrusters if you upgrade your size limits and that's pretty much it.All you need for the whole prewarp phase is having your ships as fast as possible, which is something AI won't provide you with. For AI, the lack of availability of a warp component just means it won't add it to the design, it doesn't care that the ship will be pretty much useless with cruise speed of 12-20. So I'd say that having your own designs in prewarp matters a lot, you just don't have to tweak them that much. That's what I currently do.

I activate automatic design, then redesign the exploration and construction ships to have more engines. Then I build two exploration ships, two constructors and that's it for prewarp. I don't retrofit them until I take over the design process, safe for a retrofit of construction ships once I research Energy Collectors. I also recheck the design, so they aren't ultra slow. As soon as I begin to build my fleet I check over all designs, alter them as needed and begin to build.The autodesign in the beginning is only so I don't have to click a seemingly infinite amount of times adding armor/shields/hyperdrive/ECM/targeting and everything else to the ships once I actually begin building them.

Ship Design Books

Not exactly what you asked for, but there's a mod that has redesigned templates for all races (even the extra ones from the extended mod).I've tested it in one game, it seems to work but with a few kinks; the 'optimal' designs are much heavier, and sometimes the AI gets flustered when it has to lose weight to fit the limit, especially early on before the first few construction techs are researched. Overall, I'd say it's a great improvement (just mind you don't bankrupt your private sector with mining base upkeep).