The difference between patrol and fleetmove has to do with how its used. Im not sure if this is how it works anymore, but a patrol route can be set to where the same routine happens without stop, whereas fleetmove is just to move a fleet into position without moving individual ships. Also forgot to mention patrol mode will attack any enemies that enters your tiles, or at least thats how it used to work
@@BorderWise12 like I said, i dont remember if it was recent or old because ive been playing the game going on 5 years now. Just glad to see the way the game and community has grown
@@BorderWise12 Ya no, it may be a really small and fragile craft, but its in the godly catagory for a reason, fricken thing just dances between shells and missiles.
@@scorpion563 True, when I encountered it in the campaign all my craft used missiles and advanced cannons, and it snuck around my fleets and killed two of my sattelites before I managed to engage it with something that had actual weapons. A single frag/emp missile managed to explode close enough to it to knock it into a death spiral, and the rest of the missiles managed to hit it after that, but it dodged like, 10 missile volleys before then.
@@BorderWise12 One thing to consider for a starter craft, especially a missile using one, is to just manually change some missiles, even if its slightly asymetrical as a result. Like, have one of the small missiles a type that is very dedicated to that squirrel, have others more normal, and maybe toss on a single normal sized missile too with something useful against bigger things (a high speed thumper can work pretty well). Heck, you can also make slight variations of the starter vehicle that, say for that helicopter, replaces all the weapons with just a single large "missile" that just drops water mines on targets. Refitting between multiple versions as needed for the enemy, because the only change is the weapon, which being a missile system, is fairly low block count and thus easy to refit and get back in order quickly even just by having a single repairbot or something on them.
I currently have almost 1000 hours in FTD, yet I watched the whole video. I wish this was already around back when I started playing. I have put many tears have gone into trying to learn this game. Thank you for taking the time to make new players actually capable of approaching FTD
man i recently got a new pc and formatted it and lost a couple of things that don't get cloud saved without thinking about it and i have lost hundreds of hours of "technology" i have developed like ships planes and all that stuff, feels a bit tough to start over again and using workshop ships wouldnt feel quite right as i didnt make it myself
Trying to hit the Flying Squirrel with anything but lasers is mostly down to luck, missiles are the worst choice because of its ridiculous movement pattern: of course, said movement is only possible because in FtD you don't have to worry about structural stress and stuff like that.
Fun fact! If you press C while in the main map view, it breaks the map view and gives insight on how it works. Doing this allows you to move your camera away from the map view, which shows you that it’s a little texture at the top of space.
I think the Crossbones may be the only godly craft that still has intentional weaknesses. Just about all the other faction craft have torps and anti air, though some is not as effective as it could be. Having a high speed craft is really not a counter any more once you get past the OW. I really wish they wouldn't have nerfed shields as hard as they did. They really had a solid counter for them with the disrupter shells and it was easy to incorporate a few rounds to an aps to beat them. Shields were one of the most effective ways of making good (survivable) aircraft without having to make them huge. They would be really handy now, with the ridiculous meta of rail powered kinetic rounds and the sand blaster guns. I like to use the starting fortress for a bit, since it's a creation by Irelan. Good vid!
If lathrix's tophat had a voice, it would definitely be your voice. It has a calm official vibe to it, like a gentleman version of the sorting hat, or a wealthy, evil, mastermind in a public setting.
So, I started to work on the submarine faction and they may or may not have a sub that creates nuclear torpedoes. Also, I don't know how to do the fleet symbol thing, or music stuff, so those are on the to do list.
I feel really good about my 7k material 7k altitude 170 m/s spacecraft now. I thought it was too expensive but your craft has been working so mine should as well thanks.
@@BorderWise12 BTW. If you ever want to test satellite range in the future, I recommend the benchmark designer(right click on designer), and delete all vehicles. There is fog of war, you can spawn in vehicles freely but you can't build without resources so just go there to test their range at specific heights. I only needed 8 dishes at 7k altitude so Its possible to make them really small at high altitudes.
You said the Flagship was mostly a preference thing at 7:47. It does have one use though. There is a breadboard component that give range and bearing to the flagship, so for example I have a parasite craft that just has a bunch of repair tentacles, which uses that component to maintain a station near the flagship, because that's as close to formation controls as FtD has right now, unfortunately. I'm planning to have a few different variants that keep different bearings from the flagship so as to make an actual formation of useful craft.
I think it's worth noting that a ship/plane that can *kill* the squirrel is potentially less important than one that can *survive* the squirrel, and kill it eventually. My AA planes domt take any damage from squirrels, even though they take half an hour to kill 3 of em. I call that a win.
this is...... PERFECT i am struggling creating a good start for my campaign for a long time. i just dont like the normal starter base and boat but im not good at building
Eh, i'm not sure the armed response unit is necessary. I usually just build my mining vessels super cheap and disposable. If they die I can just replace them without much loss. It's much easier than actually defending bases scattered across the map.
Unrelated to anything. The music playing during the first part of the video around @5 reminds me of Two Point Hospital. Anyway. Keep up the good work BorderWise. Your videos are helping me get back into the game. I haven't really played seriously in years and spun up the campaign yesterday, the first time in.. 2? years.
The absolute cheapest you can go in terms of scout craft is a satelite on a few balloons. 3 things about it: 1. They will climb indefinetly albeit very slowly 2. You cant move it in play but 3.Out of play speeds get funky the longer you have one of these active. Somehow having no actual propulsion and a combination of pulling it in and out of play makes the out of play speed go up to ridiculous levels. (naturally with a higher speed you can save it again and have multiple ridiculously fast spy craft) And with ridiculous I mean ridiculous. In a campaign with a friend our original observation balloon got an OOP speed of over 5000 m/s (not a typo 5km/s) despite it not having any propulsion. I don't know what exactly causes it, but I guess it's some funky behaviour while pulling it in and out of play or when loading the campaign itself. Might be worth making a cheese video about if you can get to the bottom of how the speed increases
ive only barly started playing but having made some small cheap ships to spam in on the start (idrk if its a good tactic but worked for capturing stuff right off the bat) from what ive seen and played with fleet mode moves ships set to a fleet and keeps em in the same positions relative to each other to when the fleet was formed
Spam is a solid tactic early on, but try it against some the later craft/other factions in the designer. When I first started, DWG gave me fits. Now I test against things like Megalodon and godly Scarlet Dawn craft. After a whole lot of hours (steam says over 10k, but that's alot of me leaving it running while I do other things) and many designs, I still don't have any viable campaign friendly craft that can solo everything, but I'll keep trying.
Ok, on the topic of the spycraft satelite... I saw the cheap design in a video and clueless me built that thing with a rotor, a single pid , a mainframe and the satelite dish... no rudder, no nothing... it still works somehow, so if you want to, you can strip yours off the unnecessary bits and use the cheapest design possible. And yes. it does not need engine power because dediblades...
I'm still trying to wrap my head around how I stop playing for half of 2020 and I jump on the other week and they've somehow managed to *dumb resources down* to just materials and battery power. Thankfully most of everything seems to work that I built in late 2019 with very little tweaking if any required. I guess that super dreadnought I was putting off last year will be a bit... easier to build? Not sure I understand the changes made by removing fuel and ammo if they're still right there in the build menu and they're still listed in the HUD - is everything just materials now? I kinda liked having ship magazines that needed protecting. =/
hey dude so there is this big round ship on Ultimate Admiral: Dreadnoughts and you have made one in this video and i have been trying so i am just wondering if you could upload that ship with just the hull so nothing else on it so i can make progress please? And post the link? I don't have your steam workshop
kinda wired how you have a guide for Campaign, but no guide for adventure mode, there is not even a guide at all if you search in UA-cam "From The Depths Adventure mode Guide" only gameplays pop up no actual guides, so maybe a good idea for a new video?
Yeah, there's a reason for that. Adventure mode is mostly dependent on building fast and getting lucky. I'm also not particularly fond of adventure mode, it's all my least favorite parts of FtD combined. But I will be trying to learn it more in the future.
Can I change difficulty mid campaign? I just started playing yesterday but I made powerful ships and campaign is too easy now but I don't want to start a new campaign
I've just bought this game and this video has really helped me grasp what I need to do. I'll check your other tutorials later on after I try (and probably fail) to create all my own vehicles. I foresee myself spending tons of hours in this game. Thank you once again! Subbed :).
Nope. Retrofitting is based on the material value of the craft AND it's percentage health. If your retrofit design is any larger or more expensive than the old version, you still need to repair it to max health.
not sure if anyone will respond to this but how do people level up so quickly? i understand that destroying like 4 blocks on the hardest mode will level you up 25 times but how do people actually win with all difficulty settings maxed? doing 25 times less damage and taking 25 times more damage and facing strong vehicles that start up fast is something beyond me and idk if they just use insanely well built craft or if they use some space cannon cheese or something similar, is anyone capable of helping me in how to level and create a ship possible of starting with the hardest settings on?
@@BorderWise12 yea but im planning on playing older version of the game, i know alot of people now play to design stuff better and better but i did like the leveling system quite a bit, im still not 100 percent sure but if i do revert to a older version do you have any ideas of what would work good?
Time Stamps:
0:00 - Ze Beginning
0:41 - Basic Campaign UI
8:59 - Craft Resource Categories
15:23 - Vehicle Pathfinding Types
19:02 - Starting Vehicle Checklist
37:59 - Starting Your Campaign
48:48 - Build Order
54:28 - Strategy, Capturing and Combat
The difference between patrol and fleetmove has to do with how its used. Im not sure if this is how it works anymore, but a patrol route can be set to where the same routine happens without stop, whereas fleetmove is just to move a fleet into position without moving individual ships. Also forgot to mention patrol mode will attack any enemies that enters your tiles, or at least thats how it used to work
@@ProtoAzula Sounds plausible, except I literally tested on screen how fleetmove can be used to set patrol routes... 😅
@@BorderWise12 like I said, i dont remember if it was recent or old because ive been playing the game going on 5 years now. Just glad to see the way the game and community has grown
Flying Squirrel: "You made a mistake. 19:02 should be 'A flying squirrel ends this guy's whole carreer' or something."
Alternate title for the starting vehicle checklist part "Borderwise tries to prove he knows how to kill squirrels"
Damn thing was making me look like an idiot. I swear I remember the Diamondwasp killing it easily. XD
@@BorderWise12 Ya no, it may be a really small and fragile craft, but its in the godly catagory for a reason, fricken thing just dances between shells and missiles.
@@kre8or465 hence why lazors exist. Lol.
@@scorpion563 True, when I encountered it in the campaign all my craft used missiles and advanced cannons, and it snuck around my fleets and killed two of my sattelites before I managed to engage it with something that had actual weapons. A single frag/emp missile managed to explode close enough to it to knock it into a death spiral, and the rest of the missiles managed to hit it after that, but it dodged like, 10 missile volleys before then.
@@BorderWise12 One thing to consider for a starter craft, especially a missile using one, is to just manually change some missiles, even if its slightly asymetrical as a result. Like, have one of the small missiles a type that is very dedicated to that squirrel, have others more normal, and maybe toss on a single normal sized missile too with something useful against bigger things (a high speed thumper can work pretty well). Heck, you can also make slight variations of the starter vehicle that, say for that helicopter, replaces all the weapons with just a single large "missile" that just drops water mines on targets. Refitting between multiple versions as needed for the enemy, because the only change is the weapon, which being a missile system, is fairly low block count and thus easy to refit and get back in order quickly even just by having a single repairbot or something on them.
I like how the Squirrel made you eat your words twice in a row.
Stupid Squirrel... should've spawned in a Duster...
@@BorderWise12 Squirrels are the biggest threat to the internet and electrical infrastructure as a whole, no joke.
Flying Squirrels exist for an important reason: to show new players how important hitscan weapons can be.
@@Argonwolfproject And also to mock Borderwise.
I currently have almost 1000 hours in FTD, yet I watched the whole video. I wish this was already around back when I started playing. I have put many tears have gone into trying to learn this game. Thank you for taking the time to make new players actually capable of approaching FTD
man i recently got a new pc and formatted it and lost a couple of things that don't get cloud saved without thinking about it and i have lost hundreds of hours of "technology" i have developed like ships planes and all that stuff, feels a bit tough to start over again and using workshop ships wouldnt feel quite right as i didnt make it myself
“As fun as the designer is the lure of conquering the world draws you in.”
Is he a mind reader?
Trying to hit the Flying Squirrel with anything but lasers is mostly down to luck, missiles are the worst choice because of its ridiculous movement pattern: of course, said movement is only possible because in FtD you don't have to worry about structural stress and stuff like that.
Not to mention the Gs most pilots in this game would be pulling would probably kill them!
Nah, APN missiles are effective against squirrels. Also proxy frag guns are good against them too
Fun fact! If you press C while in the main map view, it breaks the map view and gives insight on how it works. Doing this allows you to move your camera away from the map view, which shows you that it’s a little texture at the top of space.
I think the Crossbones may be the only godly craft that still has intentional weaknesses. Just about all the other faction craft have torps and anti air, though some is not as effective as it could be. Having a high speed craft is really not a counter any more once you get past the OW. I really wish they wouldn't have nerfed shields as hard as they did. They really had a solid counter for them with the disrupter shells and it was easy to incorporate a few rounds to an aps to beat them. Shields were one of the most effective ways of making good (survivable) aircraft without having to make them huge. They would be really handy now, with the ridiculous meta of rail powered kinetic rounds and the sand blaster guns. I like to use the starting fortress for a bit, since it's a creation by Irelan. Good vid!
If lathrix's tophat had a voice, it would definitely be your voice. It has a calm official vibe to it, like a gentleman version of the sorting hat, or a wealthy, evil, mastermind in a public setting.
Me who chose a submarine as my current generation's starter craft: '_'
So, I started to work on the submarine faction and they may or may not have a sub that creates nuclear torpedoes. Also, I don't know how to do the fleet symbol thing, or music stuff, so those are on the to do list.
Ah yes, the Bulkheads.
I feel really good about my 7k material 7k altitude 170 m/s spacecraft now. I thought it was too expensive but your craft has been working so mine should as well thanks.
Yer welcome. 😁
@@BorderWise12 Thanks. halved the cost for a slight decrease in speed after the fact. Shows that theres aways a way to improve in FTD
@@BorderWise12 BTW. If you ever want to test satellite range in the future, I recommend the benchmark designer(right click on designer), and delete all vehicles. There is fog of war, you can spawn in vehicles freely but you can't build without resources so just go there to test their range at specific heights. I only needed 8 dishes at 7k altitude so Its possible to make them really small at high altitudes.
You said the Flagship was mostly a preference thing at 7:47. It does have one use though. There is a breadboard component that give range and bearing to the flagship, so for example I have a parasite craft that just has a bunch of repair tentacles, which uses that component to maintain a station near the flagship, because that's as close to formation controls as FtD has right now, unfortunately. I'm planning to have a few different variants that keep different bearings from the flagship so as to make an actual formation of useful craft.
To be fair: I have no idea how to bread, and that would never have occurred to me. XD
I think it's worth noting that a ship/plane that can *kill* the squirrel is potentially less important than one that can *survive* the squirrel, and kill it eventually.
My AA planes domt take any damage from squirrels, even though they take half an hour to kill 3 of em. I call that a win.
What do you mean survive the squirrel. Even my smallest of boats (
But then you're wasting a lot of mats
Not a win if you take into account the material cost...
this is......
PERFECT
i am struggling creating a good start for my campaign for a long time. i just dont like the normal starter base and boat but im not good at building
One thing I’m proud of with my little boats is that they can kill the flying squirrel thanks to being AA missile pods that can swim.
Eh, i'm not sure the armed response unit is necessary.
I usually just build my mining vessels super cheap and disposable. If they die I can just replace them without much loss. It's much easier than actually defending bases scattered across the map.
It's more fun to defend your bases around the map tho
Developers are almost never "good" at their own games. I'm not sure where this misconception comes from.
Unrelated to anything. The music playing during the first part of the video around @5 reminds me of Two Point Hospital.
Anyway. Keep up the good work BorderWise. Your videos are helping me get back into the game. I haven't really played seriously in years and spun up the campaign yesterday, the first time in.. 2? years.
So basically, like an ambulance but its armed and dangerous and it blows things up -Borderwise; 24:38
You sound so enthusiastic compared to when you are streaming xD
The absolute cheapest you can go in terms of scout craft is a satelite on a few balloons. 3 things about it:
1. They will climb indefinetly albeit very slowly
2. You cant move it in play but
3.Out of play speeds get funky the longer you have one of these active.
Somehow having no actual propulsion and a combination of pulling it in and out of play makes the out of play speed go up to ridiculous levels. (naturally with a higher speed you can save it again and have multiple ridiculously fast spy craft) And with ridiculous I mean ridiculous. In a campaign with a friend our original observation balloon got an OOP speed of over 5000 m/s (not a typo 5km/s) despite it not having any propulsion. I don't know what exactly causes it, but I guess it's some funky behaviour while pulling it in and out of play or when loading the campaign itself.
Might be worth making a cheese video about if you can get to the bottom of how the speed increases
Sounds more like a bug than cheese, but a very interesting one 😁
ive only barly started playing but having made some small cheap ships to spam in on the start (idrk if its a good tactic but worked for capturing stuff right off the bat) from what ive seen and played with fleet mode moves ships set to a fleet and keeps em in the same positions relative to each other to when the fleet was formed
It works at the start but later on when there are large battleships they will start to suffer
Spam is a solid tactic early on, but try it against some the later craft/other factions in the designer. When I first started, DWG gave me fits. Now I test against things like Megalodon and godly Scarlet Dawn craft. After a whole lot of hours (steam says over 10k, but that's alot of me leaving it running while I do other things) and many designs, I still don't have any viable campaign friendly craft that can solo everything, but I'll keep trying.
Almost 400 hours into the game.
It is time to leave the vehicle designer, I am ready.
I was not ready
He built a wooden Novgorod but instead of a turret it has a rotating spy dish
54:20 e.g. there is a "30000 commodities" sign on the map-screen (left corner) - could you use them?
Ok, on the topic of the spycraft satelite... I saw the cheap design in a video and clueless me built that thing with a rotor, a single pid , a mainframe and the satelite dish... no rudder, no nothing... it still works somehow, so if you want to, you can strip yours off the unnecessary bits and use the cheapest design possible. And yes. it does not need engine power because dediblades...
Oh, a nice vid for my way home. Thanks.
You shure slapping a few rtgs and ion thrusters with a electric engine could get you quite a surprisingly good satellite for only 3k resource
I'm still trying to wrap my head around how I stop playing for half of 2020 and I jump on the other week and they've somehow managed to *dumb resources down* to just materials and battery power. Thankfully most of everything seems to work that I built in late 2019 with very little tweaking if any required.
I guess that super dreadnought I was putting off last year will be a bit... easier to build? Not sure I understand the changes made by removing fuel and ammo if they're still right there in the build menu and they're still listed in the HUD - is everything just materials now? I kinda liked having ship magazines that needed protecting. =/
Do not worry, things are fine: ua-cam.com/video/qlHXIqYnn_Q/v-deo.html
hey dude so there is this big round ship on Ultimate Admiral: Dreadnoughts and you have made one in this video and i have been trying so i am just wondering if you could upload that ship with just the hull so nothing else on it so i can make progress please? And post the link? I don't have your steam workshop
hooray! now i wont just be stuck in the designer, spawning creation after creation and watching them fight eachother.
How do you make the tactical screen look like that? From me pressing E just opens the map
There's an feature to enable/diable the non-top-down tactical map in the options menu.
34:10 it got fixed, it now has torpedoes (good torpedoes i may add) and sonars
Oil drilling would be nice to come back.
How do you get the tactical map view to be like that at 0:58
press E 2 times i think
Once. Twice is freecam
I've been trying to figure that out too and pressing E just opens the map for me
@@franekfranek1898 zoom in/out?
kinda wired how you have a guide for Campaign, but no guide for adventure mode,
there is not even a guide at all if you search in UA-cam "From The Depths Adventure mode Guide" only gameplays pop up no actual guides, so maybe a good idea for a new video?
Yeah, there's a reason for that. Adventure mode is mostly dependent on building fast and getting lucky.
I'm also not particularly fond of adventure mode, it's all my least favorite parts of FtD combined. But I will be trying to learn it more in the future.
for top speed movement to be disabled you have to record cruise speed in the v-menu, it can be used for saving fuel while moving out of play
Oh, right. Cheers!
No problem :)
Did the Deli blade things get removed? is it no longer possible to make power free copters?
Yup, it got removed.
hi man I am new to this Chanel and love your content. you have my sub. but do you read coments?
Yup!
@@BorderWise12 ok from this point on i am going to watch every single video you are really good man
Top speed thingy only matters with certain circumstances
For me there is lack od "personal carier" for avatar to capture bases or ai dead ships
This is great lunch break naptime ASMR.
To hit fly squirrels with missiles, use APN
TYSM
Can I change difficulty mid campaign? I just started playing yesterday but I made powerful ships and campaign is too easy now but I don't want to start a new campaign
Yup!
I've just bought this game and this video has really helped me grasp what I need to do. I'll check your other tutorials later on after I try (and probably fail) to create all my own vehicles. I foresee myself spending tons of hours in this game. Thank you once again! Subbed :).
Cheers! Glad it helped. 😁
I liked the old nether-Tutorial more 🤔
Are all of the pre made ships you're loading your creation? Are they on the workshop?
Yup, mine and on the workshop. 👍
Is retrofitting applied instantly? If so, couldn't this be used instead of repairs?
Nope. Retrofitting is based on the material value of the craft AND it's percentage health. If your retrofit design is any larger or more expensive than the old version, you still need to repair it to max health.
novgorod.. space edition
not sure if anyone will respond to this but how do people level up so quickly? i understand that destroying like 4 blocks on the hardest mode will level you up 25 times but how do people actually win with all difficulty settings maxed? doing 25 times less damage and taking 25 times more damage and facing strong vehicles that start up fast is something beyond me and idk if they just use insanely well built craft or if they use some space cannon cheese or something similar, is anyone capable of helping me in how to level and create a ship possible of starting with the hardest settings on?
Leveling was patched out ages ago. Don't worry about it.
@@BorderWise12 yea but im planning on playing older version of the game, i know alot of people now play to design stuff better and better but i did like the leveling system quite a bit, im still not 100 percent sure but if i do revert to a older version do you have any ideas of what would work good?
can you relise the circle harvester to the steam workshop?
Already have, I think.
Thank you dude! 👍
Why does my spy satellite have a different (lower) out of play altitude?
Make sure you've set it to be an aircraft and that you've saved the blueprint only after its reached its maximum altitude.
@@BorderWise12 Thanks, I will try that when I get home. It has been frustrating having to keep my spy stuff in play.
10th
Is this tutorial up to date?
Mostly. The diplomacy update introduced elements that this video doesn't cover.