This is an excellent guide particularly for demonstrating the thought process you go through to design your own ships. Also Scott says here he pays off the pirates early (whereas Das for example doesn't, he likes to fight them from the get go). I think Scott is right from an economic/growth optimisation perspective - you can see that by glancing at his bank balance top right of screen. He's got a million bucks on hand from only three colonies. He can build as many of these kick arse destroyers as he could possibly want. He's in a position to fly them over to some pirate joker and say "Hello, matey. Like the new ships? Yeah. Not laughing so hard now are we. Byeeeee!".
Glad you liked it and thanks for the kind words. Yes - generally it works well to pay them off. If you then do some trading with them a few years later (which increases rep with them) - they will soon after offer you a non-aggression treaty (free). The only downside is sometimes your ships fire at the newly discovered Pirate faction before you can say yes to their protection agreement (probably because I am at 4x speed!) and then you have to fight them. Ships (and troops) cost a lot each year for maintenance - I build nothing for a long while to save $.
@@scottsspace5562 Well indeed. The most recent Beta (1132) has massive performance improvements. As well there are a few new bugs in the beta, lol. Shields, armor, quantum capacitors were tuned down. Missiles tuned (WAY) up. So might need a relook. However, you still produce the best How-To's
Thanks for this, really helpful. For me I'd have name them DDM class name (missile role) & DDE class name (Escort role). I do wish they would rename the Escort as Corvette. Cheers again and keep em coming.
Good video! I think one thing you want to show is how to use the fleet template design to make use of your designs instead of the default ships, but I'm guessing that would fit fleet related mechanic video instead?
Good stuff Scott - thanks for sharing this with us. Love your guide and still follow it pretty close. Never got the hang of designing and managing designs - seems I did something that allowed the AI to 'redesign' my design. lol Game has come a long ways. Nice to see you back..
Thanks Shawn! Nice to see you again. So - what most likely happened is that you didn't press MANUAL in the design overview screen (Go to 4:47). If you don't click here they will instantly change our design (or at least as soon as you get new tech).
Hi, really good series! Have a follow! Great job on the overlays and editing, getting to the point as quickly as possible and drawing attention to important stuff. That extra work makes the video way better. Bravo.
I enjoyed your videos on DW2 very much as they are helping with my first play through of the game. I did run into a problem that I have not seen before: I got new shields and armor upgrades and I created v2 version of ships that I designed. When I go to the ships of the original design, it is not possible to upgrade those ships, either as part of a fleet or individually.
@@scottsspace5562 I went back to the original version under Inactive designs and selected the upgrade path to the v2 version and saved it. That allowed the ships to be upgraded. I thought that when I selected the original design, then clicked on that would set the upgrade path.
I wish the design screen was better designed. Right now, most of the space on the screen is occupied with a 3D model of a ship which is probably one of the least important things compared to all the other stats, graphs, slots and components that you have to scroll down in the thin columns. You could probably make the model 1/4 as big to see the firing angles or whatever and use the space for better QoL features.
Do you still use frigates when you get to destroyers? And when you get to cruiser, will you replace most destroyers with them? I think with missiles you want to go all-in, to overload PD capacity. Then imo bigger ships are just better. If you don't go for missiles, and for instance use railguns, I expect it might be wise to mix damage types and ranges. For instance add ion weapons. This goes well with those boarding pods, to take over disabled ships, right? Or a weapon best to strip shields mixed with one that is best after shields are gone? That might mean you have more roles for ships within your fleets and and specialize fleets by their composition?
This was just an example to illustrate using multiple hulls in the design screen. I probably would have made a 3rd destroyer called a "Command DD" and added fleet tracking, fleet countermeasures, and I also love shield capacitors - all of which I didn't have at this time of the video. Or more likely I make the first cruiser (light cruiser) I get to be the command ship instead. In reality more small ships (heavily armed) are better than less larger ships for a variety of reasons - but really at this point you are so much better off than the AI that it really doesn't matter too much. Then again - I like setting up a game where the AI is already expanded and I'm not - in those games I have to really tweak (min/max) everything. So Missiles are great all around - they work well on shields and armor (minor penalties only) - and they tend to overload the defenses. But Tier 1 and 2 are too low damage and I find useless - so I always bee line for tier 3 (version 2 concussion).
Question for you. I followed this guide, upgraded some destroyers and a cruiser. WHen I researched a new command hub, they wouldn't have the option to retrofit. So I went back into the design, clicked upgrade and the new components were there, already added. Cool. SO I click save and exit. Fleet now has the option to retrofit. I click it, and the game scuttled all those ships and rebuilt them from scratch, quickly taking most of my cash reserves. What could have gone wrong here?
I may be mistaken here but don't external slots get damaged much more easily than internal slots? For example, I always fill my external defence slots with armour and only put shields in internal slots. When I put shields to external slots they get damaged/destroyed during battle more often, where as shields in internal slots get damaged only when when the ships hull begins to take a lot of damage.
Can we get some info on carriers and dive into them? Im slightly interested in this game and there seems to be no info on carriers and particularly fighters. The types of fighters, how hangers work on the ship (if you can balance the number of bombers/fighters) i love the concept of super carriers and what not, just dont wanna be disappointed since no where seems to display that
Epic! And hmmm thats a shame. Depending on the possible orders for fighters maybe using the bombers as defensive "missile boats" for knocking out fighters and what not could work. A real shame ngl that you cant fully lean one way or another.
Hello, I am having an issue with upgrade. Whenever I upgrade a design from Ship v.1 to Ship v.2, none of my Ship v.1's will have an option to retrofit into Ship v.2. Can someone please help me understand whats going on and what im doing wrong?
How do I assign a home port to a fleet? Also when i use automatic design for some of my bigger ships they have both long range and short range sensors. Is that really necessary?
So select the fleet then right click hold over a base or planet. Then select the “set home to…” option. You don’t need both sensors. Switch to manual design for your combat ships.
@@scottsspace5562 thanks. I'm using manual designs for my ships now. I'm having one more issue though with my fleets. Sometimes when I try to move a fleet to a location in the same system for some bizarre reason they decide to jump out of the system and than jump back in again. What could be causing this to happen?
Select the fleet, click the bottom right icon, select "same location" for the top drop down menu. It will keep your fleet from wandering off to deal with threats (sometimes it's good to leave "same system" if you have a lot of manual fleets that you can't be watching constantly so that they deal with threats in system)
@@scottsspace5562 Its not like that they are wondering off somewhere.. they just path very weirdly sometimes when i try to move them to a planet in the same system. They move normally most of the time but in some systems when i try to move them to another planet they jump out of the system and than jump back in.
Your video is a year old, so you may not see this. I really appreciate your straightforward style. Your explanations are very clear.
Thank you very much for your work on those videos and your pdf. It really helps engaging with and enjoying the game.
The legendary Scott! Nice to see you back!😀
Hey, thanks!
Wow, 10 months ago, it's been a while!
@@scottsspace5562 welcome back
This is an excellent guide particularly for demonstrating the thought process you go through to design your own ships. Also Scott says here he pays off the pirates early (whereas Das for example doesn't, he likes to fight them from the get go). I think Scott is right from an economic/growth optimisation perspective - you can see that by glancing at his bank balance top right of screen. He's got a million bucks on hand from only three colonies. He can build as many of these kick arse destroyers as he could possibly want. He's in a position to fly them over to some pirate joker and say "Hello, matey. Like the new ships? Yeah. Not laughing so hard now are we. Byeeeee!".
Glad you liked it and thanks for the kind words. Yes - generally it works well to pay them off. If you then do some trading with them a few years later (which increases rep with them) - they will soon after offer you a non-aggression treaty (free). The only downside is sometimes your ships fire at the newly discovered Pirate faction before you can say yes to their protection agreement (probably because I am at 4x speed!) and then you have to fight them. Ships (and troops) cost a lot each year for maintenance - I build nothing for a long while to save $.
Hey, pleased to see this pop up into my feed, nice to hear from you again 😊
Glad to hear from you again. Hope things are well!
Good to see you back. Your guide is still the game's bible. Nice job!
Thank you!!!
Exactly! So happy you're still here, making DW2 tutorials.
Glad you like them!
Welcome back.
Thanks! Hope things are well with you.
@@scottsspace5562 Well indeed. The most recent Beta (1132) has massive performance improvements. As well there are a few new bugs in the beta, lol.
Shields, armor, quantum capacitors were tuned down. Missiles tuned (WAY) up. So might need a relook.
However, you still produce the best How-To's
Outstanding guides Mr Scott.... thank you
Glad you liked it. Thanks for the kind words.
Thanks for this, really helpful. For me I'd have name them DDM class name (missile role) & DDE class name (Escort role).
I do wish they would rename the Escort as Corvette.
Cheers again and keep em coming.
Great idea for the naming. I love that the game allows you to.
big thumbs up and thx for your comprehensive DW2 guide -
Great to see you back. Looking forward to the next one.
Thanks!
Nice to see another video from you. Thank you for your previous videos they really helped me get started in what is an extremely deep game.
Glad to help! More to follow.
Yay! Love to see you back and looking forward to your amazing content!
Thank you!
the return
Great Video. I´m happy to see you making them again! Thanks
Thank you!
Hey Scott! Long time no see. It's great to see you back in the DW saddle.
Thanks for stopping by! Hope things are well with you.
Back at it👏
Woooo! You are back!!
Good video! I think one thing you want to show is how to use the fleet template design to make use of your designs instead of the default ships, but I'm guessing that would fit fleet related mechanic video instead?
Yup - another video coming soon re that.
Thanks that problem of upgrading to wrong design was a game breaker.
Good stuff Scott - thanks for sharing this with us. Love your guide and still follow it pretty close. Never got the hang of designing and managing designs - seems I did something that allowed the AI to 'redesign' my design. lol Game has come a long ways. Nice to see you back..
Thanks Shawn! Nice to see you again. So - what most likely happened is that you didn't press MANUAL in the design overview screen (Go to 4:47). If you don't click here they will instantly change our design (or at least as soon as you get new tech).
@@scottsspace5562 That would be it :) I need to start another play through anyways (and reqatch you mechanics vids).
This is really helpful thanks
Hi, really good series! Have a follow! Great job on the overlays and editing, getting to the point as quickly as possible and drawing attention to important stuff. That extra work makes the video way better. Bravo.
So glad you liked it. Thanks for stopping by!
It’s alllllliiiiiiveee
I enjoyed your videos on DW2 very much as they are helping with my first play through of the game. I did run into a problem that I have not seen before: I got new shields and armor upgrades and I created v2 version of ships that I designed. When I go to the ships of the original design, it is not possible to upgrade those ships, either as part of a fleet or individually.
You need to check the upgrade path (a new feature in the design screen) to make sure they are set to retrofit to your new design.
@@scottsspace5562 I went back to the original version under Inactive designs and selected the upgrade path to the v2 version and saved it. That allowed the ships to be upgraded. I thought that when I selected the original design, then clicked on that would set the upgrade path.
I wish the design screen was better designed. Right now, most of the space on the screen is occupied with a 3D model of a ship which is probably one of the least important things compared to all the other stats, graphs, slots and components that you have to scroll down in the thin columns. You could probably make the model 1/4 as big to see the firing angles or whatever and use the space for better QoL features.
Yeah - I could do without the ship in the middle 95% of the time.
Helpful, thanks.
nice thank you so much info
very good video thanks
Do you still use frigates when you get to destroyers? And when you get to cruiser, will you replace most destroyers with them?
I think with missiles you want to go all-in, to overload PD capacity. Then imo bigger ships are just better.
If you don't go for missiles, and for instance use railguns, I expect it might be wise to mix damage types and ranges. For instance add ion weapons. This goes well with those boarding pods, to take over disabled ships, right? Or a weapon best to strip shields mixed with one that is best after shields are gone? That might mean you have more roles for ships within your fleets and and specialize fleets by their composition?
This was just an example to illustrate using multiple hulls in the design screen. I probably would have made a 3rd destroyer called a "Command DD" and added fleet tracking, fleet countermeasures, and I also love shield capacitors - all of which I didn't have at this time of the video. Or more likely I make the first cruiser (light cruiser) I get to be the command ship instead. In reality more small ships (heavily armed) are better than less larger ships for a variety of reasons - but really at this point you are so much better off than the AI that it really doesn't matter too much. Then again - I like setting up a game where the AI is already expanded and I'm not - in those games I have to really tweak (min/max) everything.
So Missiles are great all around - they work well on shields and armor (minor penalties only) - and they tend to overload the defenses. But Tier 1 and 2 are too low damage and I find useless - so I always bee line for tier 3 (version 2 concussion).
Question for you. I followed this guide, upgraded some destroyers and a cruiser. WHen I researched a new command hub, they wouldn't have the option to retrofit. So I went back into the design, clicked upgrade and the new components were there, already added. Cool. SO I click save and exit. Fleet now has the option to retrofit. I click it, and the game scuttled all those ships and rebuilt them from scratch, quickly taking most of my cash reserves. What could have gone wrong here?
Can we get another gameplay series?
Just finished recording E1 of my new Let's Play the Ikurro" on super difficult. Will be out very soon.
Is there any easy way to compare ship designs? It would be nice to see when the AI generates designs what the difference between Imperator IX and X :)
I may be mistaken here but don't external slots get damaged much more easily than internal slots? For example, I always fill my external defence slots with armour and only put shields in internal slots. When I put shields to external slots they get damaged/destroyed during battle more often, where as shields in internal slots get damaged only when when the ships hull begins to take a lot of damage.
Interesting. Not that I’m aware of. I’ll checome into it.
Can we get some info on carriers and dive into them? Im slightly interested in this game and there seems to be no info on carriers and particularly fighters. The types of fighters, how hangers work on the ship (if you can balance the number of bombers/fighters) i love the concept of super carriers and what not, just dont wanna be disappointed since no where seems to display that
Sure - future video. Unfortunately you cannot control the balance (it's auto). Fighter and bombers can be customized (I don't - but you can).
Epic! And hmmm thats a shame. Depending on the possible orders for fighters maybe using the bombers as defensive "missile boats" for knocking out fighters and what not could work. A real shame ngl that you cant fully lean one way or another.
Hello, I am having an issue with upgrade. Whenever I upgrade a design from Ship v.1 to Ship v.2, none of my Ship v.1's will have an option to retrofit into Ship v.2. Can someone please help me understand whats going on and what im doing wrong?
Have you ever played Stellaris? If so how do you think it compares to DW2?
Practice MP problems...
How do I assign a home port to a fleet? Also when i use automatic design for some of my bigger ships they have both long range and short range sensors. Is that really necessary?
So select the fleet then right click hold over a base or planet. Then select the “set home to…” option.
You don’t need both sensors. Switch to manual design for your combat ships.
@@scottsspace5562 thanks. I'm using manual designs for my ships now. I'm having one more issue though with my fleets. Sometimes when I try to move a fleet to a location in the same system for some bizarre reason they decide to jump out of the system and than jump back in again. What could be causing this to happen?
Select the fleet, click the bottom right icon, select "same location" for the top drop down menu. It will keep your fleet from wandering off to deal with threats (sometimes it's good to leave "same system" if you have a lot of manual fleets that you can't be watching constantly so that they deal with threats in system)
@@scottsspace5562 Its not like that they are wondering off somewhere.. they just path very weirdly sometimes when i try to move them to a planet in the same system. They move normally most of the time but in some systems when i try to move them to another planet they jump out of the system and than jump back in.
Yeah, it's not perfect and sometimes that happens.