Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

First semi-playthrough, some comments

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> First semi-playthrough, some comments Page: [1]
Login
Message << Older Topic   Newer Topic >>
First semi-playthrough, some comments - 5/8/2010 11:53:34 AM   
hewwo

 

Posts: 276
Joined: 4/22/2010
Status: offline
So I played my first 1.04 game just now. It was fascinating yet slightly frustrating. Started off with one of the quickstart presets so I had 11 planets to start with, and all the default automation settings. I was kind of observing my empire grow without actually having to do very much. Every now and then I would find a pirate base and send a fleet to destroy it. It's really cool how all the freighters zip around and do stuff.

I immediately had a couple of independent colonies surrounding me with between them at least a billion of my species. A good start I guess because I heavily outclassed every AI empire I ran into. I was finding myself a good spot to build a resort base when suddenly a couple of AI's started complaining about my military presence in their systems. What? I never ordered anything like that! And if they're complaining about me taking out pirate bases in their back yard.. well, whatever. Next thing I know nearly every AI declared war on me.

So I thought, this'll be interesting. And it was. Fascinating even. But I'll admit I really didn't know what was going on. One time I had an on screen vector showing the destination of one of the AI fleets. I guess some good work of my agents? I sent a fleet to intercept. Very cool. Other than that I just followed my advisers suggestions on attacking this base or that. They had a lot of suggestions. I got totally overrun with 'under attack' messages (playing at 2x speed, but hey.. normal is a bit to slow). Even though I was at war with the entire universe, it didn't really seem to affect me that much. The teekans invaded a couple of my planets. Then some others revolted and joined my empire (or it were the same planets, couldn't remember).

Then I got bored and quit. Less automation next time?

So I have a couple of thoughts on what made the game so confusing:

First off some small interface things. During negotiations its annoying how difficult it is to see the value of techs. At the very least the numbers should be 17.334.234 instead of 17334234 as it is now. Then there is no way of knowing how expensive a tech is without actually offering it. Should be in the name or something. Secondly there really should be an option to turn of 'under attack' messages for kaltors or tiny pirate vessels. I don't care about that! But when I completely turned off these messages I missed some more important information. And you feel a lot more disconnected from you empire.


So I think my main idea is that it is waaay to difficult to see the overall structure of your empire. There are lines between some of my colonies or bases, but I don't actually know what that means. If there is a system with a couple of lines converging, does that mean its a good idea to build a larger space port there? And if I attack an enemy, does attacking one of these systems mean I can destroy the entire infrastructure in one blow? And if one of the lines is very long.. is it useful to build a station in deep-space inbetween, or not? What routes do space freighters take? Can I influence that? Should I care?

Besides all of the other issues I've seen discussed on the forum I get the feeling there is a kind of transport tycoon style of game buried deep within. And that is completely awesome, because it would make for such a perfect strategy game. But right now its a bit too muddy!




Post #: 1
RE: First semi-playthrough, some comments - 5/8/2010 1:07:38 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi Hewwo,

For your first playthrough, you got pretty far. As you play more I think it will become more clear to you why things are happening and how to affect them.

quote:

I was finding myself a good spot to build a resort base when suddenly a couple of AI's started complaining about my military presence in their systems. What? I never ordered anything like that! And if they're complaining about me taking out pirate bases in their back yard.. well, whatever. Next thing I know nearly every AI declared war on me.


If you had enough automation on to allow your own empire free reign on the diplomatic and military fronts, it's possible your advisors decided to start raiding some AI empires that they thought were getting ready to do the same to you. This can escalate quickly. If you do enough of that and you haven't built up a good reputation or tried to keep other empires neutral, it can have a cascading effect as well.

quote:

One time I had an on screen vector showing the destination of one of the AI fleets. I guess some good work of my agents? I sent a fleet to intercept. Very cool.


Yes, you can see that if you have an agent in deep cover or got their operations map. You can also see that if they are withing your sensor range.

quote:

I got totally overrun with 'under attack' messages (playing at 2x speed, but hey.. normal is a bit to slow).


I always slow things down when a war starts. Wartime usually means 0.5x or 1x speed for me with pausing to make sure I can direct things as desired and keep up with the incoming reports.

quote:

First off some small interface things. During negotiations its annoying how difficult it is to see the value of techs. At the very least the numbers should be 17.334.234 instead of 17334234 as it is now. Then there is no way of knowing how expensive a tech is without actually offering it. Should be in the name or something.


Agreed, this is on our list as well.

quote:

Secondly there really should be an option to turn of 'under attack' messages for kaltors or tiny pirate vessels. I don't care about that! But when I completely turned off these messages I missed some more important information. And you feel a lot more disconnected from you empire.


Good suggestion, can you please post it in the Wish List as well?

quote:

So I think my main idea is that it is waaay to difficult to see the overall structure of your empire. There are lines between some of my colonies or bases, but I don't actually know what that means. If there is a system with a couple of lines converging, does that mean its a good idea to build a larger space port there?


The lines roughly signify trade routes, but they are more symbolic in that ships don't have to follow them (but will tend to do so). If you build a space port, trade routes will tend to converge on it. If you notice a space port getting busy enough that it has a backlog, or it's a key system that you don't want to lose, building a larger space port can be a good idea.

quote:

And if I attack an enemy, does attacking one of these systems mean I can destroy the entire infrastructure in one blow? And if one of the lines is very long.. is it useful to build a station in deep-space inbetween, or not? What routes do space freighters take? Can I influence that? Should I care?


Yes, if you have a very long trade route or lots of distant mining stations, building a space port closer to them can be helpful for economic efficiency. I'm not sure I understand the "entire infrastructure in one blow" question. If you attack an enemy planet with a space port, yes, your fleet will generally try to destroy the space port, including attacking any ships guarding it and any others that are in the system and it will also try to land any troops it has loaded on the planet.

quote:

Besides all of the other issues I've seen discussed on the forum I get the feeling there is a kind of transport tycoon style of game buried deep within. And that is completely awesome, because it would make for such a perfect strategy game. But right now its a bit too muddy!


I hope that as you play a bit more, it will become more clear. I'd recommend playing on 1x speed to start with and gradually taking things off automatic control so that you get a better sense of how they work. You can then better decide what you want automated in the long run and what you prefer to do yourself.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to hewwo)
Post #: 2
RE: First semi-playthrough, some comments - 5/8/2010 3:06:46 PM   
hewwo

 

Posts: 276
Joined: 4/22/2010
Status: offline
Thanks for the quick reply, on a saturday!


quote:

ORIGINAL: Erik Rutins

I'm not sure I understand the "entire infrastructure in one blow" question.




What I meant is the game really gives you the feeling of being alive, with actual resources being ferried around etc. So it would be extremely cool if I could ± take down an entire empire with a surgical strike.

For instance if they are very reliant on some kind of important resource, I use espionage to find that weakness, and then take out that mining base, or blockade the trade lane. Or if i'm in a devious mood, hire a bunch of pirates to mess up that particular mining base. Then having foresight I also asked/bullied/bribed other empires that have an excess of that material to ban trading with my target, so their entire empire comes crumbling down!

I have a feeling these kind of scenarios should be possible in the game (and exceedingly cool). But I don't really see how yet. However, will play another game with your pointers right now :)

(in reply to Erik Rutins)
Post #: 3
RE: First semi-playthrough, some comments - 5/8/2010 3:18:26 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
Empires are and should be rather diverse and strong in their structure to avoid being easily destroyed with a single type of action.

< Message edited by Wade1000 -- 5/8/2010 4:34:16 PM >


_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to hewwo)
Post #: 4
RE: First semi-playthrough, some comments - 5/8/2010 4:14:47 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
Taking out spaceports, shipping, and mining bases will affect enemy empires.  There's no single point you can strike that will completely disable them though.  Unless you've already reduced them to a single colony.

Destroying spaceports affects their shipping and cashflow as well as their ability to produce new ships.  Take out all the spaceports and they'll have a very hard time fighting back.

It's fun to watch an enemy's trade routes shift from one hub to another just by smashing their ports. 

(in reply to Wade1000)
Post #: 5
RE: First semi-playthrough, some comments - 5/8/2010 4:27:54 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
It would be neat to find out their dependence on certain scarce resources though;

Good point there!

(in reply to Rustyallan)
Post #: 6
RE: First semi-playthrough, some comments - 5/8/2010 5:19:12 PM   
hewwo

 

Posts: 276
Joined: 4/22/2010
Status: offline
Actually, it would be nice to find out my own dependence on certain scarce resources... For luxuries I understand the logic: the more I have the better. But for all the other things. Apparently I need them to build stuff, but I've never actually noticed this. Is that because the private sector takes care of everything? But what if there just isn't enough to go around?

(in reply to Bartje)
Post #: 7
RE: First semi-playthrough, some comments - 5/8/2010 6:13:30 PM   
Rustyallan

 

Posts: 193
Joined: 4/27/2010
Status: offline
quote:

Actually, it would be nice to find out my own dependence on certain scarce resources... For luxuries I understand the logic: the more I have the better. But for all the other things. Apparently I need them to build stuff, but I've never actually noticed this. Is that because the private sector takes care of everything? But what if there just isn't enough to go around?

Go into the expansion planner.  You can see what your current stock and demand is for items.  The default sort is by empire needs so if you're short on something, it'll show at the top.  Typically, the items most in demand are listed there, but not always.  I think it's relative to your stocks/sources.



< Message edited by Rustyallan -- 5/8/2010 6:14:11 PM >

(in reply to hewwo)
Post #: 8
RE: First semi-playthrough, some comments - 5/8/2010 7:31:57 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
It should be made more clear though; perhaps on a seperate screen..

I hope Erik reads this, don't forget to add it to the Wishlist!

(in reply to Rustyallan)
Post #: 9
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> First semi-playthrough, some comments Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.938