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RE: New 1.0.5.6 Public Beta Now Available!

 
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RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:37:06 PM   
Bartje

 

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quote:

ORIGINAL: Haree78

This is outstanding. I've found a new favourite developer.


Codeforce Imperia Omnia


Aren't there supposed to be some new sliders in this patch or did I misread? I can't seem to find them when starting a new game. (Yes, made sure it says it 1.05.6 is my version.)

Where can I find these sliders? Did I misread?

Great job Elliot & Erik! (E&E lol - The E-Team )

(in reply to Haree78)
Post #: 31
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 1:31:23 PM   
RViener

 

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On the 2nd or 3rd set up screen there's a slider at the bottom. It looks like the other sliders in that there are limited settings.
BobViener

(in reply to Bartje)
Post #: 32
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 1:45:44 PM   
hidden_asbestos

 

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What are the chance of this game ever running in a window? For such a passive game it'd be nice to have it running at the side of my monitor while I can be working on something else!  But I realise this represents a potentially large change to the graphics engine so I'm just wondering shall I give up hope or keep holding on for this to appear one day?


< Message edited by hidden_asbestos -- 6/17/2010 1:49:30 PM >

(in reply to RViener)
Post #: 33
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:19:22 PM   
taltamir

 

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quote:

ORIGINAL: hidden_asbestos

What are the chance of this game ever running in a window? For such a passive game it'd be nice to have it running at the side of my monitor while I can be working on something else!  But I realise this represents a potentially large change to the graphics engine so I'm just wondering shall I give up hope or keep holding on for this to appear one day?



1. The game ALWAYS runs in a borderless window sized to your desktop, it does not have a full screen mode (which is a good thing, full screen is a stupid obsolete relic from the 1980s, meant to save a few MB of ram, but the result is a plethora of problems, crashes, and slowdowns when hitting the windows button, or alt tab, etc). A borderless window sized to your desktop LOOKS like full screen, but isn't.
2. The game is GPU light, and as such would not see a framerate increase from going to a lower resolution, it is mainly CPU limited, which is mainly due to managing tens of thousands of ships and planets. So there is no benefit to making it run it in a smaller window.

< Message edited by taltamir -- 6/17/2010 2:20:14 PM >


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Post #: 34
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:20:12 PM   
Shark7


Posts: 7937
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quote:

ORIGINAL: Bartje


quote:

ORIGINAL: Haree78

This is outstanding. I've found a new favourite developer.


Codeforce Imperia Omnia


Aren't there supposed to be some new sliders in this patch or did I misread? I can't seem to find them when starting a new game. (Yes, made sure it says it 1.05.6 is my version.)

Where can I find these sliders? Did I misread?

Great job Elliot & Erik! (E&E lol - The E-Team )


The quality slider is found on the 2nd page of the 'Start New Game' set-up screens, I believe it is right above or right above the independant alien life slider. The corruption slider is on the next screen (the empire details screen), you'll not its a new slider at the bottom of the group.

_____________________________

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'When in doubt...attack!'

(in reply to Bartje)
Post #: 35
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:35:27 PM   
taltamir

 

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The corruption slider really needs a None option, also a very low option where it is half what it is in the current "low" option.
Also, space monsters and independent colonies each need to be able to go down to none as well.

Would be nice if there was a way to improve quality of a planet (requiring tech, and taking both time and money... but happening automatically) once it is colonized, so that a low quality planet is an investment that takes a lot of initial money to set up before it is useful rather then a permanent drain on resources.

< Message edited by taltamir -- 6/17/2010 2:36:52 PM >


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Post #: 36
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:41:39 PM   
hidden_asbestos

 

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quote:

ORIGINAL: taltamir

1. The game ALWAYS runs in a borderless window sized to your desktop, it does not have a full screen mode (which is a good thing, full screen is a stupid obsolete relic from the 1980s, meant to save a few MB of ram, but the result is a plethora of problems, crashes, and slowdowns when hitting the windows button, or alt tab, etc). A borderless window sized to your desktop LOOKS like full screen, but isn't.
2. The game is GPU light, and as such would not see a framerate increase from going to a lower resolution, it is mainly CPU limited, which is mainly due to managing tens of thousands of ships and planets. So there is no benefit to making it run it in a smaller window.


Okay, yeah, but surely you know what I really mean - a "WS_OVERLAPPEDWINDOW" window with a caption, minimise button and a border. One that doesn't fill the whole display, by whatever means. The ability to resize it would be lovely too!

My question comes less from performance benefits, but from the convenience of being able to interact with the game window in a manner similar to all the other desktop applications on my computer. To be able to move it to one side of the screen and see the whole display without covering anything up, or even to drag it to a second monitor and have a DW game going while you're working on something else.

I wouldn't be suggesting this if it were an FPS, but it's a passive game (or at least can be played as such) and for that I think a more convenient way of putting it to one side and not taking over the whole screen would be very much appreciated as an option.

edit: and just to reiterate, I was only wondering if this was on the table or if the developer has ruled it out entirely.


< Message edited by hidden_asbestos -- 6/17/2010 2:49:46 PM >

(in reply to taltamir)
Post #: 37
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:05:33 PM   
taltamir

 

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quote:

Okay, yeah, but surely you know what I really mean - a "WS_OVERLAPPEDWINDOW" window with a caption, minimise button and a border. One that doesn't fill the whole display, by whatever means. The ability to resize it would be lovely too!

Why? why would you ever want to do that?
simply hit "show desktop" or hit the windows key and then click on whatever other window you want to interact with.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to hidden_asbestos)
Post #: 38
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:10:40 PM   
taltamir

 

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The Megatron Z4 shields, the Novacore NX-700 reactors, and the shaktur firestorm missile are still the same as before, and a huge downgrade to whatever tech precedes them on the tech tree.
Shaktur firestorm is not upgraded to, but the novacore and the megatron are auto upgraded to, resulting in a downgrade of all ships and bases when you discover that tech...

they need to be altered to not suck, or appear much lower on the tech tree. (I suggest altered)

the AI still absolutely refuses to trade these for ANY price, even though you can research them yourself. (and they suck).

The various species who have a racial affinity a certain tech should simply start out with a large bonus to that tech type... that is, the zenox should start out with shields 1, 2, 3 and 4... while others start with shields 1. (this also means that the zenox don't have to reserach every tech up to the tech they start out with).

< Message edited by taltamir -- 6/17/2010 3:12:49 PM >


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Post #: 39
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:19:18 PM   
MuthaF

 

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As i already seen requested, but not responded to:
Posibility to use mouse to screen-border scroll even on MULTIPLE MONITORS !!!!
IT drives me nuts not to have usable 1/4 of mouse scroll, i mean c'mon, to lock mouse on-app-focus can't be THAT hard to implement.
This would be great UI upgrade.

(in reply to taltamir)
Post #: 40
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:25:01 PM   
hidden_asbestos

 

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quote:

ORIGINAL: taltamir

Why? why would you ever want to do that?
simply hit "show desktop" or hit the windows key and then click on whatever other window you want to interact with.


But then that other window is now covering up Distant Worlds! I can't leave it like that for any length of time and keep an eye on my game -- but I could if it was in a smaller window. Remember this is a passive game and doesn't require 100% attention (A "spectator spreadsheet" as Tom Chick called it). Also, how else could you play this on a second monitor?

I'm glad you're questioning me though, it's easy to suggest things that don't make sense - discussing why I think this is a good idea is really helpful! I really think this one would be a good feature for some people - and if it's a matter of a couple of hours work for Codeforce to add this then go for it -- I suspect it'll cause problems with the push scrolling though, so I hope a MMB panning feature gets added too



< Message edited by hidden_asbestos -- 6/17/2010 3:26:23 PM >

(in reply to taltamir)
Post #: 41
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:38:05 PM   
taltamir

 

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quote:

ORIGINAL: hidden_asbestos

quote:

ORIGINAL: taltamir

Why? why would you ever want to do that?
simply hit "show desktop" or hit the windows key and then click on whatever other window you want to interact with.


But then that other window is now covering up Distant Worlds! I can't leave it like that for any length of time and keep an eye on my game -- but I could if it was in a smaller window. Remember this is a passive game and doesn't require 100% attention (A "spectator spreadsheet" as Tom Chick called it). Also, how else could you play this on a second monitor?


I see what you mean, this is a good idea then.
to clarify, this isn't running in window mode (game already is in window mode), but a request to have an option to run a window at a resolution lower then your desktop's. also to have it not be borderless. Those would be useful options for doing what you described.

< Message edited by taltamir -- 6/17/2010 3:43:13 PM >


_____________________________

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Post #: 42
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:49:51 PM   
Erik Rutins

 

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quote:

ORIGINAL: taltamir
The Megatron Z4 shields, the Novacore NX-700 reactors, and the shaktur firestorm missile are still the same as before, and a huge downgrade to whatever tech precedes them on the tech tree.
Shaktur firestorm is not upgraded to, but the novacore and the megatron are auto upgraded to, resulting in a downgrade of all ships and bases when you discover that tech...


We haven't rebalanced everything, just weapons. I believe the Firestorm did get a tweak though, or perhaps it just didn't get toned down like the other torpedo weapons.

quote:


The various species who have a racial affinity a certain tech should simply start out with a large bonus to that tech type... that is, the zenox should start out with shields 1, 2, 3 and 4... while others start with shields 1. (this also means that the zenox don't have to reserach every tech up to the tech they start out with).


Backstory-wise, these are basically components from the ancient times that these races have maintained knowledge of - it also tends to indicate a racial predisposition, but not exclusively.

I think the main thing that likely needs tweaking is the order they are in on the tech tree and how that is handled as far as auto-upgrades and auto-designs.

Regards,

- Erik



< Message edited by Erik Rutins -- 6/17/2010 3:50:37 PM >


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(in reply to taltamir)
Post #: 43
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:52:51 PM   
Erik Rutins

 

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quote:

ORIGINAL: taltamir
Oh, well then the description should say changed to 20% from 50% (it currently says changed to 20% from 10%).
Are the planet specific bonuses always at 100% (or rather, the same percent as their ratio of the population in that planet... aka, if race A is 40% of a planet, then they give 40% of that bonus to that planet only). Because I think they should. I really like this change, 20% makes them useful, but it isn't too much...


Yes, that was a typo. We tested 10% in one of the internal builds and ended up going with 20%. It was indeed previously 50%. I believe the planet specific bonuses are just based on who the dominant race is, but I'd need to verify that.

quote:

1. Need a "load troops until full" command. where it goes from planet to planet and loads troops.


I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik

_____________________________

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 taltamir)
Post #: 44
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 3:56:45 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: Erik Rutins

quote:

ORIGINAL: taltamir
The Megatron Z4 shields, the Novacore NX-700 reactors, and the shaktur firestorm missile are still the same as before, and a huge downgrade to whatever tech precedes them on the tech tree.
Shaktur firestorm is not upgraded to, but the novacore and the megatron are auto upgraded to, resulting in a downgrade of all ships and bases when you discover that tech...


We haven't rebalanced everything, just weapons. I believe the Firestorm did get a tweak though, or perhaps it just didn't get toned down like the other torpedo weapons.

quote:


The various species who have a racial affinity a certain tech should simply start out with a large bonus to that tech type... that is, the zenox should start out with shields 1, 2, 3 and 4... while others start with shields 1. (this also means that the zenox don't have to reserach every tech up to the tech they start out with).


Backstory-wise, these are basically components from the ancient times that these races have maintained knowledge of - it also tends to indicate a racial predisposition, but not exclusively.

I think the main thing that likely needs tweaking is the order they are in on the tech tree and how that is handled as far as auto-upgrades and auto-designs.

Regards,

- Erik




Perhaps if they are the ancient advanced tech, a position somwhere between 50% to 75% of the full tech tree is more appropriate. Eventually you will hit a point where you can improve upon the ancient design, or at least make something to surpass it...unless your research is stagnant.

Another proposition is to remove the 'unique' techs from the researchable tech trees. This makes that componant truly unique to the races that use it, and definately justifies their utter reluctance to trade it (though I can confirm they will trade it when pressed hard enough, a smaller empire traded me their unique tech one game if I would go to war with another AI empire that was about to wipe them out).

Hmm, think I will add to the wishlist.

_____________________________

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'When in doubt...attack!'

(in reply to Erik Rutins)
Post #: 45
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 4:11:48 PM   
taltamir

 

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quote:

ORIGINAL: Erik Rutins

I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik


Well, its great that steps forward are made. But we still need a "load until full" command. I don't actually use the current load command.
The problem is that fleets take too long to organize. And if they do something like "load troops" then the whole fleet is now crippled while the transports load troops one by one. And if you send them to invade an undefended planet? well, now you gotta wait for the whole fleet to refuel and gather... even though there is no need for all of them...
You could use a small fleet of only transports, but the AI would automatically add combat ships to any fleet I make unless I disable AI fleet creation (which I don't want to, I want the AI to manage fleets in parallel from me).
Even if I do I have a fleet of only 3 transport ships they do not handle well, fleets spend TOO MUCH effort to "stay together" which is downright crippling. I just have troop transport 3, 4, 5 and 6 bound to the same numbered keyboard shortcuts (with capital ships bound to key 1 and 2, and targets of value bounds to 7 through 0). Then I manage my "fleet" by altering between those... press each number and click on a spot outside the system to have them "gather". Press each number and then give it a target in the system to attack... and watch a coordinated strike as two capital ships come out, distract the defenses, and allow 4 transports to pop in and unload their troops.
Fun, but then I have to spend a lot of time and effort loading the troop transports back up because of the lack of the "load until full" command.

Also, a huge improvement to the AI would be if transport ships who do not have a full complement of troops (say, because they just dropped them off on a planet) and are automated, then they should immediately leave whatever fleet they are in, go planet to planet collecting troops until they are full, then join a fleet.
Basically, fleets should not have transport ships which are not full of troops. otherwise they are just slowing the fleet down. They slow it down in 2 ways:
1. The entire fleet has to escort the transports as they go to your well defended inner planets to pick up troops.
2. The empty transports act as combat ships, joining into battles with only 1 laser, no targeting computer, and poor armor and shields... and when they get damaged or have to refuel or whatever? the entire fleet needs to wait on them.
It is downright crippling.

Also, the auto designed transport ship has only 1 laser beam? why bother? might as well make it unarmed and change its default behavior to NOT engage enemies...

Speaking of, might aswell make all freighters unarmed as well. Limiting them to 1 weapon means that they are useless in actually harming anything...

oh, and neither transport ships nor civilian ships have a targeting computer... so they can't hit anything with their 1 laser.

Also, we need the ability to tell the AI not to use specific components AND/OR not to use specific component types.
For example of types: "Pulse weapons", "Bombardment weapons", etc.
That way I could leave ship design on auto but just tell the AI to not use megatron Z4 shields, not use the novacore NX700, and not use any pulse (area blast) or bombardment weapons.

Also. Pulse weapons "stop" when they reach their target. They should continue until they reach their max range...
EX: if I fire a pulse with a range of 500 and the "target" of said pulse was actually 50 range from me (what unit is it?) then the pulse weapon will hit it and stop spreading, it will not hit any enemies or friends which are at range 51-500 from me.

< Message edited by taltamir -- 6/17/2010 4:18:57 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Erik Rutins)
Post #: 46
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 4:40:59 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Erik Rutins

I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik


Well, its great that steps forward are made. But we still need a "load until full" command. I don't actually use the current load command.
The problem is that fleets take too long to organize. And if they do something like "load troops" then the whole fleet is now crippled while the transports load troops one by one. And if you send them to invade an undefended planet? well, now you gotta wait for the whole fleet to refuel and gather... even though there is no need for all of them...
You could use a small fleet of only transports, but the AI would automatically add combat ships to any fleet I make unless I disable AI fleet creation (which I don't want to, I want the AI to manage fleets in parallel from me).
Even if I do I have a fleet of only 3 transport ships they do not handle well, fleets spend TOO MUCH effort to "stay together" which is downright crippling. I just have troop transport 3, 4, 5 and 6 bound to the same numbered keyboard shortcuts (with capital ships bound to key 1 and 2, and targets of value bounds to 7 through 0). Then I manage my "fleet" by altering between those... press each number and click on a spot outside the system to have them "gather". Press each number and then give it a target in the system to attack... and watch a coordinated strike as two capital ships come out, distract the defenses, and allow 4 transports to pop in and unload their troops.
Fun, but then I have to spend a lot of time and effort loading the troop transports back up because of the lack of the "load until full" command.

Also, a huge improvement to the AI would be if transport ships who do not have a full complement of troops (say, because they just dropped them off on a planet) and are automated, then they should immediately leave whatever fleet they are in, go planet to planet collecting troops until they are full, then join a fleet.
Basically, fleets should not have transport ships which are not full of troops. otherwise they are just slowing the fleet down. They slow it down in 2 ways:
1. The entire fleet has to escort the transports as they go to your well defended inner planets to pick up troops.
2. The empty transports act as combat ships, joining into battles with only 1 laser, no targeting computer, and poor armor and shields... and when they get damaged or have to refuel or whatever? the entire fleet needs to wait on them.
It is downright crippling.

Also, the auto designed transport ship has only 1 laser beam? why bother? might as well make it unarmed and change its default behavior to NOT engage enemies...

Speaking of, might aswell make all freighters unarmed as well. Limiting them to 1 weapon means that they are useless in actually harming anything...

oh, and neither transport ships nor civilian ships have a targeting computer... so they can't hit anything with their 1 laser.

Also, we need the ability to tell the AI not to use specific components AND/OR not to use specific component types.
For example of types: "Pulse weapons", "Bombardment weapons", etc.
That way I could leave ship design on auto but just tell the AI to not use megatron Z4 shields, not use the novacore NX700, and not use any pulse (area blast) or bombardment weapons.


Also. Pulse weapons "stop" when they reach their target. They should continue until they reach their max range...
EX: if I fire a pulse with a range of 500 and the "target" of said pulse was actually 50 range from me (what unit is it?) then the pulse weapon will hit it and stop spreading, it will not hit any enemies or friends which are at range 51-500 from me.


I agree fully with the part in Italics. I personally never use area effect offense weapons since I use my ships as parts of fleets and the area weapons are friendly fire capable. As such I should be able to tell the AI never use those weapons in any design.

I have a very specific design philiosphy.

-Escorts: Light, very fast ships with moderate armament. Generally 2 shields, 2 armor, 4 laser, 1 torpedo, speed of 50-60 and turn of 20+
-Frigates: Slightly heavier armed adn slightly slower. Hyperdeny when available.
-Destroyers: Backbone of the fleet...12 laser, 2 torpedos, hyperdeny, troop carrier. I use these in all fleets.
-Cruiser: Heavy ship with bombardment capability.
-Captial Ship: Massive ship that is worth a fleet of destoyers by itself. Able to destroy or assault planets.

I don't deviate from this design philosophy. As such, the most numerous ships in my fleet at destroyers, frigates and escorts.

So I'd even go so far as to be able to specify, use X componant on DD or higher, but never on esocrt or frigate, etc.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to taltamir)
Post #: 47
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 5:03:24 PM   
Spacecadet

 

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Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?





(in reply to Shark7)
Post #: 48
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 5:13:37 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
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quote:

Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?


Cadet's should read the 1.posting before they ask questions ! :-)


On Expansion planer,
the planets below 51% quality and planets at other empire area got the same colour, they should displayed different.
Maybe free 51%+ planets green, below 51% planets standard.


(in reply to Spacecadet)
Post #: 49
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 5:36:23 PM   
Spacecadet

 

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quote:

ORIGINAL: Canute

quote:

Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?


Cadet's should read the 1.posting before they ask questions ! :-)


On Expansion planer,
the planets below 51% quality and planets at other empire area got the same colour, they should displayed different.
Maybe free 51%+ planets green, below 51% planets standard.




I did read it.

If >=51% quality planets are "free" and <51% cost, then what exactly is causing them to cost?

There has to be something else going on with this, otherwise just flag the planet Maintenance required.
All the various % values are irrelevant if that's all this doing.










< Message edited by Spacecadet -- 6/17/2010 5:37:16 PM >

(in reply to Canute0)
Post #: 50
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 6:25:42 PM   
sograth

 

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still some 100% planets are not shown in the expansion planer (only >50% planets).

but great work otherwise

(in reply to Mysterius)
Post #: 51
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 6:35:49 PM   
WoodMan


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From: Ol' Blighty
Status: offline
Guys has anyone else had problems with freighters not going between Empires and Tourist bases not working at all?

(in reply to sograth)
Post #: 52
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 6:40:52 PM   
Dadekster

 

Posts: 141
Joined: 4/18/2010
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Great work guys, I look forward to plowing through a couple games and seeing the improvements.

(in reply to WoodMan)
Post #: 53
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 7:02:48 PM   
taltamir

 

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from my current playthrough, the higher the quality:
1. The more population it supports.
2. The more money they make.

A planet with 5% could cost me 3K in maintenence while a planet with 49% quality costs me -0K in maintenence... and other quality values are in between... so the quality directly influences the cost (at some "low quality" levels its actually worthwhile as it is basically a mining station)

AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.

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Post #: 54
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 7:21:56 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: WoodMan

Guys has anyone else had problems with freighters not going between Empires and Tourist bases not working at all?


I'll watch for that when I finally make contact in my new game. As far as resorts, they are working in my own empire, as they are generating income.

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Post #: 55
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 7:22:52 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
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quote:

ORIGINAL: taltamir
AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.

Agreed.

(in reply to taltamir)
Post #: 56
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 7:26:06 PM   
serptex

 

Posts: 12
Joined: 3/28/2010
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I see the issue with the sound volume control being bugged is still unfixed. Honestly this is a bit pathetic. Short of replacing all the SFX with blank audio files (removing them crashes the game) there is no way I can find to have this game run silently without blaring certain noises at high volume at certain times (like the popups for discovering ships and ruins).

The game also has some major ergonomic issues on high res displays with multiple monitors. The edge scrolling doesn't work on sides facing the other monitor,  and playing the game on a 2560x1600 res monitor is fairly miserable - the text and UI is tiny, none of the GUI windows scale up.

As others have said, a multitasking friendly windowed mode, with could be made to shut up, would be great. A GUI which was usable in high res would be even better.

Other than that this update is probably the first I would consider fully playable, bringing the game up to legendary status.

(in reply to taltamir)
Post #: 57
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 7:29:42 PM   
Spacecadet

 

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Joined: 4/18/2010
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quote:

ORIGINAL: taltamir
AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.


A good case for adding Terraforming in the Tech tree?


(in reply to taltamir)
Post #: 58
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 8:21:30 PM   
serptex

 

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It's not clear whether the corruption setting only affects the player empire or the AI as well? I'd like to eliminate corruption (alien monsters as well) as its effects are pretty ridiculous at times, but not if that just gives an advantage to myself.

Exporting some of these constants to a text file for editing might be a nice touch...

(in reply to Spacecadet)
Post #: 59
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 8:25:42 PM   
drillerman


Posts: 455
Joined: 2/11/2010
From: Blighty
Status: offline
quote:

The game also has some major ergonomic issues on high res displays with multiple monitors. The edge scrolling doesn't work on sides facing the other monitor, and playing the game on a 2560x1600 res monitor is fairly miserable - the text and UI is tiny, none of the GUI windows scale up.


I'm really lucky then!!!! My screen only has a 1366x768 res and DW looks great!!!!!


I am also looking forward to be able to manipulate who has what ships, including individual ships for pirates so they don't use the empires' ships'. Erik, Can this be done?

< Message edited by drillerman -- 6/17/2010 8:28:30 PM >


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Post #: 60
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