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RE: Distant Worlds: Return of the Shakturi - 12/9/2010 11:14:14 PM   
Simulation01


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quote:

ORIGINAL: dawilko

Hi guys, I have come back to the forum with the impending release of the expansion. I noticed that the product page has players: 1, so no mplayer yet. Has there been any whispers of having that function added to the game?




You could ask that tonight 9Pm EST during the live chat with the developers from Codeforce.

http://www.matrixgames.com/forums/tm.asp?m=2640221

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Post #: 241
RE: Distant Worlds: Return of the Shakturi - 12/9/2010 11:18:10 PM   
Starfry

 

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I do have some reservations about fighters in the game and their pontential to become overpowered. Some of my favorite games, Sins of a Solar Empire and Supreme Commander, did have balanced fighters after a few tweaks but the developers caved in and made them dominating from the start because of the demands from those who could barely figure out that pants goes first before putting on shoes.

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Post #: 242
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 1:57:07 AM   
martok


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quote:

ORIGINAL: dawilko

Hi guys, I have come back to the forum with the impending release of the expansion. I noticed that the product page has players: 1, so no mplayer yet. Has there been any whispers of having that function added to the game?


Not at this point, no. I suppose it's theoretically possible MP could be being added to the expansion, but I very much doubt it (else Erik or Elliot would have said something by now).



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Post #: 243
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 1:59:55 AM   
Erik Rutins

 

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Live chat is starting now!

http://www.matrixgames.com/community/livechat.asp

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Post #: 244
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 5:45:21 AM   
tjhkkr


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Okay, forgive me... despite the speed of my machine, I do not have the right chat software.
Anything of REAL importance come out of the chat?

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Post #: 245
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 5:47:52 AM   
Kregoth

 

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there should be a transcript of chat tomorrow at least thats what was mentioned after it was finished.


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Post #: 246
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 2:18:33 PM   
Shark7


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quote:

ORIGINAL: tjhkkr

Okay, forgive me... despite the speed of my machine, I do not have the right chat software.
Anything of REAL importance come out of the chat?


Looks like expanded modding support is going to be high on the patch to do list. Plus a few other things.

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Post #: 247
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 2:21:36 PM   
Igard


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quote:

ORIGINAL: Shark7


quote:

ORIGINAL: tjhkkr

Okay, forgive me... despite the speed of my machine, I do not have the right chat software.
Anything of REAL importance come out of the chat?


Looks like expanded modding support is going to be high on the patch to do list. Plus a few other things.


That's great to hear! I missed the chat unfortunately.

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Post #: 248
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 3:24:04 PM   
TheLastRonin

 

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quote:

ORIGINAL: Shark7


quote:

ORIGINAL: tjhkkr

Okay, forgive me... despite the speed of my machine, I do not have the right chat software.
Anything of REAL importance come out of the chat?


Looks like expanded modding support is going to be high on the patch to do list. Plus a few other things.


Hello all, just bought this game a day or two ago.

Just wanted to say I think this is great... I think a lot of people will appreciate greater levels of customisation... Modding support tends to create long-lasting, long-living games and communities.

Any word on when the expansion is coming? Has the game gone gold yet? I can't wait to get my hands on it... Will give me something to play around with while I wait for the modding support .

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Post #: 249
RE: Distant Worlds: Return of the Shakturi - 12/10/2010 9:36:48 PM   
martok


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quote:

ORIGINAL: TheLastRonin

Hello all, just bought this game a day or two ago.

Just wanted to say I think this is great... I think a lot of people will appreciate greater levels of customisation... Modding support tends to create long-lasting, long-living games and communities.

Welcome to the forums, TheLastRonin! I hope you're enjoying the game.



quote:

ORIGINAL: TheLastRonin

Any word on when the expansion is coming? Has the game gone gold yet? I can't wait to get my hands on it... Will give me something to play around with while I wait for the modding support .

The expansion will be released "very soon".

Erik said that they appeared to be on track for a release by the end of next week. Of course, that was a few days ago when he said, so something might have changed since then, but either way it sounds like it shouldn't be more than another week or two.




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RE: Distant Worlds: Return of the Shakturi - 12/10/2010 11:02:32 PM   
alexalexuk

 

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what is the release eta? :)


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RE: Distant Worlds: Return of the Shakturi - 12/11/2010 1:13:12 AM   
Tycow


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Hopefully before Christmas at the moment. :)

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Post #: 252
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 1:19:39 AM   
TheLastRonin

 

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I'm hoping it'll be out in the next few days .

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Post #: 253
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 1:59:18 PM   
Lord_Astraios

 

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Hoping it will be before Christmas. 

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Post #: 254
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 2:33:32 PM   
Lord_Astraios

 

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Oh and another thing,  i looked the chat transcript,  and you guys where talking about the difficulty but i didn't see something there,  and i wish it could be tweaked in modding support updates in the future,  is a expanded difficulty settings,  sure you can give yourself some handicaps but instead of that,  giving the AI a boost or an advantage,  like the AI having better economic system so it can build more ships and have larger space battles instead of the typical 16 vs 16 ships? since that number of fleets has appeared in my games for a while now and i have managed to give them a nice swooping apart from taking casualties.


Also i read something of the Victory conditions,  but implementing the usual story,  can we have all the stories of the game and sandbox option?


And my last question,  the empire placement has been kept the same in this expansion?  and let me explain, i was testing and i wanted to try this stunt,  it was to have 2 empires,  me and a extremely hostile empire and i wanted to play the game like a infiltrate and conquer type of game were i started to invade from a single spot,  like a sort of beachhead stand, and going from there.   And i ask because i saw the enemy empire very far and only covering 40% of the galaxy even i set the game to old.  And if i wanted more i could use the editor but it would take me some time and thats no fun.


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Post #: 255
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 3:54:13 PM   
Shark7


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Lord_Astraios: You can make the game infanately more difficult as it stands with just the standing modding available.

change one of the races to have

150 Agression
150 Intelligence
50 Friendliness

and give them -50% or more on troop/fleet maintainence costs, and watch them roll the map.

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Post #: 256
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 6:34:57 PM   
mbar


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Real Life has been busy. But I just checked in and see this good news about a DW expansion. I'm looking forward to seeing worlds go BOOM in DW.

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RE: Distant Worlds: Return of the Shakturi - 12/11/2010 9:47:02 PM   
TheLastRonin

 

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If the expansion had the ability to alter planet quality and resource type and amount via the in-game editor I would buy it on release day. I can't understand how this vital function is missing! 

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Post #: 258
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 10:36:45 PM   
Erik Rutins

 

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Please, I think raising this point three times in three separate threads is enough.

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Post #: 259
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 10:48:39 PM   
TheLastRonin

 

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quote:

ORIGINAL: Erik Rutins

Please, I think raising this point three times in three separate threads is enough.


I'll try to restrain myself but seriously, I'm broken hearted here!

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Post #: 260
RE: Distant Worlds: Return of the Shakturi - 12/11/2010 11:22:49 PM   
Erik Rutins

 

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If it helps, I already discussed it with Elliot and he confirmed it should be possible to add post-release.

Regards,

- Erik

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Post #: 261
RE: Distant Worlds: Return of the Shakturi - 12/12/2010 2:02:50 PM   
Lord_Astraios

 

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quote:

ORIGINAL: Shark7

Lord_Astraios: You can make the game infanately more difficult as it stands with just the standing modding available.

change one of the races to have

150 Agression
150 Intelligence
50 Friendliness

and give them -50% or more on troop/fleet maintainence costs, and watch them roll the map.


Havent been looking at the data files, just graphical work for an idea I want to do her but, thats nice to know,

Thanks a lot,

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Post #: 262
RE: Distant Worlds: Return of the Shakturi - 12/12/2010 2:15:59 PM   
Litjan

 

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Don´t know if this is too late, but I have stumbled upon two more little issues with 1.06 in my last game:

1.) When recalling an agent who was in "deep cover" in another empire, you will still be able to see all theire ships forever (haven´t tested "forever", but a long time)
2.) When right-clicking on a friendly planet to have a fleet with troops "drop troops" they will not do so (only some ships have actually troops on board). Only when singleing out the ship with troops and then giving the right-click command, it will work.

Jan

Edit: This should have gone to the tech-support thread, I am sorry. Feel free to move this, moderators!

< Message edited by Litjan -- 12/12/2010 5:42:54 PM >

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RE: Distant Worlds: Return of the Shakturi - 12/13/2010 6:28:21 AM   
TheLastRonin

 

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quote:

ORIGINAL: Erik Rutins

If it helps, I already discussed it with Elliot and he confirmed it should be possible to add post-release.

Regards,

- Erik


Appreciate it greatly , thanks!

I can't wait for the expansion now... Argh... Is it close... Tell me it's close!

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Post #: 264
RE: Distant Worlds: Return of the Shakturi - 12/13/2010 11:10:09 PM   
Footslogger


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Will fighters be able to fly escort missions for the bombers?

- --- . decode please This is for Terminus

< Message edited by Footslogger -- 12/14/2010 5:02:38 AM >

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RE: Distant Worlds: Return of the Shakturi - 12/14/2010 12:00:30 AM   
tjhkkr


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I am some kind of looking forward to this...
Ah but alas, patience is a virtue.

But I cannot wait to have a carrier group blast pirates into space dust.

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RE: Distant Worlds: Return of the Shakturi - 12/14/2010 5:00:59 PM   
Zakhal


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Do fighters shoot each other or only capital ships? What happens to fightars that have lost their capital ship?

Will fighters / capital ship crews gain experience and special skills when they advance? Ok I know they dont but I would like it so feel free to please me.


< Message edited by Zakhal -- 12/14/2010 5:02:40 PM >


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Post #: 267
RE: Distant Worlds: Return of the Shakturi - 12/14/2010 5:13:36 PM   
Erik Rutins

 

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Yes, they will engage each other. If their ship is gone, they are gone. No experience or skills (yet), future plans proceed though...

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RE: Distant Worlds: Return of the Shakturi - 12/14/2010 8:45:56 PM   
Igard


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I'd like to know how many fighter classes are there? Are there interceptors and bombers, so for modding purposes, I'll need 2 new fighter images?

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RE: Distant Worlds: Return of the Shakturi - 12/14/2010 9:31:37 PM   
ehsumrell1


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quote:

ORIGINAL: Igard

I'd like to know how many fighter classes are there? Are there interceptors and bombers, so for modding purposes, I'll need 2 new fighter images?


There are two separate tech classes Igard. One for fighters/interceptors (who defend attack other fighters only)and one for bombers (who attack only ships and bases). Concerning modding though, the fighter/bomber images are rendered so small, providing different images for each race style may not be feasible.
There are currently an image for a fighter and a bomber included in each of the original shipsets that could just be duplicated for any new shipsets you create/add. Just remember that each shipset family need to have a fighter and bomber image included. For instance, a fighter bay contains only four craft, two of each. A destroyer design normally is the smallest size ship which carries a fighter bay (fighter bay size including craft use A LOT of component points). Whereas a Capital Ship design can be used as either a hypothetical multi-purpose Battlecruiser with 2 to 4 Fighter Bays, Troop Compartment(s), heavy
weapons etc., or just as a Fleet Carrier with 4 to 8 Fighter Bays and defensive weapons only. You are,
of course though, only limited by the ship size which depends on your Construction Bay tech level.

Sorry to be long-winded Igard, I know you know most of this. I just thought it might be info for
other readers to know. Get ready to have MUCH FUN with this expansion!
I CAN'T WAIT to see what you do with your Star Trek Mods and your ingenuity. Remember...don't
forget the Reman and the BORG!


< Message edited by ehsumrell1 -- 12/14/2010 9:33:55 PM >


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