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RE: Latest news... - 9/28/2011 1:00:54 PM   
tjhkkr


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quote:

ORIGINAL: Data
quote:

ORIGINAL: tjhkkr
Where in the known galaxy is Data when we need him? Uh oh... he is probably raiding your Romulan Ale again...

Data, my friend, is buried under a ton of critical work....damn my employer and his lack of understanding for my needs


Yeah I hear you. I know your pain!


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Post #: 361
RE: Latest news... - 9/30/2011 12:14:41 AM   
tjhkkr


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I thought of something that might be kind of cool... being able to name space sectors...
For those who want to leave it alone, they could leave it letters and numbers, but for those of us who enjoy such things, we could have names across the axis and it could be like...

Alfa Bravo Charlie
Alfa Alfa-Alfa Alfa-Bravo Alfa-Charlie
Bravo Bravo-Alfa Bravo-Bravo Bravo-Charlie
Charlie Charlie-Alfa Charlie-Bravo Charlie-Charlie

A thought anyway...
It may take too much to code though....

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 362
RE: Latest news... - 9/30/2011 12:19:17 AM   
Webbco


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I love the idea of naming sectors, but wouldn't the way you described above seem a little...convoluted?

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Post #: 363
RE: Latest news... - 9/30/2011 3:14:16 AM   
tjhkkr


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Well, the forum did not space it out as I had hoped...
But the idea was for the X-Axis, you would have one set of names, and the Y-Axis would have another set of names.... And the sector name would be the X-word/Y-Word.

Of Course, you could have a table/index system that had an X/Y coordinate pair point to a name... that would be cool to... Sector 4-4 points to a name in a table...

Anyway, I doubt it will happen, but it would be fun... and very Star Wars

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 364
RE: Latest news... - 10/1/2011 1:25:12 PM   
ASHBERY76


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quote:

ORIGINAL: Erik Rutins
The circles are spheres of influence and that's one of the new overlays that can be turned on and off. Explored systems within your sphere of influence are considered to be under your control and define your "borders" within the galaxy. When you negotiate mining or refueling rights, or consider whether another species is trespassing in your systems, it's control rather than sphere of influence that matters.

Regards,

- Erik



What is the factor that spreads the spheres of influence?

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Post #: 365
RE: Latest news... - 10/1/2011 3:36:28 PM   
ASHBERY76


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quote:

ORIGINAL: Erik Rutins

It should be posted anytime now, I'm sorry it took so long.

Here's one of the new screenshots:


It would be nice to actually see higher res shots on the product site.The screenshots are very hard to make out.

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Post #: 366
RE: Latest news... - 10/1/2011 7:28:43 PM   
philofdoom

 

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I noticed in the most recent version that if you wanted to tweak an AI designed ship you had to

1) turn off auto-deign
2) copy the ship (as it still doesn't let you change the original version)
3) Tweak the ship
4) Delete the old ship
5) turn the auto-design back on

Any chance that will be stream lined?


< Message edited by philofdoom -- 10/1/2011 7:29:01 PM >

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Post #: 367
RE: Latest news... - 10/2/2011 2:39:12 AM   
tjhkkr


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1) turn off auto-deign
2) copy the ship (as it still doesn't let you change the original version)
3) Tweak the ship
4) Delete the old ship
5) turn the auto-design back on


You do not have to delete the Old Ship; you can just mark it obsolete, and then hit the update key... that will update the ship.
OR you can mark it obsolete, copy it and go forward... that would take out a couple of steps...

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 368
RE: Latest news... - 10/2/2011 10:39:07 AM   
Bingeling

 

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Also, you can not change the design of a design that is in "existence" (that is, that has ships using the design).

I would figure the easiest is to "copy as new" and do your modification on that one? No need to turn anything of as far as I can remember.

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Post #: 369
RE: Latest news... - 10/2/2011 10:46:22 AM   
Data


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Binge is correct, no surprise there

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Post #: 370
RE: Latest news... - 10/2/2011 11:08:51 AM   
feelotraveller


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: ASHBERY76
Can have some details and screenshots about the major selling point of the game, ie leaders.


This is the main area we are still working on, so more details on this are still a week or two away.

Regards,

- Erik


It is probably way too late for suggestions but...

How about a 'Freighter Pilot' character who allows you manual control of one freighter (could come with own ship if you want to limit exploitability)? You could even limit this capability to missions only involving colonies and spaceports.

As I said, probably way too late, but thought it wouldn't hurt to mention my current pet frustration .

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Post #: 371
RE: Latest news... - 10/2/2011 11:15:23 AM   
Data


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That's actually an...awesome idea. I also think it might be too late now but you sure have to wishlist it for a future expansion, we need something like this.

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Post #: 372
RE: Latest news... - 10/2/2011 11:27:14 AM   
J HG T


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Interesting idea indeed. Not sure how easy that would be to implement, but I'd be very happy about it.

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Post #: 373
RE: Latest news... - 10/2/2011 11:27:55 AM   
Bingeling

 

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I would rather they make a proper logistics system.

Space station having minimums and maximum levels of materials, and shifting wares between themselves. Mines send their wares (or freighters bring their wares) to nearest space station, and other space stations grab them from there. A natural hierarchy of small, medium and large space ports (that make sense), and large haulers shifting huge stores between the large ones, with the smaller working on the local level.

No more seeing freighters going point to point across massive ranges, getting out of fuel in the process. Space stations that send out requests to its neighbors to make sure it meets it minimum levels, and who push others to receive within their maximum levels when they got loads of stuff.

If you want to drive a lorry, there are other games for that

I would love to discover "duh, I really need to build a medium space port here to make the wares flow better". The only problem would be what happens to the AI when I go on my space port busting sprees

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Post #: 374
RE: Latest news... - 10/2/2011 2:56:16 PM   
feelotraveller


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Yes Bingeling, a proper logistics system could be good. I wonder if the designers have not done one on purpose, though, forcing us to deal with a somewhat recalcitrant private sector? What I am sure about, though, is that if such a system is not already in the expansion it would be too much work to include now.

By the way, what is wrong wanting to drive a truck?

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Post #: 375
RE: Latest news... - 10/2/2011 3:31:21 PM   
Data


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Nothing, a matter of taste. Both avenues can be implemented so that the game appeals to both space truckers and logistics people

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Post #: 376
RE: Latest news... - 10/2/2011 3:33:32 PM   
Bingeling

 

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Nothing wrong with wanting to drive a truck. But I have issues with people wanting to drive one in Distant Worlds

Just a thought about your issue, you said you had many steel mines. Maybe too many is bad for you?

I don't know how freighter priority works, but imagine if it is like.

The freighter goes do the work for the "highest bidder". The bid depends on...

Locations scream for what they want.
Space ports and mines scream about what they have in surplus.
Distance from the freighter is included to adjust the strength of the "bid".

This would be a simple way to organize freighters. A freighter finishes its job, and it does what has highest priority. Its own urge to refuel. And the strength of every spaceport/colon/mining base's "scream" adjusted with distance to that location.

Maybe a mining base get really loud if its stores are full (it can't produce anymore). Do you have excessive stores on your bases? Imagine this tiny little space port construction business whimpering "could I get some polymers, pretty please?". At the same time 3 steel mining bases scream "I need to get rid of this steel NOW!!!". The freighter all goes to pick up steel, with nowhere to deliver it, or just distant locations wanting more (noone wants steel).

IF the game works this way, having too much supply of resources is bad for you logistics business. Peek around the store levels of your mining bases to check if it may be the case. The resource to watch for is the one all your freighters are carrying (for no apparent reason). If this is a problem, scrap mining bases.

I don't think new features of any size are added to the expansion now. But there is always future patches, and I think I have wishlisted a proper logistics system before. Trade lines should mean something (the actually trade routes used, where goods are transported). From Large to large, from medium to nearest large (or medium if no large is anywhere near), from small to nearest medium/large.

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Post #: 377
RE: Latest news... - 10/2/2011 5:33:06 PM   
tjhkkr


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I hate to say it... I have been building a Space Port at every planet I get... Usually a medium one. If the planet is in a rear area, I might go with a smaller port in a system with multiple habitable planets. I have not seen any improvements in logistics.
The best I have ever done for logistics is to build MANY construction ships... 15 is minimum.
And do I need to say it, I still run out of...
Fuel

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 378
RE: Latest news... - 10/2/2011 6:06:14 PM   
Bingeling

 

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In the expansion at least, just use the "queue constructor to build gas mine here" button on the fuel planets in your systems. Or in a nearby system if your colony system lack one.

The AI seems to work fine apart from fuel, so just book the extra ones. I usually book on both planets if there are two fuel source planets in my system...

Once the game is mature, it seems the AI don't build too much. If I conquer into a new part of the galaxy, nothing is built (apart from my manual gas mines) as I expand in a new "cluster". There is probably enough resources by the AI estimation, and it probably does not care too much where its gas mines are (which should be everywhere and then some).

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Post #: 379
RE: Latest news... - 10/2/2011 7:06:55 PM   
ASHBERY76


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I dislike the whole fuel system giving unlimited range.I wanted the range scaled better making exporation a much longer process.One can explore the whole galaxy in 5 mins.

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Post #: 380
RE: Latest news... - 10/2/2011 7:21:05 PM   
J HG T


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What ASHBERY76 said; I personally like the fuel system but it needs some balancing. Read: Reducing the amount of fuel in tanks or increasing the weight of fuel tanks.
Hopefully larger galaxies in Legends also help this issue.


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Post #: 381
RE: Latest news... - 10/2/2011 7:21:20 PM   
Bingeling

 

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With early tech you don't have that huge range.

One thing that could still make the expansion (maybe), is a fuel usage multiplier that can be adjusted. Main issue is of course if the AI can adapt to different settings.

As far as I have noticed, we get a possibility for bigger galaxies. Bigger galaxies, same number of stars... That is the same as higher fuel cost and slower ships :)

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Post #: 382
RE: Latest news... - 10/2/2011 7:33:31 PM   
tjhkkr


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Oh, I do not want it to be easy... but I would like my military ships to be able get fuel when the need it.
I do not want to be able to travel over the whole galaxy. But in the midst of a war, I wish there were better stocks of it...

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 383
RE: Latest news... - 10/2/2011 7:37:33 PM   
J HG T


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@tjhkkr
Making dedicated resupply ships for your main fleets and MMing them to collect only the needed fuel helps a lot. MMing is the only bad thing about this but having your fleets fuelled when needed most is so very useful.


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Nothing is impossible, not if you can imagine it!
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Post #: 384
RE: Latest news... - 10/2/2011 7:43:49 PM   
Bingeling

 

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In the midst of war, fuel usage from using weapons is significant. This helps a lot on increasing the importance on fuel.

During peace my fleets sit idle and use no fuel at all. During war they both travel more, and spend fuel firing their blasters. In the tech period where I have typically my first, not every strong, cruisers, I sometimes have to take down a major space port carefully. Sneak in from the side and take one defensive base at a time. In these situations the fuel situation can be so bad it is handy with a resupply ship deploying inside the system.

If I was on the planet I would find that pretty darn scary. The attack fleet deploy their resupply ship inside the system. "Uh, I guess they don't intend to leave anytime soon".

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RE: Latest news... - 10/2/2011 9:24:19 PM   
tjhkkr


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Hey guys, I am sorry to be dense...
Am I understanding 'MM' correctly to mean micro-managing?

The other thing I do to cut down reliance is to put a lot of energy panels on my ships...

But yeah, I guess I need to start building more resupply vessels...

< Message edited by tjhkkr -- 10/2/2011 9:25:23 PM >


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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 386
RE: Latest news... - 10/2/2011 9:35:08 PM   
tjhkkr


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new planetary facilities and wonders, and much more (including a new hidden faction)!

Did anyone notice this: new planetary facilities... :) :) :) :) :)
COOOOOOL!!!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 387
RE: Latest news... - 10/2/2011 9:47:47 PM   
Bingeling

 

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I don't really care exactly what they put in as long as the feature list is (truthfully).

- Lots of new mod and customization possibilities
- Many new and fun features

Whether the new fun features are leaders, carriers, planetary facilities and new diplomatic options, or something completely different? It hardly matters, as long as it is fun :)

As for resupply ships. Useful to avoid fuel issues in your own areas once fleets are big and hungry. Priceless deployed in central locations compared to your enemy when you wage war. Your powerful fleets can do more pew pew and be less away for refueling purposes. I have not yet gone as far as to bring a dedicated resupply ship for each fleet though, but I tend to go to war with 3-4-5 fleets when my empire is of decent size, and 2-3 resupply ships is enough to cover that in a limited area...

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Post #: 388
RE: Latest news... - 10/3/2011 2:14:46 AM   
tjhkkr


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quote:

ORIGINAL: Bingeling
As for resupply ships. Useful to avoid fuel issues in your own areas once fleets are big and hungry. Priceless deployed in central locations compared to your enemy when you wage war. Your powerful fleets can do more pew pew and be less away for refueling purposes. I have not yet gone as far as to bring a dedicated resupply ship for each fleet though, but I tend to go to war with 3-4-5 fleets when my empire is of decent size, and 2-3 resupply ships is enough to cover that in a limited area...


That is good to know... thank you!


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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 389
RE: Latest news... - 10/3/2011 2:41:11 AM   
Simulation01


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What about offering some kind of monetary reward/incentive for freighters to move supply's to certain stations or planets.  You could also set some kind supply priority....something like you select a station or planet and set it to a priority of 1-5...1 being less important and 5 being more.  Just a thought...maybe someone has already mentioned it in the wishlist...I don't know...I haven't looked at it in a while.

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