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RE: Great stuff - 10/22/2011 4:36:59 PM   
WoodMan


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Thanks for the mention Erik, and the opportunity to work on one of the (or is it about to become the no1) greatest 4x games ever built, that's a great honour

For those asking if the mod has been implemented into Legends, it has been improved upon greatly and implemented.  I don't have beta access personally so I'm not entirely sure whats in, but I'm hoping its everything I threw in Eriks general direction

Thanks to everyone who has supported and downloaded the mod over the past year or so, the interest, kind comments, contructive criticism, ideas, suggestions and the general potty banter and great comradeship in the community is what inspired me to keep going.  There remains a small portion of work to be done, so I'll get back on it right away


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Post #: 31
RE: Great stuff - 10/22/2011 4:53:16 PM   
Simulation01


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Congrats WoodMan!  You did an awesome job on that mod! 

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Post #: 32
RE: Distant Worlds: Legends Characters - 10/22/2011 4:56:21 PM   
tjhkkr


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quote:

ORIGINAL: HectorOfTroy
So the last pick shows conflict between two different spheres of influence in the bottom right corner.
P.S. Igard, I guess Cpt or Admiral Picard might soon command our fleets :).


It also sounds like you could end up with Jar Jar Binks or General Custer commanding your units too.

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Post #: 33
RE: Distant Worlds: Legends Characters - 10/22/2011 5:29:41 PM   
J HG T


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Questions:

Can you have leaders of other races in your empire?
For example, If you have planet of immigrants or have captured planet of other race, are the leaders appearing there shown belonging to corresponding race.
Small thing, I know, but would add nice variety.

Also, can leaders switch sides due to various reasons?
For example, a fleet general defects because he/she/it/them/whatever is/are annoyed of their nations wars and reputation and want to switch to more peaceful empire. 



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Post #: 34
RE: Distant Worlds: Legends Characters - 10/22/2011 5:52:23 PM   
WiZz

 

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quote:

For example, a fleet general defects because he/she/it/them/whatever is/are annoyed of their nations wars and reputation and want to switch to more peaceful empire.


It would be nice, that admiral switch to other empire with fleet which he lead

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Post #: 35
RE: Distant Worlds: Legends Characters - 10/22/2011 6:23:11 PM   
adamsolo


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All this on top of Shakturi?

- Leaders / Characters
- Influence spheres / borders
- New ships with better graphics
- Ability to track where your ships are heading (this need did cross my mind before)
- Expanded technology tree, including dedicated carriers, cutting lasers, rail guns, new planetary facilities and wonders
- Race-specific events and victory conditions
- Improved fleet management and automation, including fleet postures
- Improved modding support, including full race and character modding
- Improved AI and an updated Diplomacy system with refuelling and mining rights as well as immigration policies

Great job!

If you would add to this list:
- Better performance
- Different time-frame when in battles (when a battle starts everything else would stop or become substantially slowed. This would allow people to be able to concentrate during battles)
- Refuel and colony ships added to the empire navigation tool
- Font sizes and blurriness fixed
- Little tweaks and fixes to the refuel system

I would be a very happy man.

And if would even add on-top:

- Resources spread and availability customization
- Even more new ship models and better looking graphics overall
- Full races customization setup option

Then we would have here some serious business! DW would be running for the title of best 4X space strategy game of all time.


< Message edited by adamsolo -- 10/22/2011 8:01:38 PM >


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Post #: 36
RE: Distant Worlds: Legends Characters - 10/22/2011 7:01:05 PM   
MartialDoctor


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Looking good! 

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Post #: 37
RE: Distant Worlds: Legends Characters - 10/22/2011 7:26:49 PM   
Igard


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This is a great example of developers listening to their fans. Just what we wanted (if not more). Thank you guys.

Big congrats to WoodMan! What a great decision to put his work into the game. Well done to all involved.

Looking forward to it now more than ever!


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Post #: 38
RE: Distant Worlds: Legends Characters - 10/22/2011 7:33:07 PM   
Erik Rutins

 

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quote:

ORIGINAL: HectorOfTroy
So if my empire is a democracy and I have a great leader, i can switch to monarchy and install him as a king. That way I can keep him around a lot longer. Is that possible?


I don't think so, but I haven't actually tried it - let me give it a try and get back to you!

Regards,

- Erik


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Post #: 39
RE: Great stuff - 10/22/2011 7:37:15 PM   
Bingeling

 

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quote:

ORIGINAL: WoodMan

Thanks for the mention Erik, and the opportunity to work on one of the (or is it about to become the no1) greatest 4x games ever built, that's a great honour

For those asking if the mod has been implemented into Legends, it has been improved upon greatly and implemented.  I don't have beta access personally so I'm not entirely sure whats in, but I'm hoping its everything I threw in Eriks general direction

Great news that your work is in the main game. As soon as I read/saw that I guessed you had polished the ship sets, some more than others, and completed missing pieces. Your most surprising piece of news is that you are not in the beta, that seems odd.

Now, keep busy on those finishing touches

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Post #: 40
RE: Distant Worlds: Legends Characters - 10/22/2011 7:38:10 PM   
Erik Rutins

 

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quote:

ORIGINAL: Simulation01
The character system looks great.  Are the leader/character portrait's the same as the race portraits and if so is it possible to have different race and character portraits?


The character portraits are completely moddable and it is possible to have different character portraits.

quote:

What is the limit on the number of characters?


There's no absolute limit, but they are normally a somewhat rare commodity, as they represent the exceptional or unique "paragons" of their type.

quote:

How do you acquire characters?


You start with a Leader and possibly a few more characters, depending on the faction you are playing and the initial "rolls". After that, your actions and events create chances for new characters to appear. For example, if you engage in a lot of Diplomacy, you are more likely to see some Ambassadors appearing, whereas if you build a big military and use it often, there will be more chances to create outstanding Admirals and Generals. Conversely, if you have an Admiral but your fleet spends all its time sitting in orbit, he may end up as a somewhat corrupt drunk or a disciplinarian with poor combat skills who is less useful when war starts and you need his help.

Regards,

- Erik


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Post #: 41
RE: Distant Worlds: Legends Characters - 10/22/2011 7:39:43 PM   
Erik Rutins

 

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quote:

ORIGINAL: Stormy Fairweather
Although in sooth, it is the performance increase I look forward to the most, the jerkiness makes the game nigh unplayable on my system, despite how much I love the game.


A lot still depends on your system specs. Plenty of system memory and more than one processor core helps a lot. Legends is faster than Return of the Shakturi, but we're talking more like 20-30% faster rather than 100-200% faster.

Regards,

- Erik

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Post #: 42
RE: Distant Worlds: Legends Characters - 10/22/2011 7:47:20 PM   
Erik Rutins

 

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quote:

ORIGINAL: tjhkkr
- Can characters be assassinated? I did take a second look through the forum, and did not see anything about that...


Yes, there are two new intelligence missions. Let me show you with a screenshot...

quote:

- Can you transfer governers... if his talents are better suited at one planet than another, can you transfer him?


Absolutely! All characters can be transferred, but you do have to allow time for the transfer (and during that time neither colony would be getting their help).

Per the screenshot below, you'll also see that Agents now have more skill areas. This particular operative has some level of skill in Espionage, Sabotage and PsyOps, but there's also Counter-Espionage, Concealment and Assassination, as well as a variety of traits.







Attachment (1)

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Post #: 43
RE: Distant Worlds: Legends Characters - 10/22/2011 7:50:43 PM   
Erik Rutins

 

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quote:

ORIGINAL: ASHBERY76
Will empires with mixed racial populations get alien characters? maybe it would be based on goverment.


Right now it's based on the majority species, but that's a great idea. I'll see if we can get that in before release, as long as we can connect it to the new assimilate/enslave/exterminate policies.

quote:

Will the leader elections and characters involved be seen by the players?


For leader changes, the player gets a message regarding what happened. For some governments, there are regular elections for the leader. For other governments, you may have an occasional coup or something more violent. There's basically a trade-off between stability but more regular leadership changes and longer serving leaders that are replaced with a lot more disruption.

quote:

I would like to see leaders age and home birth planet on the UI and maybe getting some influence in the system.


What do you mean by influence?

Regards,

- Erik


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Post #: 44
RE: Distant Worlds: Legends Characters - 10/22/2011 7:52:24 PM   
Erik Rutins

 

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quote:

ORIGINAL: Noble713
1. Can I configure a collection of leaders with specific traits as well as individual portraits for each empire to have at the start of the game?


One of our design goals is to allow some preset characters as part of what you can do with modding/editing. I'm not sure if that's in yet, but if not it's on the list to get done before release.

quote:

2. Can I introduce new pre-configured characters through scripted events?


Not yet, sorry.

Regards,

- Erik


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Post #: 45
RE: Distant Worlds: Legends Characters - 10/22/2011 7:53:17 PM   
Erik Rutins

 

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quote:

ORIGINAL: WiZz
I have one question. If my empire is multiracial can I hire characters from other races?


Not yet, but I'd like that to be possible. We would need to integrate it with the new empire policies towards other species as well.

Regards,

- Erik


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Post #: 46
RE: Great stuff - 10/22/2011 7:54:32 PM   
Erik Rutins

 

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quote:

ORIGINAL: Bingeling
Native Woodman is good news, no mod merging. A confirmation about new, modifiable feature makes me optimistic that it will be easier to make suitably hard games. Influence circles are there, but with unknown effect.


The new difficulty slider should help with that too.

Regards,

- Erik


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Post #: 47
RE: Distant Worlds: Legends Characters - 10/22/2011 7:56:28 PM   
Erik Rutins

 

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quote:

ORIGINAL: J HG T
Also, can leaders switch sides due to various reasons?
For example, a fleet general defects because he/she/it/them/whatever is/are annoyed of their nations wars and reputation and want to switch to more peaceful empire. 


No, we decided against that for this release, there were too many possible issues.

Regards,

- Erik

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Post #: 48
RE: Distant Worlds: Legends Characters - 10/22/2011 8:02:11 PM   
Erik Rutins

 

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quote:

ORIGINAL: adamsolo
- Different time-frame when in battles (when a battle starts everything else would stop or become substantially slowed. This would allow people to be able to concentrate during battles)


You can slow things down now whenever you want. My only concern with this is that in larger games where you are fighting a war, you would never actually speed up again. It wouldn't be hard to add an option where whenever a battle starts, it moves your view to that battle and slows down the game, but I think most players would probably turn it off after the very early game.

quote:

- Refuel and colony ships added to the empire navigation tool


I'll see what we can do.

quote:

- Font sizes and blurriness fixed


The new memory management improvements help a lot with some of the graphical blurriness that was a result of compression. Font sizes are a much tougher issue though. For the time being, my only advice is to run in a lower resolution or get a bigger monitor.

quote:

- Little tweaks and fixes to the refuel system


Anything more specific? We've made resupply ships available earlier and made fleet management better and fuel management more intelligent than it was in Return of the Shakturi. We had originally planned on also adding some tanker ships, but unfortunately those did not make the cut this time. There's always more to do!

quote:

- Resources spread and availability customization


Can you be more specific?

quote:

- Even more new ship models and better looking graphics overall


I would say we've done that with Legends.

quote:

- Full races customization setup option


I think players will be happy with the new setup options and modders should be able to do a lot with the new race and character options we've opened up for modding.

Regards,

- Erik


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Post #: 49
RE: Distant Worlds: Legends Characters - 10/22/2011 8:22:24 PM   
HectorOfTroy


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quote:

ORIGINAL: Erik Rutins

Right now it's based on the majority species, but that's a great idea. I'll see if we can get that in before release, as long as we can connect it to the new assimilate/enslave/exterminate policies



Hmm, these policies sound interesting. I wonder what they involve? So they will have an empire wide effect, but how?

And thanks for all these answers.

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Post #: 50
RE: Distant Worlds: Legends Characters - 10/22/2011 8:27:33 PM   
Bingeling

 

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Nice with some quick updates, Erik. Your hype machine for this game outshines the other guys. EA/Bioware tries to steal the show with a partial NDA lift the day before Blizzcon, while you steal the focus from both of them the very next day

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Post #: 51
RE: Distant Worlds: Legends Characters - 10/22/2011 8:38:07 PM   
Data


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Long time has passed since Erik was so active on the forum, the good old days are back.....scratch that, even greater days are upon us.
Matrix team and Erik most of all, you're the stuff of Legends.

< Message edited by Data -- 10/22/2011 8:42:53 PM >


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Post #: 52
RE: Distant Worlds: Legends Characters - 10/22/2011 8:59:25 PM   
Gareth_Bryne


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This is great!!! Between the two of them, RoS and Legends seem to fulfill a lot of the wishes that ended up on Igard's poll (http://www.matrixgames.com/forums/tm.asp?m=2768768&mpage=6&key=):
Characters (coming), borders (coming), more tech (done and more coming), ship roles (done and more coming), conquer/colonize options (coming), new racial traits and abilities (coming), navigation arrows (coming, but no ETA), more events (coming), space creatures (coming)... that's 9 out of 30 points covered!!! Great job Eric and DW team. Is it time for Igard to setup a new poll for DW2??

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Post #: 53
RE: Distant Worlds: Legends Characters - 10/22/2011 9:01:44 PM   
Shark7


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Simulation01
The character system looks great.  Are the leader/character portrait's the same as the race portraits and if so is it possible to have different race and character portraits?


The character portraits are completely moddable and it is possible to have different character portraits.

quote:

What is the limit on the number of characters?


There's no absolute limit, but they are normally a somewhat rare commodity, as they represent the exceptional or unique "paragons" of their type.

quote:

How do you acquire characters?


You start with a Leader and possibly a few more characters, depending on the faction you are playing and the initial "rolls". After that, your actions and events create chances for new characters to appear. For example, if you engage in a lot of Diplomacy, you are more likely to see some Ambassadors appearing, whereas if you build a big military and use it often, there will be more chances to create outstanding Admirals and Generals. Conversely, if you have an Admiral but your fleet spends all its time sitting in orbit, he may end up as a somewhat corrupt drunk or a disciplinarian with poor combat skills who is less useful when war starts and you need his help.

Regards,

- Erik



We know what the abundance of characters in my empire will be. Bwuhahahahahahaha!

Erik, I am absolutely loving the fact that you made characters mod-able, unlimited, and that I can add as many different character images as I like.

But can I ask, are we limited on the number of character images we can have in game, or is it as open as the characters themselves?

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Post #: 54
RE: Distant Worlds: Legends Characters - 10/22/2011 9:20:47 PM   
YourConscience

 

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Erik, does the game actually now use more than one core, or is having two cores simply good because windows will do its other stuff on the other core then?

It's simply the case that one my Core2Duo E8400 using carriers is not really feasible currently, because once they launch their 100+ fighters (which isn't so much for a proper carrier fleet) and they all start to shoot in a larger game, the game slows down to a crawl until it is nearly unplayable. I'd suspect that computing the position deltas could be perfectly parallelized (for example on a per-sector basis) without running too much into synchronity problems and I guess that this alone represents quite bit of processing load in this game. What do you think?

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Post #: 55
RE: Distant Worlds: Legends Characters - 10/22/2011 9:58:06 PM   
adamsolo


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quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Different time-frame when in battles (when a battle starts everything else would stop or become substantially slowed. This would allow people to be able to concentrate during battles)


You can slow things down now whenever you want. My only concern with this is that in larger games where you are fighting a war, you would never actually speed up again. It wouldn't be hard to add an option where whenever a battle starts, it moves your view to that battle and slows down the game, but I think most players would probably turn it off after the very early game.

In my games I always feel the need to get a break of the game master-time to be able to manage my ships free from game master-time worries (pirates, ships ending missions, other events). It's a bit distracting. I know by fact that I'm not alone on this request however I agree that this would need to be weighted against other priorities and needs. It is by all means not a major issue, but it would definitely be nice to have.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Refuel and colony ships added to the empire navigation tool

I'll see what we can do.

Thanks.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Font sizes and blurriness fixed


The new memory management improvements help a lot with some of the graphical blurriness that was a result of compression. Font sizes are a much tougher issue though. For the time being, my only advice is to run in a lower resolution or get a bigger monitor.

It's good to hear that blurriness will be addressed. Font sizes, well, I run a 1280x1024 resolution on a 17 inch LCD monitor. Not the best resolution i know, should use 1024x768, but 1280x1024 is still a good resolution for 17 inch Erik. But I'll try playing DW in 1024x768 to see if it helps.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Little tweaks and fixes to the refuel system


Anything more specific? We've made resupply ships available earlier and made fleet management better and fuel management more intelligent than it was in Return of the Shakturi. We had originally planned on also adding some tanker ships, but unfortunately those did not make the cut this time. There's always more to do!

That better fleet management and more intelligent fuel management should be enough. For instance right now on Shakturi you know that sometimes ships don't refuel in resupply ships. And they head to other places than to the resupply ship on their own fleet when we instruct them to refuel at nearest point (yes, re-supply ships are deployed). Regarding the need of a tanker, don't feel it here. That need did cross my mind once or twice I confess, but I do like the idea of having to establish re-supply stations in gas giants or stars.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Resources spread and availability customization


Can you be more specific?

I think your DW resources (strategic and luxuries) are great. And the technology dependence on certain resources (components dependence on resources) is brilliant. However, in my view you don't take advantage of all that power. In my games I never feel any lack of resources (it's just a matter of time till freighters get them around). So, I was never not allowed to build whatever I wanted. This seems like fun because there are no restrictions, but in a strategy game it is in fact the opposite. Resources need to be scarcer and possibly spread unevenly throughout the galaxy. This would lead to more careful trading decisions and to war (and this is why in my opinion some people complain that DW is still too peaceful). So, in order to spice up the game and turn it even more strategically-rich the game should feature an option at game start to instruct the game how rare resources should be and possibly also how uneven they should be spread across the galaxy. If more-peaceful folks want it like it is now, then they would not need to tweak these options. I know this is not something that can be implemented over night. There's a ton of balancing that would need to be done to make it work. I guess this is something that could be considered for DW2.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Even more new ship models and better looking graphics overall


I would say we've done that with Legends.

Probably you will do something, and I will not judge you before the game is out. However I get the feeling that the large majority of models will be kept. I think they are ... fair at cases, mostly weak at other cases, others are fine. If you want to increase your production value and immersion a bit more you need to invest a great deal more on graphics. I recognize you are doing something about this with Legends and that's great. But consider that if you could raise the bar even more for graphics you could be outstanding.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
- Full races customization setup option


I think players will be happy with the new setup options and modders should be able to do a lot with the new race and character options we've opened up for modding.

That's nice and great and I can't judge before playing the game to see those new setup options you're talking about. But in my opinion these full races customization feature is another very important factor to consider to increase immersion (because people are creating their own race from scratch). And although something could be worked out with mods I think this is too important not to be done in the game itself.

quote:

ORIGINAL: Erik Rutins
quote:

ORIGINAL: adamsolo
Regards,

- Erik



Thanks for your feedback. And congratulations for a wonderful game.
Remark: Just to stress out that we are discussing in this post things that could take the game to a next level, even above what I see Legends will provide. Legends new features sound great. As you also point out Erik, "there's always more to do!" My job is to push you guys to the limit ;) Always in a good way of course.


< Message edited by adamsolo -- 10/22/2011 10:21:33 PM >


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Post #: 56
RE: Distant Worlds: Legends Characters - 10/22/2011 10:08:38 PM   
Hawawaa


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Erik, Just a question relating to Characters-

Now characters can't defect to other empires which is fine but, I was wondering in Star Wars Rebellion when you were playing a game and things were not going that great for you, your characters would start running the chance of failing missions or not preform at top efficiency. Though this would not apply to your main characters or in this case for Distant Worlds leaders (possibly some of your first group of characters that you get/ you get a small group of 100% loyal characters).

So basically what I am asking is would you guys have a loyalty mechanic for your empire's characters related to how well your playing? (maybe with a slider to for how harsh this penalty can be)  


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(in reply to YourConscience)
Post #: 57
RE: Distant Worlds: Legends Characters - 10/22/2011 10:09:29 PM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
Status: offline
Erik: Sounds like an excellent expansion. I have two queries.

1) I find the private sector seems poor at finding a re-fuel point nearby while en-route to a trade location. They often spend 3/4 of a  long distance trip on empty at reduced speed. They ignore gas mining stations and starbases i build along the route to allow them to re-fuel. Has this been addressed in one of the fuel mangement tweaks you refer to?

quote:

Anything more specific? We've made resupply ships available earlier and made fleet management better and fuel management more intelligent than it was in Return of the Shakturi. We had originally planned on also adding some tanker ships, but unfortunately those did not make the cut this time. There's always more to do!


2) Any chance the we might get the UI to set minimum troop levels for planets and then troop transports will load all troops down to that level? I find I spend far too much time micro-managing troop movements at the moment.

(in reply to YourConscience)
Post #: 58
RE: Distant Worlds: Legends Characters - 10/22/2011 10:17:15 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline

quote:

ORIGINAL: adamsolo

That better fleet management and more intelligent fuel management should be enough. For instance right now on Shakturi you know that sometimes ships don't refuel in resupply ships. And they head to other places than to the resupply ship on their own fleet when we instruct them to refuel at nearest point (yes, re-supply ships are deployed). Regarding the need of a tanker, don't feel it here. That need did cross my mind once or twice I confess, but I do like the idea of having to establish re-supply stations in gas giants or stars.

I had the impression that when you order a fleet to refuel, they head to the closest resupply ship - until it does not have enough fuel. Possibly also other ships may be headed to the resupply ship and in some way reserve some fuel for their use.

I would not expect a resupply ship in a fleet to behave as the fleet's supply base. Just as a resupply ship for whoever is near. I must admit though, that adding resupply ships to combat fleets never crossed my mind. I put resupply ships in their own fleets all by themselves (to be easier to spot on the map).

As for new models and graphics. The race pictures looks new and improved. And I would be surprised if a hard working Woodman has left many models untouched. But I would never expect DW to look better than an improved DW. And I think it looks just fine apart from somewhat dullish menu graphics and a selection of rather horrible original models.

As for game going to a crawl. That happened to me once. With a mere 175 destroyers attacking an enemy fleet. I am sure the few fighters of the enemy was the guilty part. Or rather, the game broke down due to the number of items (lasers, ships, whatever) going off at once. The interesting thing was that the ships hardly scratched the enemy at all, so I guess the shots were lost in space.

(in reply to adamsolo)
Post #: 59
RE: Distant Worlds: Legends Characters - 10/22/2011 10:24:07 PM   
Simulation01


Posts: 540
Joined: 5/12/2010
Status: offline
Erik,

Thanks for responding to our questions.

I'm still curious about the new weapons and would REALLY like to SEE what's been done with that.

I know, I know....I can't be satisfied, but news about this game is like a Lays potato chip....you can't have just one!




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"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson

(in reply to Bingeling)
Post #: 60
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