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RE: Distant Worlds: Legends Characters

 
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RE: Distant Worlds: Legends Characters - 10/24/2011 6:14:36 AM   
lancer

 

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G'day,

quote:

@AdamSolo & Evil Steve - As a player I too would like a more challenging resource distribution. I think the problem comes from the ... computer... not having the capacity to deal with this. If it comes down to a slight challenge for me versus a massive handicap for the computer I'll want to stick with the way it is.


I'll also put my hand up for a more challenging resource distribution.

I really don't think it would be that hard to implement. Leave everything - resource wise - as is and provide a slider for the player to adjust at the start of the game.

Tweaking the slider simply provides a multiplier to all your resource costs. A higher setting would have everything cost twice or three times as much (eg. instead of needing 3 lead for a component you now need 6 or even 9). All of a sudden resources mean something and you'd probably find yourself hitting shortages.

Doesn't affect the AI at all. Same amount of resources are still on the map and their costs haven't changed, only the players.

Just a thought.

Cheers,
Lancer

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Post #: 91
RE: Distant Worlds: Legends Characters - 10/24/2011 7:38:09 AM   
adecoy95


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not as excited about the leader system as i was now that i see the kind of bonuses they give (mostly just the same bonuses you get from other places making it look kinda like busywork), but the borders system look like it will make for much more interesting colonizing

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Post #: 92
RE: Distant Worlds: Legends Characters - 10/24/2011 7:47:27 AM   
DasTactic

 

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Another vote for more challenging strategic resource distribution.

In most games there will be one or two strategic resources that prove to be difficult to secure - such as Carbon Fibre etc. Securing this resource through colonisation or diplomacy becomes very important and to me is one of my favourite aspects of Distant Worlds. The UI doesn't really give accessible information about this - which could also be useful - perhaps through some helper dialogs with characters. "Sire, the only source of Carbon Fibre in the region has come under the control of the Sluken's. Perhaps you should do something about this?"

When you know how to identify the need and locate these resource planets it makes the game soooo much better strategically.

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Post #: 93
RE: Distant Worlds: Legends Characters - 10/24/2011 8:02:27 AM   
Raap

 

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I think we'd all like the strategic resources to be improved and actually used in the game. But unless that was kept in mind the minute they started making the expansion, it would be way too late to start doing it now. It would take lots of time to balance and have the AI appreciate the importance of such resources. I think it's more sensible to ask for that in the(hopefully) next expansion.

For this one I'd ask for either some kind of component modding or fuelusage/speed/hyperspeed/constructionspeed sliders( or settings in an editable file). That would allow completely changing the pace of the game and hopefully provide a very different experience.

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Post #: 94
RE: Distant Worlds: Legends Characters - 10/24/2011 8:25:52 AM   
HectorOfTroy


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quote:

ORIGINAL: Das123

Another vote for more challenging strategic resource distribution.

In most games there will be one or two strategic resources that prove to be difficult to secure - such as Carbon Fibre etc. Securing this resource through colonisation or diplomacy becomes very important and to me is one of my favourite aspects of Distant Worlds. The UI doesn't really give accessible information about this - which could also be useful - perhaps through some helper dialogs with characters. "Sire, the only source of Carbon Fibre in the region has come under the control of the Sluken's. Perhaps you should do something about this?"

When you know how to identify the need and locate these resource planets it makes the game soooo much better strategically.



That sounds like a good idea. I don't know for sure, but I don't think it would be that hard for AI to recognise that, for example, Carbon Fibre is the most expensive and the rarerst resource in galaxy. And then advisor pops up and notifies you of this and also of who owns it.
There is an option in your UI already to list the prices and stocks of all resources, so we already can find out the info that you are talking about, but a character informing us of this would be nicer.

And if your empire hasn't discovered the system and the planet where Carbon Fibre is located, then you wouldn't get notified.

< Message edited by HectorOfTroy -- 10/24/2011 8:29:20 AM >

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Post #: 95
RE: Distant Worlds: Legends Characters - 10/24/2011 8:45:19 AM   
Bingeling

 

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Did you expect leaders to have effects unknown to the current game?

We see signs of spies having different skill bonuses to different tasks. The troop general too. I can't seem to see a picture of an admiral, but for admirals it is possible to have bonuses that make you create a custom fleet (bonus to different types of weapons).

If the leaders are all simple passive bonuses to growth, etc, it is something that is a little optimization game on its own. The right planetary guy on the correct planet. If admirals have traits that trigger different weapons, you may change ship building strategy based on a leader. If a research guy got special bonuses, you may decide on different early game tech based on your top researcher.

I think it looks good, much better than feared :)

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Post #: 96
RE: Distant Worlds: Legends Characters - 10/24/2011 12:29:51 PM   
adamsolo


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quote:

ORIGINAL: lancer

G'day,

quote:

@AdamSolo & Evil Steve - As a player I too would like a more challenging resource distribution. I think the problem comes from the ... computer... not having the capacity to deal with this. If it comes down to a slight challenge for me versus a massive handicap for the computer I'll want to stick with the way it is.


I'll also put my hand up for a more challenging resource distribution.

I really don't think it would be that hard to implement. Leave everything - resource wise - as is and provide a slider for the player to adjust at the start of the game.

Tweaking the slider simply provides a multiplier to all your resource costs. A higher setting would have everything cost twice or three times as much (eg. instead of needing 3 lead for a component you now need 6 or even 9). All of a sudden resources mean something and you'd probably find yourself hitting shortages.

Doesn't affect the AI at all. Same amount of resources are still on the map and their costs haven't changed, only the players.

Just a thought.

Cheers,
Lancer


Although your resource multiplier proposal (e.g. 6 carbon instead of 3) would turn resources less abundant alright, and it would probably be simple to implement, it would however only lead the player to feel the need to build more mining stations and invest more in faster mining techs. Although that would require the player to invest more on resources extraction that was not my point.

Resources should be spread unevenly across the galaxy and some of them should be made rarer to find. This would put more emphasis on eXploration and eXpansion phases and the player would be forced to make more challenging decisions (like building a colony very far away from the rest of the empire, or inside the heart of their not-so-friendly race borders). So, in order to use some advanced components, more advanced bases and ships you would be forced to expand more carefully, seek trade, and if you'd need a particular resource badly then your only choice would be war.

So, it's not a question of making it harder to extract resources in your empire only, it is about forcing the player to seek resources outside their borders. Maybe some resources could be obtained through trade with a particular race, but if the race is not willing to do trade with you maybe they would understand your reasons better through other means ... Now this would be my idea of fun.


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RE: Distant Worlds: Legends Characters - 10/24/2011 12:39:55 PM   
adamsolo


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quote:

ORIGINAL: Raap

I think we'd all like the strategic resources to be improved and actually used in the game. But unless that was kept in mind the minute they started making the expansion, it would be way too late to start doing it now. It would take lots of time to balance and have the AI appreciate the importance of such resources. I think it's more sensible to ask for that in the(hopefully) next expansion.



I agree, this would most probably be out of the question for Legends (due to heavy balancing testing needs, AI and UI tweaking). More for a next expansion or for DW2 I guess. But I reinforce that this would take DW to the next level (strategically speaking) in my opinion.


< Message edited by adamsolo -- 10/24/2011 12:49:23 PM >


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RE: Distant Worlds: Legends Characters - 10/24/2011 1:13:08 PM   
Bingeling

 

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The resource game in general, from where it is found to how it is moved around, is something that would be nice to see addressed in what would probably have to be DW2. Optimizing trade flow is hardly a big concern in the current game, but it would be fun to have added some more visible meaning to space stations and star bases.

Basic resources with uneven distribution could wreck certain starting positions. It sounds like a possible game breaker.

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RE: Distant Worlds: Legends Characters - 10/24/2011 1:25:00 PM   
adamsolo


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quote:

ORIGINAL: Bingeling

Basic resources with uneven distribution could wreck certain starting positions. It sounds like a possible game breaker.


That's why it needs to be in a next expansion with a considerable amount of balancing testing required. Moreover the point for me is not fool around with basic resources so much but with resources required to build advanced components, bases and ships.


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RE: Distant Worlds: Legends Characters - 10/24/2011 3:24:44 PM   
Kalthaniell


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quote:

ORIGINAL: adecoy95

not as excited about the leader system as i was now that i see the kind of bonuses they give (mostly just the same bonuses you get from other places making it look kinda like busywork), but the borders system look like it will make for much more interesting colonizing



Leave it to modders to enrich the character system in every possible way there will be. If someone wanted more rpg elements in the game, the custom portrait graphics should do the trick. Changing the characters name files or maybe even adding new traits would certainly make the system even more fun. Woodman others will be working on a mod which will make good use of the new character system and other new features.

Check it out--> http://www.matrixgames.com/forums/tm.asp?m=2916414

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Post #: 101
RE: Distant Worlds: Legends Characters - 10/24/2011 4:09:39 PM   
Data


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Ohh yeaaahh, a new Woodman project gathering all the best from this forum.....force modding

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Post #: 102
RE: Distant Worlds: Legends Characters - 10/24/2011 5:35:38 PM   
Kalthaniell


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quote:

ORIGINAL: Data
..force modding


So, we're the jedi of modding? I wonder who's the sith lord then ;)

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Post #: 103
RE: Distant Worlds: Legends Characters - 10/24/2011 7:31:32 PM   
Erik Rutins

 

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quote:

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


The policies control how you handle the population of other species on your planets. You can set the default policy for your own species and other species at the empire policy level and you can also set it for each colony planet. You have the options Do Not Accept, Assimilate, Resettle, Enslave, Exterminate. If you choose to Enslave, you can also setup Penal Colonies where the enslaved populations are concentrated, though these tend to have a much higher chance to revolt. Some of the more evil factions favor certain policies in their victory conditions.

Regards,

- Erik



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Post #: 104
RE: Distant Worlds: Legends Characters - 10/24/2011 7:32:17 PM   
Erik Rutins

 

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quote:

ORIGINAL: Shark7
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?


Hm, I'm not actually sure about that. I'll have to ask Elliot.

Regards,

- Erik



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Post #: 105
RE: Distant Worlds: Legends Characters - 10/24/2011 7:34:35 PM   
Erik Rutins

 

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quote:

ORIGINAL: YourConscience
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?


The game does use more than one core. We've been making it more multi-core friendly over time and multiple cores will help a lot with handling the extra ships in larger games.

quote:

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?


I'll ask Elliot about that. In general, we've been optimizing performance where we can, but fighters were certainly one of the areas where we had some performance concerns.

Regards,

- Erik


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Post #: 106
RE: Distant Worlds: Legends Characters - 10/24/2011 7:41:56 PM   
Erik Rutins

 

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quote:

ORIGINAL: adamsolo
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.


When I'm playing in a larger galaxy and have most parts of the game set to my control, I often find myself running at 0.25x or 0.5x speed and pausing frequently. I like to watch large battles unfold at 0.25x, it's definitely more fun than having them flash by at 2x or 4x speed.

quote:

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.


It's not ideal as LCD monitors typically have one ideal resolution and things don't look great at other resolutions, but the only option to increase text size right now is a bigger monitor or a lower resolution. I play at 1920x1080 on a 23" screen and the text is fine for me, but I completely understand the desire to have larger text. We've actually tried to add more interface elements that rely less on text since the original release, but there's enough detail in the game that you can't get away from it.

quote:

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.


We did improve on this, it's been one of my pet peeves as well. Hopefully you'll find the behavior better in Legends.

quote:

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.


As it happens, we agree and we decreased the mining rate pretty significantly as part of the design for Legends. We're still balancing and adjusting this, but I think resources will be a more significant part of gameplay than they were before. We also have the new faction-specific strategic resources that add bonuses to each faction if they are available.

Regards,

- Erik

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Post #: 107
RE: Distant Worlds: Legends Characters - 10/24/2011 7:43:54 PM   
Erik Rutins

 

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quote:

ORIGINAL: Hawawaa
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)  


There is no current loyalty mechanic on a per-character level. However, in some government types, characters other than the Leader may choose to try to depose the Leader and take his or her or it's place if things are not going well (or just if they feel like it). What can also happen if things are not going well is that some of your characters who are in bad situations may gain some negative traits, which could lead to them being less effective.

Regards,

- Erik


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RE: Distant Worlds: Legends Characters - 10/24/2011 7:45:52 PM   
Erik Rutins

 

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quote:

ORIGINAL: Sithuk
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?


That should be improved, especially what you mention about them ignoring refueling points along the way. With that said, if you have a save file it would be great to see it to make sure that we've addressed the issue.

quote:

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.


Not in the plan for the current release, but there are some additional policy options for troops. However, this is definitely on the list for the future and may even appear in an update.

Regards,

- Erik

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RE: Distant Worlds: Legends Characters - 10/24/2011 7:46:43 PM   
Erik Rutins

 

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quote:

ORIGINAL: Simulation01
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!


I'll post some details on the new weapons later this week.

Regards,

- Erik



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RE: Distant Worlds: Legends Characters - 10/24/2011 7:48:13 PM   
Erik Rutins

 

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quote:

ORIGINAL: adamsolo
Although planets and ruins could also be worked out. Currently when I see Petra's monument found in another galaxy my immersion level drops to 0 right there :)


Some of those minor graphics are very high on my personal list to replace and improve as well, but we always seem to find time and budget for the new and sexy stuff first.

Regards,

- Erik

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Post #: 111
RE: Distant Worlds: Legends Characters - 10/24/2011 7:48:43 PM   
Erik Rutins

 

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quote:

ORIGINAL: Stormy Fairweather
Sorry if this is a stupid question; but any word on release date? (looked around briefly but saw nothin')


November, though I can't give an exact date yet.

Regards,

- Erik

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Post #: 112
RE: Distant Worlds: Legends Characters - 10/24/2011 7:49:34 PM   
Erik Rutins

 

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quote:

ORIGINAL: Gareth_Bryne
Yay for the ships, but isn't there a mod with improved planets too? Space Rangers planets seem more interesting for the moment, as a possible example...


The existing planets look pretty good now. I've always been happy with the planet graphics, just not with what the image compression was doing to them. Do you have an example of what you'd like to see?

Regards,

- Erik


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Post #: 113
RE: Distant Worlds: Legends Characters - 10/24/2011 7:50:20 PM   
Erik Rutins

 

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quote:

ORIGINAL: nammafia
I have a question: can this Admiral be forced into early retirement?


You can get rid of characters, it's just not always easy to replace them.

Regards,

- Erik

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Post #: 114
RE: Distant Worlds: Legends Characters - 10/24/2011 7:51:33 PM   
Erik Rutins

 

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quote:

ORIGINAL: ASHBERY76
I am a bit sad that there is no loyalty factor with the leaders,with double agents, planet governers and the like could be turned to your agenda.


There are traits that help your enemies though. For example, a Scientist can be a Foreign Spy who increases the success chance of Steal Research missions against you. See also my comment on how characters in bad situations can end up acquiring other negative traits.

Regards,

- Erik


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Post #: 115
RE: Distant Worlds: Legends Characters - 10/24/2011 7:52:13 PM   
Erik Rutins

 

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quote:

ORIGINAL: Brainsucker
Ok, I want name my admiral "Jonathan Archer" could I do it? I means rename his in in game?


Sure. Any character in the game can also be renamed to whatever you like. Just click on the name and type in the new name.

For example, you could name your Leader "Fred" if you wanted and then later name a Fleet Admiral or Colony Governor "Fred" as well...

Regards,

- Erik

< Message edited by Erik Rutins -- 10/24/2011 7:53:02 PM >


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Post #: 116
RE: Distant Worlds: Legends Characters - 10/24/2011 7:57:04 PM   
Erik Rutins

 

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Hi Sithuk,

quote:

ORIGINAL: Sithuk
Erik: I'm trying to drum up interest in the game and the upcoming expansion. Sadly the videos available of the gameplay are putting prospective players off. Can you please invest some time in making interesting gameplay videos for the Legends expansion so we can point prospective Space 4X players to them.The lag in previous videos has been mentioned. I don't have a link to the exact one which the forum poster watched but they weren't impressed. We all know the great game that lies beneath, please showcase it with some great videos that we can then post links to on our favourite forums.


We are planning to do a new promotional video for Distant Worlds: Legends, but while we think the graphics are nice, this is not the kind of game to compete with SOTS II or Sins of a Solar Empire with advanced 3D effect. However, it does compete very favorably with them on gameplay and that's what we try to focus on, but it can be a bit challenging to bring that across in a fairly short video.

The lag issue is often caused by capturing video at the same time as playing the game, but I think the lag in the original videos will not show up in the new Legends video thanks to better hardware and better game performance.

Regards,

- Erik



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Post #: 117
RE: Distant Worlds: Legends Characters - 10/24/2011 7:57:31 PM   
Erik Rutins

 

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

quote:

ORIGINAL: ASHBERY76
Yeah indepth AAR reports are the best sellers for strategy games in my view.A video is never going to impress casual players with it being a 2d top down game.


We will have developer's notes and an AAR as well, per the current plan.

Regards,

- Erik

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Erik Rutins
CEO, Matrix Games LLC




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(in reply to ASHBERY76)
Post #: 118
RE: Distant Worlds: Legends Characters - 10/24/2011 7:58:00 PM   
Erik Rutins

 

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

quote:

ORIGINAL: adamsolo
Will there be new music added in Legends? I love RotS music, hope to see more in Legends.


It's on the list, but that's typically one of the last things to get done.

Regards,

- Erik

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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 adamsolo)
Post #: 119
RE: Distant Worlds: Legends Characters - 10/24/2011 7:58:54 PM   
Erik Rutins

 

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

quote:

ORIGINAL: LoBaron
Only thing I hope is that late game the Character part doesn´t end in a micro management clickfest and can be automated as well
as the rest of DW.


The AI and Automation does know how to handle all the new features including characters, so if you don't want to handle this it will manage them for you and assign them to logical positions, etc.

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 LoBaron)
Post #: 120
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