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RE: Distant Worlds: Shadows - 11/24/2012 6:34:20 AM   
Noble713


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quote:


Not in the major areas, the amount of work those require makes opening them up a lot of work. However, all new work keeps modding in mind and we currently plan to make a modder-focused release after Shadows that should make some major strides forward on the modding side rather than incremental ones.

Regards,

- Erik


I think I'll just wait for that expansion. The only thing that has caught my attention in Shadows is the expanded ground combat model, but I'm not sure that's enough for me to fork over $$$ this time. I already haven't played DW in several months because the absence of component modding finally got to me. I'll be sticking with Aurora for the foreseeable future, but dropping in occasionally (like now) to check on DW's progress. Good luck!

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Post #: 211
RE: Distant Worlds: Shadows - 11/24/2012 9:15:42 AM   
feelotraveller


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quote:

ORIGINAL: WoodMan
I've never had a bottleneck.
Well... once, Cromium, long time ago!


Expand faster and you will see them. Playing on something other than a harsh homeworld start facilitates this.

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RE: Distant Worlds: Shadows - 11/24/2012 9:22:22 AM   
feelotraveller


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quote:

ORIGINAL: Erik Rutins

snip

you will be able to start with a planet, with no stations or ships or the tech to build all those possible types, no hyperspace drive and start exploring your own system, building your first space port, mining stations, etc. and trying to defend those and keep growing until you can start to explore the galaxy beyond your own system.



I am very excited for this. Guess I'll never get 4X out of my system.

(Beware the wandering Ardilus. Caused a heap of havoc for several people in one of the clean sheet starts I made with the editor. Probably significant enough of an issue to include code to prevent for these sorts of starts.)

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Post #: 213
RE: Distant Worlds: Shadows - 11/24/2012 9:39:05 AM   
Darkspire


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quote:

ORIGINAL: feelotraveller


quote:

ORIGINAL: WoodMan
I've never had a bottleneck.
Well... once, Cromium, long time ago!


Expand faster and you will see them. Playing on something other than a harsh homeworld start facilitates this.


Thank you. It has more or less caused me to give up playing DW at present, which considering I bought the complete set in August Im none to happy about. Ill watch to see what happens with Shadows and how it changes things, really was enjoying DW Pre-Legends which is even more annoying.

Darkspire


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RE: Distant Worlds: Shadows - 11/24/2012 9:39:17 AM   
Kayoz


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quote:

ORIGINAL: feelotraveller


quote:

ORIGINAL: WoodMan
I've never had a bottleneck.
Well... once, Cromium, long time ago!


Expand faster and you will see them. Playing on something other than a harsh homeworld start facilitates this.


He probably plays races which aren't plagued with this. It's far less likely to be a problem for races that start on continental or marsh worlds.

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RE: Distant Worlds: Shadows - 11/24/2012 9:45:27 AM   
Mad Igor

 

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btw,there will be planetary weapons ?like lasers or missiles ? (like SOTS)
without them,sometime one can stuck forever on one planets (pirates,creatures etc.)

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Post #: 216
RE: Distant Worlds: Shadows - 11/24/2012 9:53:51 AM   
WoodMan


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quote:

ORIGINAL: Kayoz


quote:

ORIGINAL: feelotraveller


quote:

ORIGINAL: WoodMan
I've never had a bottleneck.
Well... once, Cromium, long time ago!


Expand faster and you will see them. Playing on something other than a harsh homeworld start facilitates this.


He probably plays races which aren't plagued with this. It's far less likely to be a problem for races that start on continental or marsh worlds.


Yeah overwhelmingly Human and Harsh homeplanet is what I use. I have played on Normal a couple times though. I personally find the resources part of the game way too easy and always have but I generally play a more relaxed game, not sure what would happen if I played like my life depended on it

< Message edited by WoodMan -- 11/24/2012 9:54:57 AM >


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RE: Distant Worlds: Shadows - 11/24/2012 1:01:08 PM   
adecoy95


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i get the problem often with the desert starting securian (my preferred race), fortunately they usually have a moon with some of the resources i lack, like steel

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RE: Distant Worlds: Shadows - 11/24/2012 2:39:05 PM   
feelotraveller


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quote:

ORIGINAL: Darkspire


quote:

ORIGINAL: feelotraveller


quote:

ORIGINAL: WoodMan
I've never had a bottleneck.
Well... once, Cromium, long time ago!


Expand faster and you will see them. Playing on something other than a harsh homeworld start facilitates this.


Thank you. It has more or less caused me to give up playing DW at present, which considering I bought the complete set in August Im none to happy about. Ill watch to see what happens with Shadows and how it changes things, really was enjoying DW Pre-Legends which is even more annoying.

Darkspire



Don't give up. Just change your play style a bit.

The primary resource drain is the demand for civilian ships. Civilian ships are generally ordered at 23 per colony if your private sector has the money and lacks the ships (at least in the early game, later game I'm not sure as other limits impinge and I've never been able to keep an exact count...). 4 large freighters, 6 medium freighters, 8 small freighters, 1.5 mining ships, 1.5 gas miners, 2 passenger ships.

So to avoid resource drains avoid building too many, and too large, civilian ships (you can control the public sector construction rate directly). Do this by having the private sector lack the money - harsh homeworld or raising taxes are the easiest ways - or by not adding new colonies. Note that building new spaceports also adds to resource demand as they try to stock up on supplies.

If it is specific resources which are hard to get quantities of later game then change your ship/base designs. Generally, for instance, in a carbon fibre poor galaxy I will have slower ships and use more fuel inefficient engines (more thrust per unit of carbon fibre) and a different mix of weapons.

I look forward to having scarcer resources personally but get the impression that their scarcity may well be controlled by a slider which should keep the maximum amount of people happy.





< Message edited by feelotraveller -- 11/24/2012 2:45:39 PM >

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RE: Distant Worlds: Shadows - 11/24/2012 3:52:12 PM   
Cruis.In

 

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why is it that sometimes I am stuck building a starport or a larger ship at like 5 modules not built for many months? perhaps a year or more? I have an abundance of resources.

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RE: Distant Worlds: Shadows - 11/24/2012 4:25:37 PM   
Darkspire


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quote:

ORIGINAL: adecoy95

i get the problem often with the desert starting securian (my preferred race), fortunately they usually have a moon with some of the resources i lack, like steel


Thats an easy one. Just check the box for asteroids, click to sort by distance and the resource sort to gold, nearly all the decent 'roids have both steel and gold on them. I then just click off constructors to build the mines and count till ive got about 14-20 mines queued to build in my green home systems. Ive noticed that asteroids seem to have higher yields. Gold and steel are needed for quite a few things so its the easiest way ive found to gain a good stockpile for these two resources. Obviously later in the game its not really a good idea to have the 'roids checked as it slows down to much but the plus is if done in an early stage of the game these two resources are fairly safe as they are in the middle of your empire (where you started or very close systems to where you start)

quote:

ORIGINAL: feelotraveller

Don't give up. Just change your play style a bit.


Thanks for the tips, ive read all your 'investigative' posts and find them very helpful in the darkness that is Legend, just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.

quote:

ORIGINAL: Cruis.In

why is it that sometimes I am stuck building a starport or a larger ship at like 5 modules not built for many months? perhaps a year or more? I have an abundance of resources.


You might have things in queues that need resources beyond what your building, like old designs that are using resources you haven't stockpiled?

Darkspire

< Message edited by Darkspire -- 11/24/2012 4:29:23 PM >


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RE: Distant Worlds: Shadows - 11/24/2012 6:22:01 PM   
Haree78


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quote:

ORIGINAL: Darkspire
just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.


Very little testing done? Hehe, I'm not sure if you could be any more wrong.
Why should resources scale up with larger maps? More stars then yes, which happens. But larger grid size? The only real difference is travel times and fuel costs. The only argument that makes sense if scaling up gas resources with map size but I doubt very much that that is needed, at least I have never seen a need for it.

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RE: Distant Worlds: Shadows - 11/24/2012 6:46:51 PM   
Darkspire


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quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Darkspire
just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.


Very little testing done? Hehe, I'm not sure if you could be any more wrong.
Why should resources scale up with larger maps? More stars then yes, which happens. But larger grid size? The only real difference is travel times and fuel costs. The only argument that makes sense if scaling up gas resources with map size but I doubt very much that that is needed, at least I have never seen a need for it.


What I mean is I seem to find similar amounts of resources over an entire map (mid to late game) regardless of the map size. Surely if the map size is the biggest then it is logical to presume that there should be more resources available than if the map was the smallest?

Darkspire

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RE: Distant Worlds: Shadows - 11/24/2012 9:33:47 PM   
Haree78


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Depends what you mean by size.
Size in terms of grid size just spreads the stars and gas clouds out, it doesn't add anything to the game other than distance. Why would it need to?
1400 stars is the largest amount and it has way more resources than the next lower star amount.

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RE: Distant Worlds: Shadows - 11/24/2012 11:27:33 PM   
dejagore


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quote:

ORIGINAL: adecoy95


quote:

ORIGINAL: ASHBERY76


quote:

ORIGINAL: dejagore

@Erik - please do tell me that there will be some tweaks in the 'colonization' aspect of the game. It's really too easy that You can just setup a colony and take no penalties from it at the beginning. There should be some serious maintenance costs!



With a changed and tweaked economy which is promised this hopefully will not be needed.The majority of new colonies make little money your empire anyway as they developed slowly and stay a 0 tax for 20 years.


its more of an issue with how many 0 tax colonies your able to support, which is as many as you want. at least with the way it is right now


@adecoy95 that's exactly what I meant. If they won't change the maintenance costs or some sort of support (colonists from home planet) then it will be like nowadays which means Colonization Extravaganza!

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RE: Distant Worlds: Shadows - 11/25/2012 3:22:07 PM   
Martian


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Erik, please add support for more landscape images per each planet's type. Right now the game at maximum uses only first 4 images from landscape folders. For some types like ocean and volcanic planets it uses only 2 images!

Thank you.

And my thanks to Ashbery76 for pointing this out.

< Message edited by Martian -- 11/25/2012 3:38:13 PM >


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RE: Distant Worlds: Shadows - 11/26/2012 9:48:21 PM   
Darkspire


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quote:

ORIGINAL: feelotraveller

Don't give up. Just change your play style a bit.


Well I did just that, I changed from a volcanic homeworld to a continental and hey presto, steam rollered 15 civs with no shortages and no bottlenecks on a 1400 - 15x15 twice, no restarts, one after the other. Funny thing is though I did have a slight shortage on steel, as others have mentioned in this post, are they on continental (or marsh) as well?
There is something not right here, I can understand that my new homeworld has carbon fibre as a natural resource but why should changing my homeworld type make such a difference? It should only be a slight setback with a volcanic homeworld, until I find the resources, not a gamebreaker?

Darkspire

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Post #: 227
RE: Distant Worlds: Shadows - 11/27/2012 2:30:56 AM   
feelotraveller


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I mused about homeworld influences on resource distributions in another thread.  Maybe there is an algorithm noone has outlined which influences this.  Or maybe the RNG god just loves toying with you. 

One thing Erik's recent bundle of posts shows is that the developers are listening to us even if we are not always aware of it.  I expect that they get lots of laughs out of us sometimes.

< Message edited by feelotraveller -- 11/27/2012 2:32:11 AM >

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RE: Distant Worlds: Shadows - 11/28/2012 6:39:09 AM   
JosEPhII


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quote:

ORIGINAL: Kayoz


quote:

ORIGINAL: JosEPh_II
Has anyone pointed out to you that your sreenshot is from the 1st MoO not from II? Thought I'd point that out. In MoOII the Soldiers, Tanks, and Battleoids actually moved towards each other on the planets surface (looked like a field with a city in the background) while firing.

Too Many years playing both to let this one pass.

JosEPh (MoOIII Keeper of the Roll Call)


I bow before your harder and longer nerd gland. Mine is a sad and floppy thing in comparison.

You're right, it is indeed MOO, not MOO2.


Thanks for the laugh!

JosEPh ;)

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RE: Distant Worlds: Shadows - 11/29/2012 1:46:52 PM   
OJsDad


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quote:

ORIGINAL: Erik Rutins
We are indeed trying to make this add more gameplay without requiring a lot of micromanagement. You can manage your troop loadouts at the fleet level, set garrison levels on planets and set build percentages at the policy level for the different unit types.


Why not do this with fleets themselves. What I mean, is why not allow for fleets to be designed with the number and types of ships you want, and then order a new one to be built, instead of building a bunch of ships and then having to assign them to a fleet like you do now.

If you needed a new fleet based off of carries, you would open your fleet build screen, select the type of fleet you wanted, assign it to a home base, and the AI would take care of building the ships for that fleet using shipyards closest to the fleets home.

Also, are we ever going to see fleet formations so battles are not such a furball?

Thanks

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RE: Distant Worlds: Shadows - 11/29/2012 6:28:57 PM   
Darkspire


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quote:

ORIGINAL: OJsDad

Why not do this with fleets themselves. What I mean, is why not allow for fleets to be designed with the number and types of ships you want, and then order a new one to be built, instead of building a bunch of ships and then having to assign them to a fleet like you do now.

If you needed a new fleet based off of carries, you would open your fleet build screen, select the type of fleet you wanted, assign it to a home base, and the AI would take care of building the ships for that fleet using shipyards closest to the fleets home.



BIG +1

Darkspire


< Message edited by Darkspire -- 11/29/2012 6:29:55 PM >


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RE: Distant Worlds: Shadows - 11/29/2012 8:24:42 PM   
Beag

 

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Not very happy with features so far. I´d like to see more depth to population management. It appears that multiracial empires will still be WAY too stable, using the silly trick of getting independants and colonize with them ASAP won´t be adressed... Since I use very few AI automation I couldn´t care less about ground combat simply because I won´t have time to watch (specially if two or more battles are happening at the same time).

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RE: Distant Worlds: Shadows - 11/29/2012 8:36:58 PM   
ASHBERY76


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quote:

ORIGINAL: Beag

Not very happy with features so far. I´d like to see more depth to population management. It appears that multiracial empires will still be WAY too stable, using the silly trick of getting independants and colonize with them ASAP won´t be adressed... Since I use very few AI automation I couldn´t care less about ground combat simply because I won´t have time to watch (specially if two or more battles are happening at the same time).


I agree about multispecies living in a galaxy utopia with little internal strife.I would like some sort of tax penalty and a rare uprising from time to time.Being a pure empire should have some sort of buff at the moment it is just a negative.

I also hope for per race extermination policies rather than per species.

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RE: Distant Worlds: Shadows - 11/29/2012 9:06:14 PM   
Darkspire


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quote:

ORIGINAL: ASHBERY76

a rare uprising from time to time



I had an uprising or somesuch, had a really good leader, there was a coup and one of my generals took over as leader. As I was testing I had random events off so was a tad surprised to say the least. Even with events on that has only happened the once, still not sure what caused it, I was spamming destroyers for a new offensive front so maybe that caused it?

Darkspire

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RE: Distant Worlds: Shadows - 11/29/2012 9:12:39 PM   
Cauldyth

 

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quote:

ORIGINAL: ASHBERY76
I agree about multispecies living in a galaxy utopia with little internal strife.I would like some sort of tax penalty and a rare uprising from time to time.Being a pure empire should have some sort of buff at the moment it is just a negative.


Yeah, what I'd really like is to have multi-species empires be really vulnerable to espionage. After all, if you have a society where all sorts of aliens are walking around freely, it's much easier to sneak a spy in than a society where everyone's the same species.

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RE: Distant Worlds: Shadows - 11/30/2012 5:48:10 AM   
tjhkkr


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Here is a question for Erik... any new ship types?

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RE: Distant Worlds: Shadows - 11/30/2012 8:57:34 AM   
Darkspire


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quote:

ORIGINAL: tjhkkr

Here is a question for Erik... any new ship types?


Didnt think there were ship types in DW? There design classes, each design has an AI role assigned to it?

Would be better that if we could add a design class and with a second drop down list assign one of the AI roles to that class, for example, adding heavy escort and then assigning the escort AI role to that new design class.

Darkspire

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RE: Distant Worlds: Shadows - 11/30/2012 2:01:29 PM   
feelotraveller


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tjhkkr probably has in mind things like the Carrier class which was added in Legends. Transports are an earlier (in game version) distinct type. Scouts also are a distinct type.

Construction ships are another ship type.  (And for private sector ships there are 4 types...)


< Message edited by feelotraveller -- 11/30/2012 2:05:10 PM >

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RE: Distant Worlds: Shadows - 11/30/2012 5:35:46 PM   
Gareth_Bryne


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If we speak about potential new ship classes, a relevant addition, in line with Gravitic Weaponry, would be the Interdictor class of Star Wars infamy. Its role would be pulling fleets and ships out of hyperspace in mid-late game. Since we will be speaking not only about empire, but also pirate faction fleets, this would be a quite useful phenomena.

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RE: Distant Worlds: Shadows - 11/30/2012 10:15:47 PM   
Kayoz


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quote:

ORIGINAL: Gareth_Bryne

If we speak about potential new ship classes, a relevant addition, in line with Gravitic Weaponry, would be the Interdictor class of Star Wars infamy. Its role would be pulling fleets and ships out of hyperspace in mid-late game. Since we will be speaking not only about empire, but also pirate faction fleets, this would be a quite useful phenomena.


I don't understand - why is a new class necessary?

All you need to do is design a ship with the Interdiction component on it - and some way of activating it if it's not always on. I don't see how this is any different from the current DW use of Long Range Scanners.

Am I missing something?

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