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RE: Distant Worlds: Shadows - 12/21/2012 6:17:11 PM   
Buio


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quote:

ORIGINAL: Erik Rutins
A couple more things for you all...
* box image *


That's a fat box! "DX Edition" Hmm, Deluxe Edition? Superpack with game and all expansions and a big printed manual for reduced price (compared to buying all separate of course)?

< Message edited by Buio -- 12/21/2012 7:03:12 PM >

(in reply to Erik Rutins)
Post #: 331
RE: Distant Worlds: Shadows - 12/21/2012 8:09:23 PM   
Erik Rutins

 

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Sorry, but the editions are explained on the front page of our store. Expansions are generally "DX" editions which means Digital Express. Some kind of combined "Deluxe" edition is certainly possible as well, but there are no plans for that at present while we're focused on Shadows.

http://www.matrixgames.com/store/

Regards,

- Erik


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RE: Distant Worlds: Shadows - 12/21/2012 8:47:02 PM   
Buio


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Oh, that's a nice way to say RTFM which I forgot to do. :)

Great box anyway.

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RE: Distant Worlds: Shadows - 12/24/2012 6:42:12 PM   
Mardaer

 

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Sounds very good expansion, ill probably end up buying it. Take your time for finishing it, id rather wait little longer than get rushed expansion. :D

(in reply to Yskonyn)
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RE: Distant Worlds: Shadows - 12/24/2012 8:43:16 PM   
jpwrunyan


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Is it too late to change the box art? I prefer red lasers to blue. This is a deal-breaker.

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Post #: 335
RE: Distant Worlds: Shadows - 12/24/2012 11:20:55 PM   
Bingeling

 

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They would not want to show crappy maxos blasting ships on the front, would they? All titan beam looks better ;-)

The image makes me wonder if there is more fighter love, though.

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RE: Distant Worlds: Shadows - 12/25/2012 1:12:04 AM   
Igard


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Loving the box art!

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RE: Distant Worlds: Shadows - 12/26/2012 5:50:26 PM   
jpwrunyan


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quote:

ORIGINAL: Bingeling

They would not want to show crappy maxos blasting ships on the front, would they? All titan beam looks better ;-)


All lasers should be red, especially titan beams.

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RE: Distant Worlds: Shadows - 12/26/2012 7:12:44 PM   
richardus

 

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Box art is unreal!

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RE: Distant Worlds: Shadows - 12/27/2012 4:33:32 PM   
MartialDoctor


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quote:

ORIGINAL: jpwrunyan


quote:

ORIGINAL: Bingeling

They would not want to show crappy maxos blasting ships on the front, would they? All titan beam looks better ;-)


All lasers should be red, especially titan beams.


Who are you, the laser police?

(in reply to jpwrunyan)
Post #: 340
RE: Distant Worlds: Shadows - 12/27/2012 4:52:58 PM   
Shark7


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quote:

ORIGINAL: MartialDoctor


quote:

ORIGINAL: jpwrunyan


quote:

ORIGINAL: Bingeling

They would not want to show crappy maxos blasting ships on the front, would they? All titan beam looks better ;-)


All lasers should be red, especially titan beams.


Who are you, the laser police?


We should give him pastel pink titan beams for good measure. Or fuschia.

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Post #: 341
RE: Distant Worlds: Shadows - 12/27/2012 5:06:48 PM   
jpwrunyan


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Pink is girly. Fuschia is acceptable.

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RE: Distant Worlds: Shadows - 12/27/2012 7:03:07 PM   
Antiscamp


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Pink will attract more female customers.

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RE: Distant Worlds: Shadows - 12/27/2012 8:14:56 PM   
tjhkkr


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quote:

ORIGINAL: Antiscamp
Pink will attract more female customers.


I am thinking the female customers who like this game would not be moved by pink laser beams...
But then, if I am not mistaking, we have two women who signon to this forum.


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RE: Distant Worlds: Shadows - 12/27/2012 9:11:14 PM   
Buio


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quote:

ORIGINAL: jpwrunyan
Pink is girly. Fuschia is acceptable.


Did you just call pink or purple "fuschia"?



Sorry for off-topic here, but the laser beam colours are very important! They must be manly or else we'll not buy the expansion. ;)

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RE: Distant Worlds: Shadows - 12/28/2012 4:46:14 PM   
tjhkkr


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Actually; to me, the colors are not as important the sound effects.
I like a good blaster/ion blast or ahem (IGard, Data, EShummerll1, do not get any ideas) a good phaser burst.
I am still looking for a good shield piercing effect.
The one from Generations is good, but it is because Lursa and Betor had the frequency modulation...

Anyway: sound effects for me are what does the beam/torpedo weapons right...

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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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RE: Distant Worlds: Shadows - 12/28/2012 10:44:10 PM   
ehsumrell1


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quote:

ORIGINAL: tjhkkr
I like a good blaster/ion blast or ahem (IGard, Data, EShummerll1, do not get any ideas) a good phaser burst.


Ideas.....who? Us?






Attachment (1)

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Shields are useless in "The Briar Patch"...

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Post #: 347
RE: Distant Worlds: Shadows - 12/28/2012 11:59:20 PM   
tjhkkr


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You Star Trek people just do not get it!




Attachment (1)

< Message edited by tjhkkr -- 12/29/2012 12:01:49 AM >


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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.

(in reply to ehsumrell1)
Post #: 348
RE: Distant Worlds: Shadows - 12/29/2012 12:09:05 AM   
tjhkkr


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.

< Message edited by tjhkkr -- 12/29/2012 12:26:21 AM >


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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.

(in reply to tjhkkr)
Post #: 349
RE: Distant Worlds: Shadows - 12/30/2012 12:37:56 PM   
Buio


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I haven't checked through the suggestion thread so this may already be suggested. But I want a better map view when at war. The alert/advisor/log spam sucks so I turned it off, and now I find it hard to spot important things at war.

Suggestion:

Add a "War map mode".
Alert spam is really bad way of handling information. Use the map instead.

* Removes all civilian ships from all icon zoom levels (shows them at ship graphic levels).
* Clearly marks Fleet battles with a pulsing red ring on the map.
* Mark small scale ship battles with a static red exclamation mark.
* Clearly marks Troop invasions with some sort of symbol, and maybe also the power (strength) ratings.
* Add on map visible power ratings to all strike forces and fleets. For enemies, use last known power or blank if not known.
* Mark enemy fleets with a red triangle and a movement vector. If destination known show it, if not just use a short movement vector.

Below is a amateur representation on how it could look.


(in reply to tjhkkr)
Post #: 350
RE: Distant Worlds: Shadows - 12/30/2012 2:02:41 PM   
ASHBERY76


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quote:

ORIGINAL: Buio

I haven't checked through the suggestion thread so this may already be suggested. But I want a better map view when at war. The alert/advisor/log spam sucks so I turned it off, and now I find it hard to spot important things at war.

Suggestion:

Add a "War map mode".
Alert spam is really bad way of handling information. Use the map instead.

* Removes all civilian ships from all icon zoom levels (shows them at ship graphic levels).
* Clearly marks Fleet battles with a pulsing red ring on the map.
* Mark small scale ship battles with a static red exclamation mark.
* Clearly marks Troop invasions with some sort of symbol, and maybe also the power (strength) ratings.
* Add on map visible power ratings to all strike forces and fleets. For enemies, use last known power or blank if not known.
* Mark enemy fleets with a red triangle and a movement vector. If destination known show it, if not just use a short movement vector.

Below is a amateur representation on how it could look.




Very much agree with this.A real time game needs on map markings on the strategic map.It would save a great deal of fiddling.

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RE: Distant Worlds: Shadows - 12/30/2012 5:54:12 PM   
Buio


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Of course alerts should still be used for important things, poking you to check the map for happenings.

What I mean is that the map is underutilized, the game could be so much simpler to manage if we got more and clearer info straight on the map instead of in a message log. Take for example games like Shogun 2 where it's easy to see sieges from the bellowing smoke and attacking army animation. You can also see army strength and quality of general directly on the flag.

When things get really hectic in DWL I found my planets got taken over without me even knowing there was an invasion going on.

(in reply to ASHBERY76)
Post #: 352
RE: Distant Worlds: Shadows - 12/30/2012 7:35:05 PM   
Antiscamp


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Agreed. A map mode like that would be VERY useful.

(in reply to Buio)
Post #: 353
RE: Distant Worlds: Shadows - 12/30/2012 8:51:13 PM   
Darkspire


Posts: 1986
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From: My Own Private Hell
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quote:

ORIGINAL: Buio

I haven't checked through the suggestion thread so this may already be suggested. But I want a better map view when at war. The alert/advisor/log spam sucks so I turned it off, and now I find it hard to spot important things at war.

Suggestion:

Add a "War map mode".
Alert spam is really bad way of handling information. Use the map instead.

* Removes all civilian ships from all icon zoom levels (shows them at ship graphic levels).
* Clearly marks Fleet battles with a pulsing red ring on the map.
* Mark small scale ship battles with a static red exclamation mark.
* Clearly marks Troop invasions with some sort of symbol, and maybe also the power (strength) ratings.
* Add on map visible power ratings to all strike forces and fleets. For enemies, use last known power or blank if not known.
* Mark enemy fleets with a red triangle and a movement vector. If destination known show it, if not just use a short movement vector.

Below is a amateur representation on how it could look.




*100+32.5

Darkspire

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Post #: 354
RE: Distant Worlds: Shadows - 12/31/2012 12:46:57 AM   
jpwrunyan


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quote:

ORIGINAL: Antiscamp

Agreed. A map mode like that would be VERY useful.


Been thinking the exact same thing lately, especially with planet invasions. A simple highlight (you know, like the ones we already have for Research Points, Resort Spots, and Colonizable Planets) for systems where an invasion is taking place would really help.

Since Shadows hasn't been released yet, I just know they'll include it!

(in reply to Antiscamp)
Post #: 355
RE: Distant Worlds: Shadows - 12/31/2012 6:17:02 AM   
jesuswhywhy

 

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cant shake this december distant worlds feeling :(

thinking about starting up a game and limiting expansion and research, but i always seem to be fighting civilian automation

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RE: Distant Worlds: Shadows - 12/31/2012 7:37:57 AM   
Blia

 

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Let's hope this upcoming expansion will resolve one of the biggest complaints : the font issue.
I am still surprised it hasn't been fixed yet and I would be really really surprised that Shadows wouldn't feature a real True Type Font...


< Message edited by Blia -- 12/31/2012 4:06:30 PM >

(in reply to jesuswhywhy)
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RE: Distant Worlds: Shadows - 12/31/2012 7:38:52 AM   
Blia

 

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Else, this new expansion looks promising.


< Message edited by Blia -- 12/31/2012 7:40:45 AM >

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RE: Distant Worlds: Shadows - 12/31/2012 3:57:16 PM   
Darkspire


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On the design screen would it be possible to add the current amount of ships in a class next to the amount of a design?

Example:
I have Destroyers Mk1, Mk2, Mk3 and Mk4 and have design amounts of 2xMk1, 0xMk2, 4xMk3 and 2xMk4

So under the amount with latest designs I have 2, would save a lot of hassle of swapping screens if next door to the 2 it had the amount of destroyers. So in my example it would read:

2 / 8 (that's 2xMk4 with 8 destroyers in total)


Thanks

Darkspire


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RE: Distant Worlds: Shadows - 1/3/2013 9:07:48 PM   
jalapen0

 

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Hey All,

Pardon me if I don't get some specifics right as I have not played in a long time.

I realize I'm late to the game on this expansion but I've asked for this feature before. I want to bring it up again. Could ships protect each other with countermeasures\weapons? This would give us reason to design several types of ships for a task force, as it will make sense to specialize. You could then design task forces with specialized ships designed to work together, instead of alone.

For instance, a Carrier group.

3 Large Carriers, packed with fighter bays, a few point defence systems.
10 small fast ships, packed with point defence and short range weapons. These are there to protect the carriers from incoming fighters and missles.

The point defence ships will then form a ring around the carriers. The fighters protect the PD ships. The PD ships protect the carriers. They should move together in formation.

Just an idea that I think adds a cool strategic layer to the game. I hate how a missle flies by a ship and hits another one and the first ship does nothing.


Furthermore, I think it would be cool to be able to build an entire task force, from the production menu, instead of just individual ships. It could then automatically go to a single location and form up in a task force.

Just another idea.

Thanks.

(in reply to Darkspire)
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