Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Major changes and improvements from DW: Universe to Distant Worlds 2

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Coming Soon] >> Distant Worlds 2 >> RE: Major changes and improvements from DW: Universe to Distant Worlds 2 Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Major changes and improvements from DW: Universe to... - 1/29/2021 4:59:15 PM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
Status: offline
quote:

Fleets and Armies can now have defined templates


Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?

(in reply to Erik Rutins)
Post #: 31
RE: Major changes and improvements from DW: Universe to... - 1/29/2021 10:45:34 PM   
loups

 

Posts: 1
Joined: 1/26/2021
Status: offline

quote:

ORIGINAL: Sithuk

quote:

Fleets and Armies can now have defined templates


Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?


I also would really like this feature. And generally more options for automated fleets.

Looking forward to this game, the description and teasers seem great!

(in reply to Sithuk)
Post #: 32
RE: Major changes and improvements from DW: Universe to... - 1/30/2021 12:11:52 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline

quote:

ORIGINAL: Sithuk

quote:

Fleets and Armies can now have defined templates


Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?

Yes, that's how it works. Assuming you have your automation settings enabled that way, the fleets will auto-top-up with ships to compensate for losses. You can also build/form new fleets using fleet templates, i.e. instead of building the ships individually. So you would select the fleet template and click a button to either build a new fleet based on the template, or form the fleet from existing ships.

Of course if you wish you can still form fleets the old way, a ship at a time.

(in reply to Sithuk)
Post #: 33
RE: Major changes and improvements from DW: Universe to... - 1/30/2021 3:44:35 AM   
elvendeathknight

 

Posts: 81
Joined: 8/25/2012
Status: offline
That's awesome !!!

(in reply to elliotg)
Post #: 34
RE: Major changes and improvements from DW: Universe to... - 1/30/2021 4:58:13 AM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
Status: offline

quote:

ORIGINAL: elliotg


quote:

ORIGINAL: Sithuk

quote:

Fleets and Armies can now have defined templates


Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?

Yes, that's how it works. Assuming you have your automation settings enabled that way, the fleets will auto-top-up with ships to compensate for losses. You can also build/form new fleets using fleet templates, i.e. instead of building the ships individually. So you would select the fleet template and click a button to either build a new fleet based on the template, or form the fleet from existing ships.

Of course if you wish you can still form fleets the old way, a ship at a time.


Very sweet!

Now to be greedy and ask if there is any way to include system templates for galaxy generation so you can make your own system so that your chosen race and possibly the AI races start with a predetermined system too. This is so everyone can make that Sol system for their human starts etc.

(in reply to elliotg)
Post #: 35
RE: Major changes and improvements from DW: Universe to... - 1/31/2021 12:27:33 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
You're aware you've already asked this several times, right?

I do understand you'd really like this to happen, but I'll repeat my past responses:

1. Not planned at present, but something similar exists as a system in the game for other storyline purposes.
2. Possible for the future, but unlikely for this release.
3. Might be possible for release modding, we'll have to see, this initial release has a lot of modding access but is not focused on modding per se.

< Message edited by Erik Rutins -- 1/31/2021 12:29:55 AM >


_____________________________

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 SirHoraceHarkness)
Post #: 36
RE: Major changes and improvements from DW: Universe to... - 1/31/2021 6:20:21 AM   
Aerial

 

Posts: 8
Joined: 8/23/2015
Status: offline

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Aerial
Are terraforming stations still in the game? And if so, are they more useful than they were? Can I actually use one to increase planet quality, or maybe stack multiple of them to increase planet quality?


Yes, they are in the game and they are more useful. They can actually increase planet quality now. You cannot stack more than one on a given planet, but they are upgradeable (as are some other facilities).




That's fantastic news. I'm actually pumped I can make planets more habitable now.

(in reply to Erik Rutins)
Post #: 37
RE: Major changes and improvements from DW: Universe to... - 1/31/2021 5:11:34 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Apart from fuel, resources didn't really matter in DW1 as much when you became a mid size empire.I hope it is more relevant in DW2.

< Message edited by ASHBERY76 -- 1/31/2021 5:21:15 PM >


_____________________________


(in reply to Aerial)
Post #: 38
RE: Major changes and improvements from DW: Universe to... - 1/31/2021 5:40:19 PM   
Raagun

 

Posts: 37
Joined: 7/18/2012
Status: offline
Is fleet stances still a thing? Any improvements if it is? Or what big scale fleet management is there?

(in reply to ASHBERY76)
Post #: 39
RE: Major changes and improvements from DW: Universe to... - 2/1/2021 1:26:12 AM   
eXplorminate_Rob

 

Posts: 9
Joined: 1/27/2021
Status: offline

quote:

ORIGINAL: Icemania

quote:

ORIGINAL: Erik Rutins
This is not an exhaustive, comprehensive list, but it's a good summary and starting point of some of the key changes. I'm sure we'll add more stuff as time goes on before release, partly as we remember it.

Terrific list Erik. Before really getting into the gameplay reveal video the first question that came to mind is what was different gameplay wise ... this post certainly helped answer that.

Heya Ice! Can't find my old Devildog login details, so I'm here with this new login, ready to start all over again with DW2.

Great to see you, old friend.

_____________________________

eXplorminate: 4X - Strategy - Tactics

(in reply to Icemania)
Post #: 40
RE: Major changes and improvements from DW: Universe to... - 2/1/2021 7:36:18 AM   
elxaime

 

Posts: 304
Joined: 11/3/2004
Status: offline
A couple of questions:

1. Can this be played multiplayer PBEM?
2. Is it turn-based or real time?

(in reply to Erik Rutins)
Post #: 41
RE: Major changes and improvements from DW: Universe to... - 2/1/2021 8:49:14 AM   
LordMM


Posts: 574
Joined: 5/29/2016
Status: offline

quote:

ORIGINAL: elxaime

A couple of questions:

1. Can this be played multiplayer PBEM?
2. Is it turn-based or real time?


1. Unlikely
2. Real-time pausable.

(in reply to elxaime)
Post #: 42
RE: Major changes and improvements from DW: Universe to... - 2/10/2021 12:44:47 AM   
OrnluWolfjarl

 

Posts: 38
Joined: 10/20/2017
Status: offline
I'm very excited about this! I've been waiting for a new DW for years, ever since I saw you in this forum mentioning you were working on something "unofficially" all those years ago.

A couple questions if you can answer them please:

1. If I set the ship designer to automatically upgrade ship designs, will it pull up templates like in DW-U, or will it upgrade the components already installed by me? (I'd prefer the second one)

2. This is a complex one: Is it possible to have multiple designs of the same hull at the same time (e.g. the same destroyer hull, but one design acting as an escort and another with different weapons/modules acting as a screen ship) and have the game automation easily recognize them, keep track of them in their different fleet templates, upgrade their designs separately, and upgrade the ships according to their model line (instead of upgrading to the latest changed model)?

3. Can I customize the automation AI? For example, tell it that if I have X amount of credits/resources, then it should go ahead and build Y building in any planet it is able to? Or have my construction ship go and build mine stations on planets that have Z resource at W% availability only inside my borders, or this far from a certain colony?

4. Is there new music?

Thank you in advance, and sorry if these are too many questions!

(in reply to Erik Rutins)
Post #: 43
RE: Major changes and improvements from DW: Universe to... - 3/3/2021 9:58:41 AM   
boolybooly

 

Posts: 20
Joined: 3/6/2016
Status: offline
Will there be changes to the way information is displayed to the player?

For example, a range finder, to tell distances on the map? Also range in fuel as a number in addition to the useful dotted line would be nice.

Might we see freighters etc cargo on their info panel? A few icons with mouseover numbers would help. Just because I cant control them does not mean I am not interested in what they are doing!

(in reply to Erik Rutins)
Post #: 44
RE: Major changes and improvements from DW: Universe to... - 5/8/2021 10:57:27 PM   
thefinn12345

 

Posts: 91
Joined: 5/29/2014
Status: offline
> Fleets and Armies can now have defined templates and ships within a fleet will act according to their roles in fleet engagements, with some ships attempting to form an outer perimeter while close escorts stay with the capital ships focused towards the center. Fleets now also have more tactical settings and options to help fine-tune their control and automation.

I'd love to see armies be customizable much like ships/fleets. Make an army out of various units - I'm thinking along the lines of Aurora style - but simplified of course.

So you could have a command unit, then an AA unit and a supply unit and then some front line units all connected, much like building a ship out of different parts for a particular effect. DW1 had the best land combat I've seen in a space game to date - but the army side of things could do with a little love and become pretty awesome.


(in reply to boolybooly)
Post #: 45
RE: Major changes and improvements from DW: Universe to... - 5/9/2021 3:39:31 PM   
Siddham

 

Posts: 159
Joined: 3/18/2012
Status: offline
You can do this to some extent using the troop loadouts options on troop ships and troop fleets

(in reply to thefinn12345)
Post #: 46
RE: Major changes and improvements from DW: Universe to... - 11/8/2021 11:09:36 AM   
Arcurus

 

Posts: 5
Joined: 10/19/2021
Status: offline

quote:


quote:

- Ship and Base Construction will now only commence once all required resources are available. This prevents incomplete construction waiting for resources to be delivered.


Not sure I love this one. In DW:U, it was sometimes salutary that an unfinished station would start mining. It's also more realistic to be able to start construction with no guarantee of being able to finish it. What I'd prefer to that would be a better prioritization for the private sector to bring the missing resources.


Fully agree. The problem in DW1 was that the private sector AI is a mess and did not deliver the resources to where needed most...

If resources are short AI should first prioritize mining stations that actually mine the needed resource. Even worse in DW1 at one point private sector just AI stopped delivering resources at all to mining stations that are waiting to be finished.
Also much needed resources where to be allowed to be traded away to other empires and the prices for much needed resources did not rise enough to create realistic prices where you can actually build the stuff.

In short private sector AI is / was a big mess in DW1 and being actually able to at least partially build some stuff was nice especially to build much needed mining stations. Even nicer it would have been if the ships could actually move once they have engines / reactor / crew and hull...

A button to give low / high priority for delivering resources would helped also a lot...

(in reply to Miletkir)
Post #: 47
RE: Major changes and improvements from DW: Universe to... - 11/8/2021 10:31:12 PM   
StormingKiwi

 

Posts: 63
Joined: 2/11/2021
Status: offline

quote:

ORIGINAL: Arcurus


quote:


quote:

- Ship and Base Construction will now only commence once all required resources are available. This prevents incomplete construction waiting for resources to be delivered.


Not sure I love this one. In DW:U, it was sometimes salutary that an unfinished station would start mining. It's also more realistic to be able to start construction with no guarantee of being able to finish it. What I'd prefer to that would be a better prioritization for the private sector to bring the missing resources.


Fully agree. The problem in DW1 was that the private sector AI is a mess and did not deliver the resources to where needed most...

If resources are short AI should first prioritize mining stations that actually mine the needed resource. Even worse in DW1 at one point private sector just AI stopped delivering resources at all to mining stations that are waiting to be finished.
Also much needed resources where to be allowed to be traded away to other empires and the prices for much needed resources did not rise enough to create realistic prices where you can actually build the stuff.

In short private sector AI is / was a big mess in DW1 and being actually able to at least partially build some stuff was nice especially to build much needed mining stations. Even nicer it would have been if the ships could actually move once they have engines / reactor / crew and hull...

A button to give low / high priority for delivering resources would helped also a lot...


Isn't the issue that of a lack of feedback to the player?

The UI as demonstrated in screenshots and videos looks like it provides a lot of that feedback and is more user-friendly than the last iteration.

On the first examination, I don't think this is a good change or an improvement of the overall system. Whereas before the player only had to manage their credits resource, and so only had to keep that number front of mind, now they have to manage the stocks of each of the construction resources. It increases the cognitive load for the player without corresponding benefits.

E.g. In DW:U there are 19 strategic resources, including both fuels. So if DW:U had used the DW:2 construction process, the player would have to keep 19 fluctuating numbers front of mind, which might change differently from predicted because of the eccentricities of the private sector. There is a reason that strategy games restrict the number of resources the player has to manage to cognitively tolerable levels.

(in reply to Arcurus)
Post #: 48
RE: Major changes and improvements from DW: Universe to... - 11/13/2021 9:43:23 AM   
deMangler


Posts: 227
Joined: 7/13/2013
Status: offline
The DWU way of constructing necessitated some thought as to how to position spaceports / storage so as to be able to support construction and avoid lots of half-finished projects. I enjoyed this. I might miss it.
I imagine that when considering this change in isolation it is impossible to know if there are complementary related mechanics that might fill that gap. I hope so.


_____________________________


(in reply to StormingKiwi)
Post #: 49
Page:   <<   < prev  1 [2]
All Forums >> [Coming Soon] >> Distant Worlds 2 >> RE: Major changes and improvements from DW: Universe to Distant Worlds 2 Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.609