DW2 seriously does not need a manual. The galactopedia was already more than enough to get a general understanding of the game, and the new tutorials will only make the lives of new players that much easier. And I haven't even mentioned automation...
DW2 seriously does not need a manual. The galactopedia was already more than enough to get a general understanding of the game, and the new tutorials will only make the lives of new players that much easier. And I haven't even mentioned automation...
Thinking about it a bit, I totally agree with that. I know something felt off about the whole manual idea.
From every angle I look at it, the Galactopedia will be: - better ordered - easier to search - always current on values (because it can extract them from the gamefiles) - be always there while you play, no tabbing - should always contain any information anyway
The only thing is that maybe you want to make sure people do not have to start the game to access it. They might be on another computer when they want to look something up.
The only thing is that maybe you want to make sure people do not have to start the game to access it. They might be on another computer when they want to look something up.
Surely it is possible to make a website that does this.
Edmon on Steam replied this: The game will release in a month from now, so all focus is on getting the game as polished as possible before launch. Hence, limited updates from us at this time.
There probably will at some point... I just think it is not really needed anymore to continue with them, especially when that time probably can be better spent elsewhere.
Someone remind me how research location bonuses remain of interest even if you have many? Smth I disliked in DW1 was that only the top one was, and the rest was useless, but I think it has been changed to something smarter?
Someone remind me how research location bonuses remain of interest even if you have many? Smth I disliked in DW1 was that only the top one was, and the rest was useless, but I think it has been changed to something smarter?
1. Research bonsue are split over a lot more areas. One tech tree, but like 20+ categories 2. They do add now. 3. You need enough total bonus in one area to unlock higher tech. However "General Research" type bonuses count for this.
Thanks. About (2) do they add linearly? I have some reservations if yes, as it could lead to easy soft locking on (3) depending on the requirements of each tech and your luck or lack of it.
Thanks. About (2) do they add linearly? I have some reservations if yes, as it could lead to easy soft locking on (3) depending on the requirements of each tech and your luck or lack of it.
Yes... I'm pretty sure it is linear and I also think that it is not an optimal way to do it. There probably should be some diminishing return for every site that you get with the same type of bonus.
Thanks. About (2) do they add linearly? I have some reservations if yes, as it could lead to easy soft locking on (3) depending on the requirements of each tech and your luck or lack of it.
I am 90% sure they add lineary. At the very least, the general science bonus does.
However it is no realy an issue. Consider that getting high values is a goal of the game. It is how you unlock higher Tiers. I think battleship needed like 45% in construction to even be researchable*. And given that there are now ~20 instead of 3 categories, there is a lot more split.
You will more likely find yourself bottlenecked by lack of bonus, then oerflowing with it.
*Funny enough, random research tree can make it prerequisite free. But is still a huge tech, taking decades to reserach with a starting science budget. And needing a Economy that old to even deploy a handfull of ships.
< Message edited by zgrssd -- 2/10/2022 12:43:43 PM >
If it did not add linear directly it probably would scale better with large and small galaxies and varied amounts of starting races. That is probably where the issue lies with a linear approach.
That fact that you need the bonus is not the issue as that is just a matter of balance.
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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ORIGINAL: Allenthalben Hello all, good day, I am a German fan of DW and I just watched the German preview stream linked here in the forum. The youtuber mentioned that there will be translation of the game in different languages... Is this true? Is this part of the official game or will it be a chance of modding? Thanks!
Hello Allenthalben,
At release, it looks like DW2 will be available in English, but we do want to localize it to other languages after release. The text files are externalized and some testers were working on localizations though it looks like that may not happen in time for the release.
We'd very much like to localize it into German as DW1 was quite popular in Germany.
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
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ORIGINAL: James80 I've looked several streams and I have a question. Next to the resources in the menu there is a price given. What purpose does it have? Do I have to pay for them? I thought that I payed the mining stations and the minded resources don't cost me anything then.
This is similar to DW1. The scarcity or abundance of a given resource can influence its cost. This then also influences the cost of anything built with that resource or which uses that resource (like fuel). In practice, as long as you are at peace and your economy is working and no resources are in shortage, you mostly don't worry about this, but in times of shortage or war this can cause some increased costs as your economy is disrupted.
This is similar to DW1. The scarcity or abundance of a given resource can influence its cost. This then also influences the cost of anything built with that resource or which uses that resource (like fuel). In practice, as long as you are at peace and your economy is working and no resources are in shortage, you mostly don't worry about this, but in times of shortage or war this can cause some increased costs as your economy is disrupted.
Thanks for coming back to it. So, if I don't have the resources on hand and I need them for building they will be instantly bought? If so: I think I have seen independent traders in the game. What is their purpose then?
All resources are retrieved, collected and owned by the private economy. You just buy them from them. They try to keep stocks, especially at spaceports.
They send out frighters and miners out to fill the goals. And indy traders (from indy colonies) can also transprot stuff. I think you start at "Limited Free Trade" with them by default.
All resources are retrieved, collected and owned by the private economy. You just buy them from them. They try to keep stocks, especially at spaceports.
They send out frighters and miners out to fill the goals. And indy traders (from indy colonies) can also transprot stuff. I think you start at "Limited Free Trade" with them by default.
Ah, that makes sense. Sorry, I thought the reserves in stock belong to the state. A mental lapse of mine
All resources are retrieved, collected and owned by the private economy. You just buy them from them. They try to keep stocks, especially at spaceports.
They send out frighters and miners out to fill the goals. And indy traders (from indy colonies) can also transprot stuff. I think you start at "Limited Free Trade" with them by default.
Ah, that makes sense. Sorry, I thought the reserves in stock belong to the state. A mental lapse of mine
I am only 90% sure that is how it works, as I never saw it stated. But it is the tone thing that would make sense out of the whole buying system.
Posts: 93
Joined: 7/6/2006 From: Forest Of Dean, Gloucester UK Status: offline
I see we now have the early order option at a fixed price which I assume is the DX version and an option to upgrade to the physical version which i assume is the ST version??
Is there no CL or HB version option ? Are there plans for this? It would be disappointing to go ST version then CL / HB to come out at a later date. Please confirm
I guess my issue with hard locking research until you get a certain % bonus from various sites is that it is very much tied to your physical expansion and somehow your luck. Perhaps there are buildings or others means to get enough bonus % to unlock mid-levels and high-levels techs? Somehow the simplification that to get to the more powerful research, you must develop wide appears to me a dangerous restriction. I would have preferred a more 'soft lock' approach where high levels techs cost exponentially more, the farther from reaching the requisite bonus % you are. At least, you are never prevented to research it, if you severely lack in the appropriate bonus, it is just not the optimal way of doing it (but sometime you might have no other choice).
To give an example, if the base cost of a tech is 900k and you need 15% in High Energy, then you would pay perhaps 1800k if you only have 10%, 3600k if you have 5% and 7200k if you have nothing. So you are greatly encouraged to find these special sites, but if you can't, then you are not prevented from researching the tech.
I guess my issue with hard locking research until you get a certain % bonus from various sites is that it is very much tied to your physical expansion and somehow your luck. Perhaps there are buildings or others means to get enough bonus % to unlock mid-levels and high-levels techs? Somehow the simplification that to get to the more powerful research, you must develop wide appears to me a dangerous restriction. I would have preferred a more 'soft lock' approach where high levels techs cost exponentially more, the farther from reaching the requisite bonus % you are. At least, you are never prevented to research it, if you severely lack in the appropriate bonus, it is just not the optimal way of doing it (but sometime you might have no other choice).
To give an example, if the base cost of a tech is 900k and you need 15% in High Energy, then you would pay perhaps 1800k if you only have 10%, 3600k if you have 5% and 7200k if you have nothing. So you are greatly encouraged to find these special sites, but if you can't, then you are not prevented from researching the tech.
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ppropriate bonus, it is just not the optimal way of doing it (but sometime you might have no other choice).
I have yet to see how research agreement work... but they could be a way to gain access to more bonuses without actually owning them to some degree.
But in essence it is an intended mechanic that you do want to go out and find those important resources and sometimes you have to fight for them too.
As it is a single player game then it does not have to be either fair or balanced toward the player, so sometimes you will be unlucky and have to fight for it, sometimes you will be lucky. You just will never know and that is part of the story you unfold as you play.