Erik Rutins -> RE: Latest news... (9/2/2011 3:46:16 PM)
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Hi guys, Let's start a separate thread on the performance optimization questions. Vince, there is some good advice on the tech support forum for that as well. Have you tried turning down some of the graphics settings, like the system nebula graphics, setting a fixed frame rate, changing star density, adjusting the settings for which ships are displayed at which zoom level? Please start a new thread if you need more help with this. Back to the expansion, I can announce that the official name for this release is "Distant Worlds: Legends". We will also be starting the contest for the new Space Creature shortly, so get your proposals ready! Also, here's something from one of the design documents, as always what you see here may differ from the final game as we are still working on getting to beta. We expect to be able to start the internal beta test within a week or two. Faction Differences and Victory Conditions Victory Value: A new game concept, which creates a value from all the chosen victory conditions. This is active once the faction-specific victory conditions are turned on. Each faction has a set of victory conditions that contribute to this value. The faction with the highest total victory value is considered the winner. Faction-Specific Victory Condition: Defines what contributes to the faction-specific victory value for each faction. Should be visible to all players unless noted as hidden. Each victory condition is listed with a percentage that it contributes to the faction-specific victory value total. Some are binary, but most should contribute some part of their potential total value depending on how the faction is progressing towards that goal. Faction-Specific Resource Bonuses: The critical resources for each faction offer different bonuses, rather than all contributing to the same bonus. Each of the colonies of the faction that earns these bonuses uses a quantity of each resource each month in order to maintain the bonus, so without either external or local replenishment, the resources will eventually be consumed and the bonus (or bonuses) will end. Faction-Specific Events: Support for minor unique storyline events for each faction. Faction-Specific Rules: Suggestions for new rules to make each faction more unique. Here's are a couple of examples, you can guess which factions each applies to: [;)] Victory Conditions: 1. 25%: Exterminate or Enslave more population of other factions than any other faction in the galaxy 2. 25%: Own the largest Capital Ship 3. 25%: Be the least technologically advanced faction 4. 25%: Build the Universal Hive 5. 25%: Keep your Leader alive – this condition starts as fulfilled and is set to 0 if the xxxx Leader is ever killed. 6. 25%: Earn Trade and Tourism income from other factions 7. 25%: Lose fewer ships than any other single faction 8. 25%: Do not break treaties, unless they are first broken by others. 9. 25%: Have the most experienced General and Admiral 10. 25%: Destroy more Sand Slugs than any other faction 11. 25%: Be the first to explore more systems and locations than any other faction Events: 1. Warrior Wave: +10% to Troop Strength and -20% to Troop Recruitment time for the next year 2. Security Concerns: One random xxxx character is eliminated and replaced by a new Espionage Agent. 3. Natural Harmony: A random continental planet controlled by the xxxx gains one point of quality Rules: 4. Never Surrender: After each year of war, there is a chance that xxxx war weariness will be decreased by a random amount up to 50% to reflect the tenacity of the xxxx. 5. Isolationists: A small chance each year that the “first contact” penalty to diplomacy will be increased or restored to its full level. 6. Lucky: Each time a disaster event should happen to a xxxx colony, there is a 50% chance that it will not happen after all. 7. Death Cult: A random xxxx colony with a non-xxxx population changes its policy to Exterminate for the next year. 8. Migration: Small chance each year that the xxxx Capitol moves to a different colony, as long as there is more than one world with at least 500 million xxxx. 9. Cannibalism: During the last month of each change cycle, the xxxx become so crazed that they consume each other, leading to a brief period of negative population growth but even higher aggressiveness. 10. Xenophobia: For the next year, the “Assimilate” option is not available to the xxxx as an immigration policy choice. 11. Creative Re-engineering: A small chance that increases with the number of xxxx. A High Tech/Industrial technology that is currently being researched receives the benefits of a “crash research project” until it is complete. Resource Bonuses: 1. Nepthys Wine: +5% Happiness on each colony with access to this resource 2. Aculon: +5% to Troop Strength (when recruited) on each colony with access to this resource 3. Megallos Nut: +10% Reproduction Rate on each colony with access to this resource 4. Wiconium: -5% War Weariness for each colony with access to this resource Rules: 1. Scientist characters should be more likely to have a Construction research bonus 2. Desert and Volcanic Colonization requires 50% more research than normal 3. Significantly more difficult to assimilate, increased unhappiness when part of a colony that is not part of a xxxx-ruled faction 4. xxxx receive an additional cumulative bonus of +10% to any research directed to the colonization branch 5. Much more likely to generate Generals 6. Ambassadors start off with the “Linguist” trait which increases their diplomacy bonus 7. Underground Spaceyards: Spaceports have +10% to total Armor strength. 8. xxxx colonies that have non-xxxx races with a policy set to exterminate will increase their population growth on that colony by +10% until no alien colonists remain. 9. Undersea Tunnels: Good chance to avoid natural disasters on Ocean planets 10. Start with knowledge of two unique locations of galactic history, rather than one 11. Disallowed tech should be "Space Commerce"
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