My biggest tiny gripe / wish so far (Full Version)

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Baleur -> My biggest tiny gripe / wish so far (11/24/2011 9:05:47 AM)

Overall i LOVE all the additions to the expansion, love the UI stuff and the starmap stuff. Love the character system with their INSANE number of skills and how they stack. Makes a big difference, losing a character is a big deal. This game feels more and more like Europa Universalis in space, which is one of the biggest compliments I can give :)

But there is one tiny thing after 3 hours of play that i desperatly wish will be added in a week-1 patch..
The ability to press a "Apply colony policy to all colonies of this type" button!

I'm currently playing as Weekarus and trying to keep all native ocean planets clear of any filthy aliens. Two problems occur.
1. If i set the empire policy to "Do Not Allow" or "Resettle" alien races, this means that whenever i colonize desert planets (with the new colony ships of the insectoid independent planet i conquered), they will start to halt growth and/or migrate away from the newly colonized world! (or?)
2. If i on the other hand set the empire policy to "Assimilate", as i want it on the desert worlds (i want them to be seething cess pools of genetic variation), it also applies to any new ocean worlds i colonize..


It is easy enough to manually set each colonized world to what i want, but when we reach colonies in the dozens, it starts getting annoying.
Simply put, i want a way to designate a specific colony type as "Assimilate" and another as "Do Not Allow/Resettle".
Or an under-the-hood mechanic that automatically puts non-native races (non-weekarus in this case) colonies to assimilate, since it makes no sense to have newly formed colonies just disband or halt their growth. I sent out that insect-filled desert colonizer for a reason!
Or perhaps there is already a mechanic in the automated stuff i turned off that i am unaware of?
Thanks!




Erik Rutins -> RE: My biggest tiny gripe / wish so far (11/24/2011 3:04:26 PM)

Hi Baleur,

I'm glad you are enjoying it and thanks for the feedback. It sounds like perhaps the ability to make some of the settings "sticky" so that an "apply all" won't override them would also be helpful?

Regards,

- Erik




Bingeling -> RE: My biggest tiny gripe / wish so far (11/24/2011 4:37:40 PM)

A little related thing. I had my native ackie new colony stolen by the Sluken, and finally got it back. Population options are not available. Is this because there are a few more Sluken than Ackies on this colony? I want to get rid of the pests through some not too brutal bug shipments...




elliotg -> RE: My biggest tiny gripe / wish so far (11/24/2011 9:28:23 PM)

quote:

ORIGINAL: Bingeling
A little related thing. I had my native ackie new colony stolen by the Sluken, and finally got it back. Population options are not available. Is this because there are a few more Sluken than Ackies on this colony? I want to get rid of the pests through some not too brutal bug shipments...

The Sluken are probably experiencing one of their race events that enforces Extermination policy for a year [:)]

You should get control of your population policy at that colony after a while.




Gelatinous Cube -> RE: My biggest tiny gripe / wish so far (11/24/2011 11:32:58 PM)

I've noticed a lot of cool events for the insect races that seem to affect breeding, mostly. [X(]




cookie monster -> RE: My biggest tiny gripe / wish so far (11/25/2011 2:07:27 AM)

Got the add on. I like the Characters.

I have only played for an hour, however I have a tiny wish.

In the technology screen the mouse over text is very small for each item to research.

I can read it with my good eyesight but I think some people may struggle.

My screen Resolution was 1280/1024.

I also attached some ships which were constructing to a fleet.

When I moved the fleet the unbuilt ships went with them, some of the ship graphics were only half built.

Afterwards I sent the partially built ships back for repair and they finished building normally.




Bingeling -> RE: My biggest tiny gripe / wish so far (11/25/2011 10:03:15 AM)

The good old bug of uncomplete ships leaving docks to try reach their fleet is still around. It is annoying.

It would be a nice improvement if a ship in the construction yard (being built or retrofitted) always ignores fleet orders. And picks up its default behavior when leaving docks. I had to scrap quite a few ships being left behind when their planet moved on, yesterday.

Because of this, I have to micro manage new ships for a fleet twice instead of once. As I better add the ones being built to a temporary fleet while being built, and add them to the proper fleet when all are done.




Baleur -> RE: My biggest tiny gripe / wish so far (11/25/2011 11:16:35 AM)

Yes the research text popup is so incredibly tiny, especially at 1680x1050. I wish there was a simple font size .ini tweak we could apply to our own liking :)

I must say one thing i'm sad was not improved however, the nebula backgrounds. They still drain the preformance like crazy. Even having them on Low causes your zooming in / out to be incredibly jerky and stuttery as it loads (the new position?) the nebula at each zoom level. I hope Distant Worlds 2 will use a proper graphics engine that takes better advantage of our graphics cards, there is no reason a 2d sprite / flat image should cause a game to stutter worse than Skyrim during a siege. The sphere of influence overlay also causes more microstutter on zoom in/out. So i keep it off.
Also a bit sad that the interface still takes a few milliseconds of stutter to load and react in various circumstances. Reminds me of Space Empires 5, which isnt a good thing.

I understand games are wildly different in all respects, but i must be honest and say that i have never ever played a 2d game before in my life that has had as bad preformance as this game, and it is not due to cpu limitations, lategame with lots of ships i can understand. I'm only 100% talking about the graphical rendering of it. I really do hope that whatever sequel you have planned in the future takes advantage of a proper optimized graphics engine. The one used by SPAZ, GSB or anything, just not this one. :)

Overall i love the game, the gameplay is great. But there's no reason we can't have great gameplay and a proper graphics engine. Doesn't have to look better, just run at normal preformance levels compared to every other game out there :)
I mean, just imagine Europa Universalis 3 if the world map stuttered as much as Distant Worlds did when zooming in and out. It's a good thing the gameplay is so good enough to offset that. But there's no reason to keep a major flaw in!




elliotg -> RE: My biggest tiny gripe / wish so far (11/25/2011 10:40:37 PM)

quote:

ORIGINAL: cookie monster
I also attached some ships which were constructing to a fleet.

When I moved the fleet the unbuilt ships went with them, some of the ship graphics were only half built.

Afterwards I sent the partially built ships back for repair and they finished building normally.

I'm unable to reproduce this bug. Ships in fleets, when under construction, do not follow fleet orders until complete.

You can safely assign ships to fleets while under construction and still use the fleet. When the ships finish building, they will join the fleet.

If you have a savegame that shows otherwise, please upload it.

Thanks
Elliot




Bingeling -> RE: My biggest tiny gripe / wish so far (11/25/2011 10:58:42 PM)

Hm, I had this happen yesterday. I tried in a fresh game now and could not provoke it into happening by usual fleet commands, including retrofit and reloading.

There must be some more or less weird turn of circumstances that allows the ship to forget it is supposed to be under construction, and noticing what triggers it could be a major pain. I will stop taking my precautions in "hope" that it happens again. At least in games where I have enough money to not care...

What struck me when it happened yesterday was that one of the ships had merely 1/3 of its graphics complete. It was not anywhere near finished. Also these ships are impossible to give a command to, just like ships being constructed.




elliotg -> RE: My biggest tiny gripe / wish so far (11/26/2011 2:16:58 AM)

quote:

ORIGINAL: Bingeling
Hm, I had this happen yesterday. I tried in a fresh game now and could not provoke it into happening by usual fleet commands, including retrofit and reloading.

There must be some more or less weird turn of circumstances that allows the ship to forget it is supposed to be under construction, and noticing what triggers it could be a major pain. I will stop taking my precautions in "hope" that it happens again. At least in games where I have enough money to not care...

If you can track down the precise circumstances that lead to this problem, that would be really helpful. Would be great to fix this if it's still happening.




Bingeling -> RE: My biggest tiny gripe / wish so far (11/26/2011 9:29:25 AM)

The problem is that I would have to be "very lucky" to watch it happen, as long as it does not happen all the time. Typically you only notice because some fleet ship has the orange background for ages, and you start checking what is actually going on. And by that time the point of failure is well in the past.




Bingeling -> RE: My biggest tiny gripe / wish so far (11/27/2011 9:52:09 PM)

I had the bug with ships leaving dock early happen again today. I ordered 7 carriers distributed to my three battle fleets, and one of them had the carriers leave with 17 components unfinished. For once they had engines and could go back to repair, but they were stuck in dock and had to be scrapped.

It was a war when they were ordered, so maybe something like automatic responses had an influence? Of course I noticed ages later.

I remembered to make a save when they were back in dock, and before being scrapped, but I somehow doubt that savegame is a help :)




elliotg -> RE: My biggest tiny gripe / wish so far (11/29/2011 4:55:54 AM)

quote:

ORIGINAL: Bingeling
I had the bug with ships leaving dock early happen again today. I ordered 7 carriers distributed to my three battle fleets, and one of them had the carriers leave with 17 components unfinished. For once they had engines and could go back to repair, but they were stuck in dock and had to be scrapped.

It was a war when they were ordered, so maybe something like automatic responses had an influence? Of course I noticed ages later.

I remembered to make a save when they were back in dock, and before being scrapped, but I somehow doubt that savegame is a help :)

This bug is fixed in the upcoming patch 1.7.0.2

One way that you can reproduce this bug in 1.7.0.1 is by adding unbuilt ships to a fleet and then clicking the Refuel and Repair button in the Fleets screen for the selected ship. This is fixed in 1.7.0.2.




Bingeling -> RE: My biggest tiny gripe / wish so far (11/29/2011 6:09:23 PM)

Nice to hear! Let's not hope there is more obscure triggers for this behaviour out there.




Dracus -> RE: My biggest tiny gripe / wish so far (11/30/2011 1:35:08 AM)

The half complete ships happen to me too, it appears to happen mostly of a enemy ship pops into the system, the half complete ships will try to fight and then get stuck in space away from the space port.




elliotg -> RE: My biggest tiny gripe / wish so far (11/30/2011 2:29:02 AM)

quote:

ORIGINAL: Dracus
The half complete ships happen to me too, it appears to happen mostly of a enemy ship pops into the system, the half complete ships will try to fight and then get stuck in space away from the space port.

Are you still seeing this problem in 1.7.0.2?




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