RE: Distant Worlds: Shadows (Full Version)

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Antiscamp -> RE: Distant Worlds: Shadows (3/18/2013 10:30:39 PM)

This is a lot to take in all of a sudden LOL

I especially liked this from the interview: "We’re also planning to do a modder-focused expansion after Shadows to incorporate as many of the mod community’s requests for customizability as possible." Geez! Did I start modding this game at the right time, or what!?

Keep it coming.




Cauldyth -> RE: Distant Worlds: Shadows (3/18/2013 10:32:47 PM)

Hah, it was the Google (mis)translation that was claiming something was "collision mechanisms."




hein -> RE: Distant Worlds: Shadows (3/18/2013 10:43:56 PM)

there is the text in english after the french one : that seems great !
shadow sound like star trader...




Fishers of Men -> RE: Distant Worlds: Shadows (3/18/2013 10:56:13 PM)

Very impressive, Erik. Thank you for giving us this peak at this expansion. I can see Elliot has been at his creative best, and the extra wait will be well worth it at release date.

Also, your detailed explanation of Matrix's interaction with Steam was thoughtful and appreciated.

FoM




Webbco -> RE: Distant Worlds: Shadows (3/18/2013 11:12:53 PM)

Thanks for this extra info Erik, really intrigued as to what the ground assault screens look like after reading the interview. Any chance you could post one or two screenshots up of those?




KAHUNA -> RE: Distant Worlds: Shadows (3/18/2013 11:15:33 PM)

Thank you for the eye candy!!Much food for thought with the new additions to the game pointed out in the pics. I like the ideas!! Seems all the characters were clones of each other if the pics are any indication.[:)]




Pipewrench -> RE: Distant Worlds: Shadows (3/19/2013 12:26:56 AM)

With all that info...damn I picked the wrong day to stop sniffing glue

Attachment says it all




ASHBERY76 -> RE: Distant Worlds: Shadows (3/19/2013 1:40:01 AM)

The ground combat tree is looking very interesting but I am wondering about the role of the bombard.You could destroy most non homeworld colonies with the weakest bombard tech in 2 mins.Planet shields could stop it outright but I disliked how that worked too as it cost next to nothing to place everywhere.There should be some bombard leakage that I noticed Stardrive has or spies should be able disable planet shields.I am wondering about how this is balanced so you actually use this ground combat tree because it will be a heavy investment.

It also looks from that interview that Shadows in the last heavy feature update for DW1.DW2 is coming it seems.




feelotraveller -> RE: Distant Worlds: Shadows (3/19/2013 2:35:37 AM)

Nice.  [sm=00000289.gif]  Hardcore partygoers will know which faction is waiting for me...

Erik, I strongly hope that resources will be one of the areas opened up to modders.




dazoline II -> RE: Distant Worlds: Shadows (3/19/2013 1:51:21 PM)

The playable pirates look awesome. In shadows when creating a new game can you specifiy pirate factions as Other Empires or are they only for player controlled factions?

Thanks.




Erik Rutins -> RE: Distant Worlds: Shadows (3/19/2013 2:29:10 PM)


quote:

ORIGINAL: dazoline II
The playable pirates look awesome. In shadows when creating a new game can you specifiy pirate factions as Other Empires or are they only for player controlled factions?


If you choose to play in the Age of Shadows, either as a space-based (pirate) or normal empire, you will find that there are quite a few other pirate factions around you. These are not the normal pirates you're used to in Distant Worlds. They are proper empire-level space-based factions that could be from any of the pirate playstyles. These factions are the inspiration for the "Legendary Pirates" that show up in Legends, who represent one of the most powerful and successful of these factions that at one point went to the fringes of the galaxy or even beyond, then returned after the Age of Shadows was over to a very different galaxy.

In the Age of Shadows, if you wipe out one of these powerful pirate factions, when a new one appears it will be significantly weaker than the original ones. It's only the starting pirate factions that begin the Age of Shadows that are at the full faction power level. It's worth noting that wiping out one of these space-based factions requires you to destroy all their bases, construction and resupply ships. It's no longer about destroying just one base. Although they don't start with any planets, they are quite resilient and require an effort similar to that of a normal empire to completely wipe out.

Regards,

- Erik





Erik Rutins -> RE: Distant Worlds: Shadows (3/19/2013 2:33:03 PM)


quote:

ORIGINAL: ASHBERY76
The ground combat tree is looking very interesting but I am wondering about the role of the bombard.You could destroy most non homeworld colonies with the weakest bombard tech in 2 mins.Planet shields could stop it outright but I disliked how that worked too as it cost next to nothing to place everywhere.There should be some bombard leakage that I noticed Stardrive has or spies should be able disable planet shields.I am wondering about how this is balanced so you actually use this ground combat tree because it will be a heavy investment.


We have already adjusted bombardment with this concern in mind, but we're continuing to watch that during testing. We want to make sure we have a good balance at release that does make the ground combat investment worthwhile. Invading a planet should be the best way to take it intact, with its resources, population and facilities (though not undamaged). Bombarding a planet is perhaps a bit more straightfoward, but also causes a significant reputation hit and gives you a damaged world with reduced quality, no population, facilities or stored resources which needs recolonization and rebuilding. We feel there's a good balance to be found there, we just need to make sure we have it right.

Facilities like Planetary Shields also have a maintenance cost in Shadows FYI, so they are no longer "free".

Regards,

- Erik




Erik Rutins -> RE: Distant Worlds: Shadows (3/19/2013 2:33:35 PM)


quote:

ORIGINAL: Webbco
Thanks for this extra info Erik, really intrigued as to what the ground assault screens look like after reading the interview. Any chance you could post one or two screenshots up of those?


Yes, soon. [8D]




spaceghost -> RE: Distant Worlds: Shadows (3/19/2013 3:11:07 PM)

Can we get just a slight hint as to when we can see this.[:)] I am really looking forward to picking this up, hopefully soon. [8D] Thanks.




Texashawk -> RE: Distant Worlds: Shadows (3/19/2013 3:48:53 PM)

Do we have any further info about release beyond Q1? Because Q1 is almost over... ;-)




Bingeling -> RE: Distant Worlds: Shadows (3/19/2013 4:11:46 PM)

In another thread, an April release was hinted at.




Tampa_Gamer -> RE: Distant Worlds: Shadows (3/19/2013 5:16:39 PM)

Really looks good so far, I am especially excited about the "modding" mod after this one to finally open up the data files and perhaps allow loading of multiple mods at once via a load order.

One Question - with the introduction of multiple types of ground units I assume the UI has been tweaked to permit the player to choose what units to load into a transport?




jpwrunyan -> RE: Distant Worlds: Shadows (3/19/2013 5:21:21 PM)

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?
For example: please say extermination/assimilation policies at colonies are now race specific... that there are GUI enhancements... late game economy is improved... an empire history graph... etc.




tjhkkr -> RE: Distant Worlds: Shadows (3/19/2013 9:33:51 PM)

Ummmm, Wow.




tjhkkr -> RE: Distant Worlds: Shadows (3/19/2013 9:35:17 PM)

Corellian Smugglers. Trandoshan Raiders. I foresee new Star Wars possibilities here.




Buio -> RE: Distant Worlds: Shadows (3/19/2013 10:21:28 PM)

Thanks for the new Shadows info. Looks great.




Kayoz -> RE: Distant Worlds: Shadows (3/19/2013 11:20:11 PM)


quote:

ORIGINAL: jpwrunyan

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.

I entirely agree. DW has had numerous minor bugs which have never been fixed since the original release. I hope Elliot actually addresses them instead of ignoring them.

quote:

ORIGINAL: jpwrunyan
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?

Problem here, is that the information Erik releases is so scattered throughout the threads that it's nigh impossible to keep track of. An "admin only" (nobody else posts) thread solely for these sorts of posts would help a great deal. But in the end - it doesn't really matter till there's a release... so it's probably not worth the time/effort to do at this point. Perhaps something for the future.




HectorOfTroy -> RE: Distant Worlds: Shadows (3/19/2013 11:48:54 PM)

Interesting that one screenshot with available missions to choose from. Is this only for pirate factions or can we take these missions on when playing empires?




tjhkkr -> RE: Distant Worlds: Shadows (3/19/2013 11:56:47 PM)

You know, with the new ability to sack planets and places for money; escorts and frigates will take on a whole new need.




Darkspire -> RE: Distant Worlds: Shadows (3/20/2013 3:52:30 PM)


quote:

ORIGINAL: jpwrunyan

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?
For example: please say extermination/assimilation policies at colonies are now race specific... that there are GUI enhancements... late game economy is improved... an empire history graph... etc.


+1 Also add to that the Galaxy (G) map needs some extra filters added and the resource finder still needs straightening out, its annoying every time you exit it that it resets to the default first entry resource and you have to scroll to find (or first letter and scroll) to find the resource again.

quote:


In time, if your influence is strong enough you can even get to the point that your space-based civilization may in fact bring the planet completely under your control. This means that while you start as a space-based faction, if you are very successful and you wish to focus on that path, you can transition to a planetary empire as well.


[sm=happy0065.gif]

That was the one thing I was hoping that was going to be implemented when I first read about the space based factions.

Rest is icing on the cake for me [sm=00000280.gif]

Darkspire




Cauldyth -> RE: Distant Worlds: Shadows (3/20/2013 4:26:42 PM)

I have to say, it all sounds very cool, and I'm glad you guys are taking the time to do it right. It seems as though playing a space-based faction will be an entirely different sort of game. From what I understand, the number of ships you'll own at any given time will be quite small, and each single new one you buy (or one you lose) will be a significant event.

It also may mean that those of us who don't usually get into ship design in the current game may do so in Shadows. I personally love ship design in my games, but when I'm running an empire and building dozens of new ships of varying types every 10 minutes, I just can't bring myself to get into it. That may change now...

The space-based faction part of the expansion almost feels a bit like the Republic expansion for Crusader Kings 2. Both take an existing game of nations and empires and then add this new level of organizations which exist in their own territorial layer within the game (that is, they can own property within the territory of various empires for the purpose of conducting their cash-driven business). Both expansions also allow you to, with some difficulty, transition to a more standard empire if you so choose. Very cool.




Simulation01 -> RE: Distant Worlds: Shadows (3/21/2013 2:19:26 AM)

Erik could you elaborate on the "two Age of Shadows" pre-hyperspace empires comment from the interview:

quote:

The new difficulty options along with the two Age of Shadows pre-hyperspace empires and space-based factions should make for a challenging game for players of all levels.




skigrinder -> RE: Distant Worlds: Shadows (3/21/2013 4:21:55 PM)

Hi Erik,
On the bombard / ground battle issue, what do you think about planet-based weapons facilities against invading ships?
I'd love the ability to build multiple ground-based missile batteries.
Also, the ability to prioritize targeting to troop transports and ships with bombard weapons would be cool.
Thanks,
skigrinder




ASHBERY76 -> RE: Distant Worlds: Shadows (3/21/2013 9:02:58 PM)

Armour and marines.Is there any difference apart from hit points and attack value.How deep is the planet invasion simulation?




2guncohen -> RE: Distant Worlds: Shadows (3/21/2013 10:21:06 PM)

What will the price tag be ?
SO that i can be prepared to buy it when it releases [:D]
[&o]




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