RE: Distant Worlds 2 - Showcase (Full Version)

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Miletkir -> RE: Distant Worlds 2 - Showcase (1/25/2021 8:21:48 AM)


quote:

ORIGINAL: Secretcode

vibe that everyone here will make it into the beta unless it randomly spreads on reddit/gaming website


^^^ Like that fellow says [8D]. I wish we'll know soon about the beta launch. Like tomorrow soon.




Whiskiz -> RE: Distant Worlds 2 - Showcase (1/25/2021 8:49:44 AM)

quote:

vibe that everyone here will make it into the beta unless it randomly spreads on reddit/gaming website


Yeah i was thinking the same, but it was a good excuse to make a funny [:'(]




Larsenex -> RE: Distant Worlds 2 - Showcase (1/25/2021 8:43:37 PM)

Wow, like WOW. I am excited! Looking forward to tomorrow. Will the stream be recorded and re-released?




Hawawaa -> RE: Distant Worlds 2 - Showcase (1/25/2021 9:05:12 PM)

Twitch will keep a record of the stream so you can watch it after. Won't be surprised if someone else has a youtube video off it too.




Handbanana -> RE: Distant Worlds 2 - Showcase (1/26/2021 6:12:20 AM)

TODAY IS THE DAY BOIS AND GIRRS




Galaxy227 -> RE: Distant Worlds 2 - Showcase (1/26/2021 7:23:16 AM)

THIS IS IT




LordMM -> RE: Distant Worlds 2 - Showcase (1/26/2021 11:37:06 AM)

https://store.steampowered.com/app/1531540/Distant_Worlds_2/

Has some news images and a brand new trailer




LordMM -> RE: Distant Worlds 2 - Showcase (1/26/2021 11:38:01 AM)

Major Improvements and changes from Distant Worlds: Universe: FROM STEAM

- 64-bit multi-threaded 3D-based Engine and completely new architecture and code base removes previous memory limitations and performance bottlenecks, allowing large galaxies and better performance overall as well as excellent compatibility with modern hardware and operating systems.

- A vast, immersive and dramatic galactic environment rendered in 3D with ships, stations, weapon effects and animations all a major step forward from the classic 2D Distant Worlds.

- A fully scalable and re-designed User Interface, fully integrated with the map view to allow the player easy access to relevant information and much better awareness of all the activities going on in and around their systems.

- Improved AI both for AI opponents and player AI assistance and advisors

- Seven playable factions at release, each with a full 3D ship and station set as well as full animated character art: Humans, Ackdarians, Mortalen, Zenox, Boskara, Teekans and Haakonish. These were chosen from the original factions to cover a wide variety of playstyles, especially when combined with the available Government choices: Democracy, Feudalism, Republic, Monarchy, Mercantile Guild, Military Dictatorship, Technocracy, Hive Mind.

- Improved Diplomacy, including many possible first contact outcomes and more options for trade and treaties as well as tracking of diplomatic reputation by empire.

- Expanded Resource system with resources varying in rarity and luxury resources offering other bonuses beyond just colony development. Resources are also somewhat less abundant and require more effort to extract. The more rare Construction resources allow you to unlock the best technologies and components. Additionally, with access to enough of the right luxury resources, significant benefits can be gained including pushing colony development well past 100%. Resource stock levels can be automated or controlled in full at each planet at station.

- More fine-grained exploration, including sensors that in the early game can’t fully cover the width of a system. Ships may be visible but not identifiable. Unexplored systems in sensor range may show how many planets are there but require actual exploration to determine type and resources. Specific locations can now contain both what can be seen on the surface level as well as other hidden ruins or bonuses that will only be found with additional exploration (though improved scanners and better survey teams, or ongoing mining or colonization).

- Galactic nebula clouds form difficult barriers, giving natural 'geography' to the galaxy. Ships navigate around these by default because hyperjump movement inside nebula clouds is much slower and other damaging effects can occur. Hyperdrives now also have a maximum jump range for a single jump. This means traveling to distant locations often involves “star-hopping” through multiple star systems rather than just following a straight-line route. This creates additional challenges and choke-points in the galaxy.

- Expanded influence over state funding choices, allowing prioritization of maintenance and reserved income as well as bonus funding.

- More options for automation, now down to the ship role level. For example, Construction ships can be set to Full Automatic control, to Auto-Build Mining Stations or Auto-Build Research Stations or Auto-Salvage, etc. Exploration ships can Auto-Explore, Auto-Scout or Auto-Spy on Enemy systems. In addition, at the Policy level you can now choose whether your Advisors Suggest and Execute (they’ll act on the suggestion unless you tell them you disagree) or just Suggest (no action will be taken unless you explicitly agree).

- A more detailed damage model for space combat. Components can now be partially damaged but not destroyed, weapons can have bleed-through damage against both shields and armor, shields can have resistance allowing flat damage reduction as well as a chance based on the shield type to allow some damage through. Ion weapons now have specific damage against different component types, intercept weapons (point defense) now have different ratings against multiple target types and can engage seeking weapons, fighters and bombers and even direct-fire or full-length beams if they have that capability.

- Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.

- Research bonuses now not only speed up research in a particular area, but also are required to unlock key technology threshholds to progress further in the research tree. You can gain these bonuses from research locations built at important scientific locations. For example, progressing to Fast Jump Hyperdrives now requires a 20% minimum research bonus in Hyperdrives. Research projects may also now require an initial investment of credits or resources prior to initiation.

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

- Population policies can now be set for each species at each colony.

- Independent colonies now often have unique bonuses and otherwise non-playable species and will engage in diplomacy with you for trade and possibly to join your empire. Alternately, they can be conquered and assimilated by force, but no longer will just sending a colony ship be enough to bring them to your side.

- 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.

- The interface is now designed to work alongside the galaxy map. Only the ship design and research screens are full-screen. You will find that when you have a part of the interface open, let’s say a list of ships, the objects in that list will be highlighted on the map and hovering or clicking on an item in the list will “ping” the map at its location or give it an extra highlight. This makes it quick and easy to get a sense of where everything is and what it’s doing.

- Full 3D Ship Design with ship hulls that unlock up to a certain size and have a variety of component bays. Components can be placed within a matching bay and external bays, such as for weapons, are fully visible on the model when a component is placed there. Typically it is difficult to fill all slots for a particular hull, allowing for specialization choices within the maximum design size available. Ships hulls now also have a separate hull and armor rating, which can absorb some of the damage that gets past armor and shields but whic may not hit a component. Compared to Distant Worlds 1, ships are generally more durable and require more effort to destroy.

- New weapon firing and hit effects, including particle effects, to bring your custom-designed ships and 3D space battles to life!

- A new Message system with full message filtering settings as well as a complete message log and the usual alert and pop-out messages depending on the importance of the event.

- New Map Overlays for Resource Flows, Migration Flows, Tourism Flows, Location Badges (which summarize most of what you want to know about a system or planetary location at a glance) and Diplomatic Relations.

- A new Storyline which calls back to the original Distant Worlds, but with new previously unseen threats in each era of the game and more for each faction to find and explore about the lore of the Ancient era of the galaxy and the specific role of their ancestors as that history unfolded, leading to the cataclysm that destroyed the Ancient era, brought on the Age of Shadows and eventually the current era, where planetary civilizations are venturing back to the stars again.




Handbanana -> RE: Distant Worlds 2 - Showcase (1/26/2021 11:51:24 AM)

- Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.


THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.




Miletkir -> RE: Distant Worlds 2 - Showcase (1/26/2021 12:01:45 PM)


quote:

ORIGINAL: Handbanana

- Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.


THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.


I love that too, but where did you see it? There's no screen with the research tab on the Steam page.




Whiskiz -> RE: Distant Worlds 2 - Showcase (1/26/2021 12:07:50 PM)

quote:

Improved AI both for AI opponents and player AI assistance and advisors


One hopes.

quote:

Improved Diplomacy, including many possible first contact outcomes and more options for trade and treaties as well as tracking of diplomatic reputation by empire.


Diplomacy in the first was pretty good for its time, looking forward to checking out this improved version.

quote:

Expanded Resource system with resources varying in rarity and luxury resources offering other bonuses beyond just colony development. Resources are also somewhat less abundant and require more effort to extract


Ayy, somewhat less abundant and more effort to extract resources hopefully means having a deeper more meaningful economy to engage with, along the lines of the simulated economy thread i made about DW1 recently.

quote:

This means traveling to distant locations often involves “star-hopping” through multiple star systems rather than just following a straight-line route. This creates additional challenges and choke-points in the galaxy.


Great change, this also should make the "world" a little more meaningful and less whack-a-mole when anyone can virtually appear anywhere in any system of yours at any time.

quote:

Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.


Wayyy out of left field. I don't even.

quote:

THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.


Well i'm glad there's some sort of method to this seemingly madness - i stopped playing Stellaris when i saw the combat was nothing more than a pretty simulation, so i'm not familiar with this style of research but you seem pretty positive about it so i hope it's good. Props to them adding the option for traditional research in case it's not.

quote:

Compared to Distant Worlds 1, ships are generally more durable and require more effort to destroy.


Sweet, hopefully this makes combat more meaningful too.




Cauldyth -> RE: Distant Worlds 2 - Showcase (1/26/2021 12:26:35 PM)

So much goodness in that list, I'm thrilled. I will echo enthusiasm for this one in particular:

quote:

Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.




Cauldyth -> RE: Distant Worlds 2 - Showcase (1/26/2021 12:28:25 PM)


quote:

ORIGINAL: Miletkir


quote:

ORIGINAL: Handbanana

- Research by default is both blind (only see the next projects that link to the ones you have already researched) and has probability-based pre-requisite and fall-back paths (alternate paths to unlock projects) which means that each time you play, the Research tree can vary and the paths many not be the same. This can also be changed in the setup options to allow for full visibility and fixed paths for more predictability.


THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.


I love that too, but where did you see it? There's no screen with the research tab on the Steam page.


https://steamcommunity.com/app/1531540




rjord2021 -> RE: Distant Worlds 2 - Showcase (1/26/2021 12:57:56 PM)


quote:

ORIGINAL: Grognerd_INC

I'll withhold my enthusiasm until after watching the presentation.

DW Universe is a very good game but it is not customisable enough for my desires - still a very good game.
A map editor would make me happy enough to act crazy! As I love to create science fiction universes from books/movies and a certain role playing game.
Even without a map editor I'll surely want to play it, as Universe was about is best 3 or 4X best game out there. I just won't be as excited.



Universe does have a map editor already and will hopefully be improved with the new release.




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 1:54:45 PM)

https://www.matrixgames.com/game/distant-worlds-2




rjord2021 -> RE: Distant Worlds 2 - Showcase (1/26/2021 2:08:54 PM)


quote:

ORIGINAL: Erik Rutins

https://www.matrixgames.com/game/distant-worlds-2




Thanks Erik..... looks great.




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 2:09:27 PM)


quote:

ORIGINAL: Handbanana
THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.


I didn't actually realize this was also in Stellaris, but FWIW this was part of the DW2 plan since before Stellaris was released. I guess you pick from one of three or four visible projects there each time you pick, but under the hood, so to speak, it works in a similar way? A version of this has also been done in other games in the past - research where you only see the next possible project and where the paths can change is not a new idea we came up with, but we loved the idea of it as an option for DW and implemented it in the way we felt best suited to DW.

Regards,

- Erik





Miletkir -> RE: Distant Worlds 2 - Showcase (1/26/2021 2:50:46 PM)


quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Handbanana
THIS! OMG im loving it. They are borrowing some stuff from Stellaris, but I like it.


I didn't actually realize this was also in Stellaris, but FWIW this was part of the DW2 plan since before Stellaris was released. I guess you pick from one of three or four visible projects there each time you pick, but under the hood, so to speak, it works in a similar way? A version of this has also been done in other games in the past - research where you only see the next possible project and where the paths can change is not a new idea we came up with, but we loved the idea of it as an option for DW and implemented it in the way we felt best suited to DW.

Regards,

- Erik




From what I understand of it, this is better than Stellaris because you can still see where one specific research leads to, without seeing the entire technological tree as a predefined history of science. This is *the* immersive way to do it, close to how science really happens, and I'm thrilled!

I'd also like to congratulate you guys on that beautiful artwork you got for the game. I'll have more to say later for sure, but I'm still in the "this is happening" moment. Thank you Erik and the whole team for your work and dedication.




Bleek -> RE: Distant Worlds 2 - Showcase (1/26/2021 2:57:04 PM)

The second trailer is good, really good.

How DW has matured with time. [&o]




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 3:49:35 PM)

13 minutes to the livestream: https://www.twitch.tv/slitherinegroup




Secretcode -> RE: Distant Worlds 2 - Showcase (1/26/2021 4:30:37 PM)

Definitely needs to live play it lol I feel bad for him because he has to rush with the paste of the video speed, but
it's packed full of info so much goodness.




Bleek -> RE: Distant Worlds 2 - Showcase (1/26/2021 4:59:54 PM)

Love the 'proper' space battles.

Love the freight/supply overlays.

Love the real-time supply/demand updates ... per ship!

Just looks excellent.

Brilliant stream. [8D]




ASHBERY76 -> RE: Distant Worlds 2 - Showcase (1/26/2021 5:20:46 PM)

My view.

It looks almost like DW1 with UI rework and better ship design.The strategic game from what I see is the same.While this doesnt make it bad of course but the 33/33/33 rule seems way off here.




Larsenex -> RE: Distant Worlds 2 - Showcase (1/26/2021 5:25:43 PM)

Asherbury, what is the 33/33/33 rule? I am happy with it being DW1 in form and feel but more of it and clearer/cleaner.




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 5:27:00 PM)


quote:

ORIGINAL: Secretcode
Definitely needs to live play it lol I feel bad for him because he has to rush with the paste of the video speed, but it's packed full of info so much goodness.


I'll try live-playing in the future, but we were trying to pack as much as we could into an hour, boy that went by quickly!




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 5:27:11 PM)


quote:

ORIGINAL: Bleek

Love the 'proper' space battles.

Love the freight/supply overlays.

Love the real-time supply/demand updates ... per ship!

Just looks excellent.

Brilliant stream. [8D]


Thank you!




Erik Rutins -> RE: Distant Worlds 2 - Showcase (1/26/2021 5:29:06 PM)


quote:

ORIGINAL: ASHBERY76
It looks almost like DW1 with UI rework and better ship design. The strategic game from what I see is the same.


It's certainly true that it should feel familiar to DW1 fans. With that said, there are a ton of changes especially in the details that are hard to bring out but that make a pretty big difference. We'll show more as time goes on.




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