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RE: Distant Worlds 1.0.4 Public Beta 4 Now Available!

 
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RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/3/2010 9:02:52 PM   
Dadekster

 

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I know it's probably really low on the list of things to be done considering the number of people working on this but I would still kill (ok not literally) for some decent manual or explanation of game play elements. There are so many questions I have regarding things in this game with no answers or way for me to know except by hours of trial and error. I don't have hours to spend on trial and error though, I just want to have fun playing the game Here's a couple I am curious about.

1. Do you really need a spaceport in every system and if you have multiple colonies in a system do each of them need a spaceport? I know they probably kick up the efficeny for the private economy as a spaceport allows multiple docked ships...but at what point do I want to pay 1-3k in maintenance fees versus improved efficency? At the moment I put a small spaceport in each system and upgrade them as the colonies start to show good cash flow, but same thing. Should I upgrade them in multiple systems? Does it depend on if they have luxury goods at the planet? Etc.

2. What do the percentages mean at planets in regards to resources?

3. What determines what a station mines when you build a station at a resource? I would guess it depends on what the market demands...but even when multiple resources seem to be in high demand, checking the cargo hold of a station usually shows it mining only one resource. I don't recall needed multiple extractors for multiple resources or am I wrong about that? It seems inefficent if it just mines what is requested and then just sits idle the rest of the time.

4. Do different resouces take up different amounts of space in a cargo hold? Does argon gas take up the same amount of hold space as say steel?

That's all I can think of since I played last. I have more and I should probably write them down as a play since when I post about it I typically can't recall what I was wondering about the other day. I must be getting old

Still a great game and I like where you are going with this as it has tons of potential as I am sure you guys realize. Keep polishing

****
Just saw where this went, if you want please move it to a more approriate sub forum.

< Message edited by Dadekster -- 5/3/2010 9:04:10 PM >

(in reply to taltamir)
Post #: 121
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/3/2010 9:11:30 PM   
taltamir

 

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1. spaceports:
spaceports include construction facilities, which allow the construction of more freighters and private ships faster
spaceports contain massive storage facilities
spaceports contain significant armament for protection
spaceports contain labs that provide you with research
spaceports contain extra docking bays allowing more ships to be processed at once and prevent traffic jams
spaceports contain recreation and hospital facilities which provide a significant boost to colony morale (this is a big one) which in turn boosts your overall income in a variety of ways.

I build a small space port in every planet, and upgrade those as needed.

2. I have no idea, i wish to know as well.

3. Odd, I thought they mine everything... if they only mine one thing at that location then that is a big issue.

4. AFAIK they all take the same amount of space... since space is some arbitrary unit... presumably some volume or mass unit.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Dadekster)
Post #: 122
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 12:53:33 AM   
Rustyallan

 

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Dadekster,  your questions would probably be better in the main forum instead of this thread.  To add to what taltamir said though. 

1.  I've been playing with a striped-down SSP for basic services at all new planets.  It gets expensive so I'm trying a new game with a small star base to provide the same services w/out the shipyard requirement of a spaceport.  When you look at the map, anywhere that multiple trade route lines intersect, you will want to consider putting a spaceport.  The more lines, the larger the port should be to handle the private traffic.  Watch the planets to see if there are any ships queuing up and you should put a larger port there.

2.  Not entirely sure on what the percentage is, but I'm guessing it has to do with the rate at which you can mine the resource.  maybe xx% of your extractors max rate?

3.  they do mine everything.  you can open the base and look in it's cargo hold via the ships window and see that it has piles of all the resources.

4.  the measurement is a cargo unit and it doesn't matter how much steel or argon gas fits in it since all we see is the cargo unit.  I haven't seen anything that takes multiple cargo units.


(in reply to taltamir)
Post #: 123
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 7:53:58 AM   
taltamir

 

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quote:

ORIGINAL: Rustyallan
4.  the measurement is a cargo unit and it doesn't matter how much steel or argon gas fits in it since all we see is the cargo unit.  I haven't seen anything that takes multiple cargo units.


Logically though, since a freighter can only carry X "cargo units", cargo units must be in volume.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Rustyallan)
Post #: 124
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 7:56:47 AM   
Fishman

 

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quote:

ORIGINAL: taltamir

I thought it was impossible to design a freighter with more then 1 gun starting with version 1.04. which is also the version where the AI started ignoring armed freighters
I thought so, too, but I haven't actually been able to look yet because it's not finished. If I can go back to pissing off the AI with heavily armed merchant-battlecruisers, I WILL. Because, frankly, I'm not about to make any personal sacrifices to appease an AI which will shortly become implacably angry at me over coveting my colonies and resources and generally hating me, anyway, and who will now refuse to actually sell anything at a reasonable price apparently...although at least he'll stop invading my space, so I may just simply ignore him rather than vaporizing him on sight.

(in reply to taltamir)
Post #: 125
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 9:33:08 AM   
Sliverine

 

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i think a spaceport at every planet is pretty extravagant tho lol...

having at least one spaceport in every system is a good thing but one at every planet? I find the maintenance costs to far outstrip my profit.

(in reply to Fishman)
Post #: 126
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 9:50:02 AM   
taltamir

 

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quote:

ORIGINAL: Sliverine

i think a spaceport at every planet is pretty extravagant tho lol...

having at least one spaceport in every system is a good thing but one at every planet? I find the maintenance costs to far outstrip my profit.


a SMALL space port at every planet. just the bare necessities.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Sliverine)
Post #: 127
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 11:23:34 AM   
Rustyallan

 

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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Rustyallan
4.  the measurement is a cargo unit and it doesn't matter how much steel or argon gas fits in it since all we see is the cargo unit.  I haven't seen anything that takes multiple cargo units.


Logically though, since a freighter can only carry X "cargo units", cargo units must be in volume.


Whether a cargo unit is one cubic meter, one cubic yard, or one cubic glardin doesn't matter though. The only measurement unit that counts is the cargo unit, so that is what the unit of volume is called.


quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Sliverine

i think a spaceport at every planet is pretty extravagant tho lol...

having at least one spaceport in every system is a good thing but one at every planet? I find the maintenance costs to far outstrip my profit.


a SMALL space port at every planet. just the bare necessities.


Yep a Small spaceport, striped of everything but the most basic necessities, along with rec/med added in. It's relatively cheap and easily upgraded. I'm playing a game now though where I build a small star base striped of everything with rec/med added though. it's 1/5 the cost and maintenance. Not as easily upgraded, but I plan to only put starports where the AI says so I can see if there's any reasoning I can spot. And I do remove the star base when I build the spaceport. I'll post results after the run in the main forums... or maybe as an AAR.


< Message edited by Rustyallan -- 5/4/2010 11:24:20 AM >

(in reply to taltamir)
Post #: 128
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 11:26:33 AM   
taltamir

 

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quote:

Whether a cargo unit is one cubic meter, one cubic yard, or one cubic glardin doesn't matter though. The only measurement unit that counts is the cargo unit, so that is what the unit of volume is called.

Certainly... just saying it can't be a unit of mass.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Rustyallan)
Post #: 129
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 11:38:13 AM   
Rustyallan

 

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quote:

ORIGINAL: taltamir

quote:

Whether a cargo unit is one cubic meter, one cubic yard, or one cubic glardin doesn't matter though. The only measurement unit that counts is the cargo unit, so that is what the unit of volume is called.

Certainly... just saying it can't be a unit of mass.


Agreed. I never indicated mass, just volume. The original question was if cargo units were broken down further or if items would take more than one cargo unit at some point, which does not occur.

(in reply to taltamir)
Post #: 130
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 12:02:02 PM   
DasTactic

 

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A few more things...

Galactopedia - Components is listed twice, once again inside itself.

Planetary Torpedo weapons placed on bases if currently highest tech which are useless against ships.

Some random objects are too strong and change the game too much (Abandoned ships, Ship grave-yards etc).

Figure of a man in the diplomacy screen next to the list of empires.

(in reply to Rustyallan)
Post #: 131
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 12:55:24 PM   
Fishman

 

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quote:

ORIGINAL: Rustyallan

Whether a cargo unit is one cubic meter, one cubic yard, or one cubic glardin doesn't matter though. The only measurement unit that counts is the cargo unit, so that is what the unit of volume is called.
I always refer to the undefined cargo unit as the "metric assload".

(in reply to Rustyallan)
Post #: 132
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 1:06:50 PM   
SiempreCiego

 

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minor issue
when i went to zoom out, for some reason all the ships in transit froze in place for about 5 days (game time). on selecting one of hte offending ships and centering on it, it instantly changed location to where it supposed to be.
only happened the once.

all in all though the changes seem positive

(in reply to DasTactic)
Post #: 133
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/4/2010 9:59:21 PM   
Finndibaenn

 

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I'm having repeating freezes of the game after about 30 mins/1H playing using beta4, was wondering if that is happening to others too ?

Regarding features/improvements : I wonder if it would be possible, when multiple ships are selected, to allow options (like load troops) as soon as ONE of the selected ships can carry it out.

Currently it's a pain to take every ship one by one to have them refill their troops slots

(in reply to SiempreCiego)
Post #: 134
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 4:01:18 PM   
Wallenstein

 

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quote:

ORIGINAL: Finndibaenn

I'm having repeating freezes of the game after about 30 mins/1H playing using beta4, was wondering if that is happening to others too ?



That happened to me as well, usually after destroying an AI empire´s base or ship. According to the replies in the technical support forum those freezes will be gone with the official 1.04 patch release.

(in reply to Finndibaenn)
Post #: 135
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 6:07:59 PM   
TheSAguy

 

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Any update on the release of 1.04 or a hotfix for the freezing problem?
It’s really killing the game… L

(in reply to Wallenstein)
Post #: 136
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 7:47:25 PM   
Erik Rutins

 

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The official release is coming out today, just hang on.

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Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to TheSAguy)
Post #: 137
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 7:50:32 PM   
taltamir

 

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quote:

ORIGINAL: Erik Rutins

The official release is coming out today, just hang on.


Oh I am so failing my finals :P

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Erik Rutins)
Post #: 138
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 9:15:59 PM   
nammafia

 

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What!...What!...Today?


(in reply to Erik Rutins)
Post #: 139
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 5/5/2010 10:35:44 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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The 1.0.4 official update is now available, please see this thread:

http://www.matrixgames.com/forums/tm.asp?m=2459685

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to nammafia)
Post #: 140
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