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RE: Distant Worlds Gets a Major Update!

 
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RE: Distant Worlds Gets a Major Update! - 5/9/2010 5:43:54 PM   
ASHBERY76


Posts: 2136
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From: England
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quote:

ORIGINAL: ceyan
I haven't played EU3 since just after NA was released, but unless they changed something EU3 doesn't really have a corruption style mechanic at all, totally screws up Inflation (which I have to imagine they've somewhat fixed by now) in ways far worse than any DW economic problem, and has/had the same problem as DW where once you reach a certain point your Empire is so big without any consequence that its pointless to even play (which I imagine has also been adjusted somewhat, especially since two expansions have been released since I've played).


EU3 increased tech costs for the amount of provinces the player had.

_____________________________


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RE: Distant Worlds Gets a Major Update! - 5/9/2010 5:47:08 PM   
Fishman

 

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That happens in DW anyway. The huge sums of money you could theoretically get won't actually help much since the AI will jack up his price demands on you and therefore everything just costs more. When overdone, it becomes pointless to attempt to deal with an opponent who always wants "Everything You Have + X". Fortunately, I'm not terribly attached to diplomacy anyway. To me, diplomacy is just something you try, because you can always invade them later.

(in reply to ASHBERY76)
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RE: Distant Worlds Gets a Major Update! - 5/9/2010 5:51:16 PM   
ceyan

 

Posts: 168
Joined: 7/3/2004
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quote:

ORIGINAL: jscott991

Post the save game!

This is exactly the data needed. 80-90% corruption is exactly what I've been trying to show can happen! Expansion COSTS you money. Some people were denying corruption levels at that percentage were even possible. They aren't only possibly, they are INEVITABLE. And only 94 worlds! Fantastic. I knew this could be proven.

Erik has repeatedly denied this occurs. But that clashes with all the explanations of corruption provided and the hard data.


It almost goes against the point you're trying to make and supports Erick to a certain extent. I'm re-creating the game now (I hadn't saved that game and my auto-saves were long gone), and a little over a year in my colonies are sitting at 77% (Lowest I found) to 85% (highest I found) and my Annual Tax Revenue is 967k while my Annual Colony Revenue in the Private Sector is 2800k. My higher corruption values are on my higher empires highest earning colonies but I'll give the benefit of the doubt and use my lowest corruption value of 77%. That means I should be earning 23% of my colony revenue (this is all based on my understanding of the colony/tax/corruption interaction which could be all messed up). So my colonies together are "earning" 2800k in taxes and I'm receiving 967k in revenue. Unfortunately the 967k is 34% of my Colony Revenue, not 23% (or even worse as it seems it should be if corruption was affecting my colonies as it says it should).

Of course, I realize that sounds all messed up as the number should be Colony earnings are taxed at the tax rate, which equals the Annual Colony Taxes on the Private Sector, then the Colony Tax modified by corruption should be what I see on Annual Colony Tax Revenue, but that doesn't seem to be the way it displays.

P.S.
Might have to restart this one, I accidentally changed my capital when scrolling through the colony screen and I'm pretty sure that will screw up everything.

Edit:
I kept running it and I'm not 4 years in and it seems to be balancing out as the empire crashes. My Colony Profit to Tax Revenue has dropped to 26%. I'm planning on letting it run to 2775 and see what we get. I think something might be wrong with the scenario or the game, because my Space Port income whenever I check never reaches double-digits and its almost always at just 1k, which seems odd. Plus the lack of any other source of income (partly the AI's fault but part scenario purpose) is killing the AI.

Second Edit:
Erik:
One thing that really needs to be implemented is either an option to turn off the stupid sound whenever a combat alert pops ups (it even persists if you disable combat notices/popups) or an option to scale what qualifies as a "Under Attack" alert. If this was a full game I was invested in I'd want to have that option so I know when I'm being invaded, but nearly once a second I get constant alerts that some random ship or station is under attack, and not only do I just not care at this scale, but it causes you to miss the actual important/consequential alerts.

< Message edited by ceyan -- 5/9/2010 6:22:45 PM >

(in reply to jscott991)
Post #: 63
RE: Distant Worlds Gets a Major Update! - 5/9/2010 5:53:20 PM   
Webbco


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Wow, you really are on a mission with this jscott!

I'm waiting to see how big my empire needs to be before this 'issue' takes effect.

(in reply to jscott991)
Post #: 64
RE: Distant Worlds Gets a Major Update! - 5/9/2010 6:47:07 PM   
ceyan

 

Posts: 168
Joined: 7/3/2004
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Here we go, I decided to put this somewhere else besides the Matrix FTP site because it isn't really bug related, although I did have a few concerns which I'll list at the end of the post. I only made it to 2770, had to stop early because I've got a dinner to get to, and the AI is deep in debt but its been slowly getting better. It started at +200k and steadly dropped to -120k, and since then its been varying between -80 and -10k, and I wanted to see what it'd do with a few more years. Also note I may have screwed up by changing the capital early on. Finally, this was completely hands off except for getting rid of window popups.


http://rapidshare.com/files/385364158/Galactic_Republic_2770-11-28.dwg.html

(Ugh, use my upload capacity so rarely I forgot how low my plan was on that side)

Potential bugs/concerns noted during my run:
The AI wasn't building/designing up to its potential in terms of ships size. IIRC it could build up to Size 850 ships but its maximum ship design was somewhere around 450.

I'm still not 100% sure where Space Port Income comes from, but it seemed to fluctuate wildly in my normal games but went absolutely no-where in this game (usually 1k and the max I saw it was 8k). Somewhat related, I'd think the AI would want to create one or two resort bases with this setup, but maybe it just needs more time and to go back to a positive cash balance. Might also be a function of the scenario, not sure.

Not really bugs, but definitely oddities:
Kind of minor, but it built four resupply ships and actually used one in a reasonable location. The rest were total Whiskey Tango Foxtrot moments, especially given the size of the Empire and the fact that it wasn't operating far outside its borders (everywhere it sent fleets it could easily get too, fight, and get back on not even a full tank of gas).


Tons upon tons upon tons of troops, especially for under 100 colonies. And I'm not sure why but a lot of them were marked with 0 readiness and strength.

< Message edited by ceyan -- 5/9/2010 7:01:14 PM >

(in reply to Webbco)
Post #: 65
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