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RE: Some discussion of 1.0.5

 
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RE: Some discussion of 1.0.5 - 5/22/2010 4:58:39 AM   
taltamir

 

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quote:

ORIGINAL: Fishman
Yes, the percentage-based multiracial bonus actually kinda sucks now. You're pretty much going to get nothing out of a new race other than dilution. In fact, their existence in your empire hurts you, because it increases the wall you need to push with your "real" races in order to actually get anything useful. Plus I dispute the notion that you need half your entire population to consist of a race to derive the benefits of them, or that some of those benefits can even be transferrable.

*snip*


Agreed... people complained and complained that its not realistic, too beneficial, too good for human players since they can better acquire more diverse racial proportions then AI ones, etc.
and the result was the nerfing of racial bonuses to the state you now describe. (another thing that was suggested by people for balance is corruption.. an arbitrary penalty to larger empires MOO3 style to make the game "more challenging" in late game because human players inevitably become the largest, and need a handicap to keep the game "fun" aka "challenging" at the mop up/steamroll stage)...

balance is not inherently good or inherently bad. Sometimes it is called for, often times it is not. And there are often very serious and damaging unintended consequences for ideas that seem good at the time.
That being said, its not that critical... i just ignore racial bonuses right now and focus on other issues. it isn't a deal breaker but it is annoying.

< Message edited by taltamir -- 5/22/2010 5:01:11 AM >


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Post #: 91
RE: Some discussion of 1.0.5 - 5/22/2010 11:16:59 AM   
Bartje

 

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I agree with Fishman!

That does make the most sense.

Bonuses should be tied to population at 100% effectiveness but just for that pop in the colony.

Perhaps a multiple race colony could then only get the bonus of the majority of its same race inhabitants.

That makes sense!






I would still like to see a strategic choice concerning colonizing however. Will you use foreign races because they will develop certain planets more quickly or will you stick with the more loyal original race.

Colony tech needs to be cheaper and those racial bonuses should be tied to pop not to the entire empire.


Does everyone like this?

< Message edited by Bartje -- 5/22/2010 11:19:46 AM >

(in reply to AndonSage)
Post #: 92
RE: Some discussion of 1.0.5 - 5/22/2010 7:30:40 PM   
Dadekster

 

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I have a lot of thoughts after reading this 4 pager but after what Fishman posted this was the first thing that popped into my head. Yeah, yeah shut up I know that's an open invitation for being mocked.

Anywho, what I was thinking was that maybe on the colony page there could be a box that allows us what races could migrate to the planet? Just a box with all races listed in the current game or that you have found and you just check the box of who you would allow to settle there. This way you can manipulate what a planet can do via its residents and their inherent bonuses. Want a colony dedicated to research and being happy, well make sure you send the correct colony ship there and then only allow braindead happy aliens (I'm a pessimist so sue me) to settle there. If it is conquered by either you or the AI once they make their selection of who they want to live there the passenger ships can offload the races as well...but I'd throw in some unhappiness about it. Being forcable evicted probably would make for bad feelings. So now as the leader of your empire you have some interesting choices in that regard as well with your subjects.

Would this be a simple elegant solution or not?

ps- at least it gives all those passenger ships something to do besides randomly fly around taking who knows who to where.

< Message edited by Dadekster -- 5/22/2010 7:35:03 PM >

(in reply to Bartje)
Post #: 93
RE: Some discussion of 1.0.5 - 5/23/2010 1:48:26 AM   
Munchies

 

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I have been away for a while(Havnt even DL the new versions), but I agree that the colonization at the beginning needs fixing.

I remember not long ago I started a new game and within a year (VERY early in the game) I had over 50 volcanic planets I could colonize just because I found a colony ship of insects.


Colony ships need to pull population from the colony they are built at instead of pulling them from thin air. Would put a big damper on colonizing quickly.

Also perhaps pull 20 million from a planet for every colony ship built and when it colonizes, half of them are lost. Or anything really.
It just badly need tweeking.

btw, I quit playing that game, because I pulled so far ahead it because boring.

(in reply to Dadekster)
Post #: 94
RE: Some discussion of 1.0.5 - 5/25/2010 3:03:37 AM   
the1sean


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quote:

ORIGINAL: Fishman

quote:

ORIGINAL: jscott991

I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage.
I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare.


Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity...

(in reply to Fishman)
Post #: 95
RE: Some discussion of 1.0.5 - 5/25/2010 3:13:11 AM   
taltamir

 

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quote:

ORIGINAL: the1sean

quote:

ORIGINAL: Fishman

quote:

ORIGINAL: jscott991

I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage.
I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare.


Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity...


Very true, I find it ineffective to just conquer ONE planet of a species capable of colonizing a unique new terrain... i conquer a whole bunch of their planets to do so effectively. (so I could build colony ships in parallel)...

And indeed it is not at the least bit unique to yourself, the AI empires are all mixed as well.

the only real "problem" with it is that is makes colonization tech fairly useless... but that is not a critical issue. and we already suggested many modifications to said colony ships.

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Post #: 96
RE: Some discussion of 1.0.5 - 5/25/2010 3:16:15 AM   
Kruos


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quote:

ORIGINAL: the1sean


quote:

ORIGINAL: Fishman

quote:

ORIGINAL: jscott991

I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage.
I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare.


Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity...


Not agreed : as already explained by some people here, the problem is that colonization tech are pretty useless for the moment.

Some very good suggestions to solved this have been made here, I hope the dev will take a look at it.

(in reply to the1sean)
Post #: 97
RE: Some discussion of 1.0.5 - 5/25/2010 3:20:52 AM   
taltamir

 

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quote:

ORIGINAL: Kruos

quote:

ORIGINAL: the1sean

quote:

ORIGINAL: Fishman

quote:

ORIGINAL: jscott991

I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage.
I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare.


Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity...


Not agreed : as already explained by some people here, the problem is that colonization tech are pretty useless for the moment.

Some very good suggestions to solved this have been made here, I hope the dev will take a look at it.


different people are seeing / addressing different problems in the same thread :)
As they currently stand, colonization techs 2 and 3 (you start with tech 1) are not very useful, since its much easier and more practical to get races that can colonize more planets. We did mention a variety of alterations that would make said tech more useful. However, I wouldn't really call it a "problem"... so there are 2 techs with very limited use but no penalties at all for using them... its not like the case with lasers vs torpedoes where the AI loses out by using lasers... there is no reason for you to not use said tech, you just gain little from it (unless your situation is specific... for example, a civilization that started with high tech levels, or if you play with fast research rate...)
Also, colonization tech 4 is ridiculously awesome but not very reasonable (create more colonists out of thin air), suggestions have been made to change that as well.

< Message edited by taltamir -- 5/25/2010 3:25:19 AM >


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Post #: 98
RE: Some discussion of 1.0.5 - 5/25/2010 5:24:21 PM   
Shark7


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quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Kruos

quote:

ORIGINAL: the1sean

quote:

ORIGINAL: Fishman

quote:

ORIGINAL: jscott991

I doubt it will make 1.0.5, but one thing that needs to be addressed soon is the enormous advantage finding another species confers on you in the game. It can be the equivalent of discovering the advanced colonization modules years ahead of schedule. If you're playing in a game with slowed down research, it's a decisive advantage.
I don't really see this as a problem: It is by NO means a condition unique to you, the player. This is roughly the equivalent in Dominions of finding a particularly tasty independent province capable of making mages in the magics your nation lacks. Very nice, and significantly affects your gameplan, but at the same time, it is not a condition that is unique to a specific player, and can't even really be considered rare.


Agreed, plus the fact that if that species isnt very numerous, having their one planet build tons of colony ships will take an eternity...


Not agreed : as already explained by some people here, the problem is that colonization tech are pretty useless for the moment.

Some very good suggestions to solved this have been made here, I hope the dev will take a look at it.


different people are seeing / addressing different problems in the same thread :)
As they currently stand, colonization techs 2 and 3 (you start with tech 1) are not very useful, since its much easier and more practical to get races that can colonize more planets. We did mention a variety of alterations that would make said tech more useful. However, I wouldn't really call it a "problem"... so there are 2 techs with very limited use but no penalties at all for using them... its not like the case with lasers vs torpedoes where the AI loses out by using lasers... there is no reason for you to not use said tech, you just gain little from it (unless your situation is specific... for example, a civilization that started with high tech levels, or if you play with fast research rate...)
Also, colonization tech 4 is ridiculously awesome but not very reasonable (create more colonists out of thin air), suggestions have been made to change that as well.


One thing I do agree with is that colonists should not appear out of thin air. If you are building a colony ship from a world with only 10-15 million colonists, one has to think they are cloning themselves to fill up a colony ship.

There are two possible solutions:

1. Require the ship to be loaded with existing population once complete...this removes X number of colonists from the existing planet.
2. Only allow colony ships to be built at planets with at least X (my suggestion is 100 million) colonists.

Either solution fixes the problem. If you find a derelict colony ship, you only get the number of colonists of that species that your current colony tech allows. With either of the above solutions, you simply can't spread Species 'Y' to every corner of the galaxy, there aren't enough of them to do it.

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Post #: 99
RE: Some discussion of 1.0.5 - 5/25/2010 6:15:16 PM   
taltamir

 

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the problem with cloning is that they don't do it on planets, only on ships... so a 15 million colony would clone 50 million colonists for a ship, but will not clone said amount on the planet to rapidly reach max pop.

Ideally colony ships would be loaded when they are ordered to colonize a planet. Aka, a newly build colony ship is empty, ordering to to colonize a planet will have it pick up X population from nearest planet that can live in target planet (but will require leaving a certain minimum population amount on pickup planet) and then travel to target colonization planet. (don't remove the population as soon as a colony ship starts building, they can be destroyed easily when unfinished).

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Post #: 100
RE: Some discussion of 1.0.5 - 5/25/2010 7:32:51 PM   
Erik Rutins

 

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Hi guys,

Sorry we've been a bit quiet, we'll have a lot more to discuss on 1.0.5 later this week. Elliot is working hard on it and I've been pulled away from my previous level of public posting temporarily by some other priorities.

Regards,

- Erik


< Message edited by Erik Rutins -- 5/25/2010 7:33:32 PM >


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Post #: 101
RE: Some discussion of 1.0.5 - 5/25/2010 10:20:48 PM   
Munchies

 

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I am shelving this game for a while I am sad to say.
Just played a new game with the 104.9 update.

Was doing good from the start until I spent more than a year with -10k to -15k cash. But the kicker is, I had positive cash flow according to the economy page. Was floating between +30k and +20k income, but my cash would decrease to -10k then bam... goes back to -15k again. I never could get more cash no matter what.
If the game says I have an income of 30k, then damn I should be gaining money...

In the meantime the Baskara declared war on me (YES finally the AI took the initiative and declared on me)
and I could not even build one ship or intel agent.
All I had was a few escorts and the 2 ships I found abandoned (capital and cruiser).


(in reply to Erik Rutins)
Post #: 102
RE: Some discussion of 1.0.5 - 5/26/2010 1:45:04 AM   
Erik Rutins

 

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Hi Munchies,

I've had no issues with money in 1.0.4.9. What Race/Government combo were you playing? What did your expenses say as far as what the source of the drain was? What automation did you have turned on?

Regards,

- Erik

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Post #: 103
RE: Some discussion of 1.0.5 - 5/26/2010 1:58:29 AM   
Shark7


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Some of the governments may need a tweak Erik. Going from Republic to Way of the Ancients in the last two games I played almost instantly doubled my income, and within a few game years I had gone from ~68k income to over 350k income. This was with minimal new colonization and just letting my existing colonies grow. While I expect the income to increase, the pace of the increase is a bit...quick...with Way of the Ancients.

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Post #: 104
RE: Some discussion of 1.0.5 - 5/26/2010 2:00:20 AM   
taltamir

 

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I think that has to do with war weariness... way of ancients eliminates it.

As a republic or a democracy you simply cannot afford to be in war, it bankrupts you... you need to have quick decisive wars that end ASAP.

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Post #: 105
RE: Some discussion of 1.0.5 - 5/26/2010 2:06:41 AM   
Shark7


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quote:

ORIGINAL: taltamir

I think that has to do with war weariness... way of ancients eliminates it.

As a republic or a democracy you simply cannot afford to be in war, it bankrupts you... you need to have quick decisive wars that end ASAP.


Trouble is that I'm not at war when that happens. I'm just happily building along and trading with all other empires. So that is not the case for me.

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Post #: 106
RE: Some discussion of 1.0.5 - 5/26/2010 2:49:42 PM   
Munchies

 

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quote:

ORIGINAL: Erik Rutins

Hi Munchies,

I've had no issues with money in 1.0.4.9. What Race/Government combo were you playing? What did your expenses say as far as what the source of the drain was? What automation did you have turned on?

Regards,

- Erik


Weekarus as Republic. Government is irrelevant because the Insects' agents flipped my government after they declared war on me because I couldn't recruit agents. It is now despotism.

I haven't had a construction ship for a long time. Have not had money to build a new one after the only one I had got badly damaged and I retired it. Would have taken 6 hours to run it back to a port for repairs.
All automation is turned off too.
And I always have everything on suggest or manual.

Cash on hand -21k and been in the negative for a looooong time.

Colony income is 40k (10 colonies), all other income is 0. (haven't been able to even build a resort on a really close black hole.. no money for a while)

ship upkeep is 8k
troop upkeep is 5k.
And that is it.. so where is my money going? This game is broken and you not being able to reproduce it just means it will stay broke.

I mean geez, is the private sector charging me for building THEIR ships? I just don't get it.
I have 1 escort, 1 cruiser, 1 cap ship, 5 exploration ships, 1 small port, and 1 med port. That is it.

(in reply to Erik Rutins)
Post #: 107
RE: Some discussion of 1.0.5 - 5/26/2010 2:59:16 PM   
Joram

 

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You got it backwards I think. The gov't get's the profits out of the private sector. Now if the private sector is in the red, then the gov't is getting double-shafted. It's a bit simplistic to be sure but not sure if we want an economic simulator on top of an increasingly complex game. I think the issue then is why the heck does the private sector go into the red? That, in my opinion, is what shouldn't be happening if that is what you are describing.

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Post #: 108
RE: Some discussion of 1.0.5 - 5/26/2010 3:20:35 PM   
Bartje

 

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They are not earning money? No luxuries or resources? Ships are too expensive?

It could be all manner of things that drive the private sector into bankrupcy.

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Post #: 109
RE: Some discussion of 1.0.5 - 5/26/2010 3:42:58 PM   
Erik Rutins

 

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quote:

ORIGINAL: Munchies
Weekarus as Republic. Government is irrelevant because the Insects' agents flipped my government after they declared war on me because I couldn't recruit agents. It is now despotism.


Government type is not at all irrelevant. It sounds like you were already in the red before you went to war then, if you were unable to recruit any agents? Switching from Republic to Despotism can cause some serious issues in terms of income, so I can understand that would drive you into the red unless you adjusted, but I don't understand how you would have been in the red before that. Could you upload a pre-war save by any chance?

quote:

Cash on hand -21k and been in the negative for a looooong time.
Colony income is 40k (10 colonies), all other income is 0. (haven't been able to even build a resort on a really close black hole.. no money for a while)


What kind of home planet did you start with? What kind of galaxy settings did you use?

quote:

ship upkeep is 8k
troop upkeep is 5k.


If your income is 40k and your expenses are 13k, you should be in the black.

quote:

And that is it.. so where is my money going? This game is broken and you not being able to reproduce it just means it will stay broke.


Well, if I can't reproduce your issue here based on your description (I can't) then it would be a big help if you could upload a save file per the instructions in the tech support forum. I'd love to take a look at it.

Regards,

- Erik


< Message edited by Erik Rutins -- 5/26/2010 3:44:29 PM >


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Post #: 110
RE: Some discussion of 1.0.5 - 5/26/2010 4:43:31 PM   
VarekRaith


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I think it's way too easy to pull of a government coup with your spies. Also, it's rather annoying to have your government change multiple times a month because I can't defend against multiple empire's spies. Their 30+ spies against my 10 on counter intel? LolTheyFail.

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Post #: 111
RE: Some discussion of 1.0.5 - 5/26/2010 4:46:45 PM   
taltamir

 

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quote:

ORIGINAL: VarekRaith

I think it's way too easy to pull of a government coup with your spies. Also, it's rather annoying to have your government change multiple times a month because I can't defend against multiple empire's spies. Their 30+ spies against my 10 on counter intel? LolTheyFail.


I agree.
even at smaller numbers its a pretty nasty thing to try to defend against.

< Message edited by taltamir -- 5/26/2010 4:47:28 PM >


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Post #: 112
RE: Some discussion of 1.0.5 - 5/26/2010 5:33:04 PM   
jscott991


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I haven't seen anything like what Munchies is reporting, but I have noticed that my income is not as high in 1.04.9 as it seemed before.

Did something in these later patches (7, 8, and 9) affect economic performance in a negative way?

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Post #: 113
RE: Some discussion of 1.0.5 - 5/26/2010 5:51:28 PM   
Yarasala

 

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That brings as again to the point where a much more detailed breakdown of one's economics would be a good thing so that we can actually *understand* where the money comes from and where it goes.
As I stated elsewhere I cannot find a connection between your income shown in the economics screen and your income displayed in the upper right corner of the main screen beneath your cash.

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Post #: 114
RE: Some discussion of 1.0.5 - 5/26/2010 6:19:26 PM   
jscott991


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quote:

ORIGINAL: Yarasala

That brings as again to the point where a much more detailed breakdown of one's economics would be a good thing so that we can actually *understand* where the money comes from and where it goes.
As I stated elsewhere I cannot find a connection between your income shown in the economics screen and your income displayed in the upper right corner of the main screen beneath your cash.


The thing in the upper right is next to worthless.

(in reply to Yarasala)
Post #: 115
RE: Some discussion of 1.0.5 - 5/26/2010 6:35:43 PM   
Gargoil

 

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quote:

ORIGINAL: Munchies

I am shelving this game for a while I am sad to say.
Just played a new game with the 104.9 update.

Was doing good from the start until I spent more than a year with -10k to -15k cash. But the kicker is, I had positive cash flow according to the economy page. Was floating between +30k and +20k income, but my cash would decrease to -10k then bam... goes back to -15k again. I never could get more cash no matter what.
If the game says I have an income of 30k, then damn I should be gaining money...

In the meantime the Baskara declared war on me (YES finally the AI took the initiative and declared on me)
and I could not even build one ship or intel agent.
All I had was a few escorts and the 2 ships I found abandoned (capital and cruiser).




I had one game that went this way, and I gave up. Next game, I designed a tiny spaceport (called it an outpost). Built that on every colony. I also invaded a hostile independent system with 3 planets. I took off from there. When I stopped I had over 600k money, and over 60 colonies.

BTW, it was a bit anticlimatic at that point. I was so far ahead of every other civ. I had 60 fleets, maybe 20 of them were a capital ship, a destroyer and a frigate. Any one of those fleets could take down an entire opponent's spaceforces. So every game I've play so far has either been where I was being backrupted and owned or I was like a god to a bunch of ants. The game is great, but there does seem to be a boom or bust nature to every game.

(in reply to Munchies)
Post #: 116
RE: Some discussion of 1.0.5 - 5/26/2010 7:12:02 PM   
Astax

 

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I know what you mean Gargoil. Had same things happen to me. Either I'm in the gutter, or rolling in the dough.

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Post #: 117
RE: Some discussion of 1.0.5 - 5/26/2010 7:28:25 PM   
taltamir

 

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I started explaining the economy in depth here, then I just decided to make a huge massive essay out of it and make it its own thread... here: http://www.matrixgames.com/forums/tm.asp?m=2477630

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(in reply to Yarasala)
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RE: Some discussion of 1.0.5 - 5/26/2010 8:10:27 PM   
Astax

 

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That's an excellent start. Understanding the economy is first step towards fixing it. One thing I believe a game would benefit from right now is a popup whenever a scenic site is discovered.

(in reply to taltamir)
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RE: Some discussion of 1.0.5 - 5/26/2010 8:20:01 PM   
taltamir

 

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quote:

ORIGINAL: Astax

That's an excellent start. Understanding the economy is first step towards fixing it. One thing I believe a game would benefit from right now is a popup whenever a scenic site is discovered.


The economy isn't really "broken", it works fine for me (especially since I know HOW it works ;p).

While I personally would prefer a less abstracted economy with each ship or at least base having its own income and expenses (and thus, dynamic things such as the destruction of freighters could cause a base to suddenly lose money and go bankrupt, etc etc)... it will massively increase the ram and CPU requirements which are already problematic. Thus the current sort of abstraction makes sense.

v1.05 will introduce a corruption slider which would fix a lot of the problems some people have with the economy.

The other issues I see are generally people bankrupting themselves by mismanaging the economy... which requires explaining how it works rather then a "fix"

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

(in reply to Astax)
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