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Micromanagers Intro to Distant Worlds: Return of the Shakturi

 
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Micromanagers Intro to Distant Worlds: Return of the Sh... - 12/9/2010 11:50:35 PM   
Justascratch


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Welcome to my first after action report for Return of the Shakturi the new expansion pack for Distant Worlds!

While it will be left to other more intrepid emperors to chronicle their epic exploits of galactic domination. This humble after action report will be tuned to the micromagers among our ranks who revel in the details. Boy are you guys in for a great time with this expansion! By now Distant Worlds has already earned a reputation as one of the best balanced 4x games out there. And this expansion adds a new set of tools that maintains this balance by offering both micro and macro manager players a bevy of new tools and features that support both styles of play.

So this thread will cover the first ten years or so of starting an empire with an eye on the details. Of course, I'm sure that most of you are also interested in the big finish (and it is truly big!). So others will be posting more complete reports that will take you through an entire game.

So let's jump in and setup a new game.

The first screen has some new features and there has been some serious attention given to tweaking all the options to over a more exciting and balanced game.

As you can see, the research slider now provides you with the going price of level one technology as you move the slider left to right. While playing, you will notice that the pace of research at the default setting feels a bit different from the original game. A great deal of time was spent tweaking this option with an eye on how it affects play balance as well as how it triggers programmed events. The overall result brings a new strategic feel to the game that I for one found very appealing. Of course the entire research portion of the game has also be reworked bringing a new depth of play that brings even more relevance to these controls. In any event, you still have a great deal of control over the pace of research even with the additional factors to consider.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 12:12:16 AM   
Justascratch


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Oops! Forgot to mention the new feature for Pirate starting locations! Pirates are one of the great aspects of Distant Worlds that tend to polarize players (yer either fer or agin em). In the original game most games began with a pirate base nearby, but now you can spread them out a bit more and give yourself a little breathing room before they come calling. Of course, some folks feel that "properly manipulated" the pirates can be quite useful, especially in the early stages of the game. Either way you get a bit more control to setup the game to your liking.

Moving along to the next screen you will notice I'm playing as an insectoid race. In this expansion, the Shakturi tend to like the insectoids (and hate everyone else) so it is my goal to make myself worthy in their eyes by ruthlessly conquering as much galactic real estate as I can before their inevitable arrival. Of course just being a bug is no guarantee of success. The expansion has also tricked out the political options so you will need to manage your military campaign in sync with your diplomatic efforts or well . . . get squashed.






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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 12:37:15 AM   
Justascratch


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Skipping to the last setup screen you will notice the options on the top right side of the screen allow you to select some, all, or none of the back story options to suit your taste. I’m leaving the original back story off so I can concentrate on the latest menace to universe as we know it.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 12:40:41 AM   
Justascratch


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Ta-da the new main interface screen!




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 12:50:58 AM   
Justascratch


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Let's just run through available tools quickly before we kick the game into gear.

The top left of the screen offers controls that lead back to the main menu and allow you direct access to the Galactopedia. And yes friends the trusty Galactopedia has been fully updated to include all the new stuff.

Also tucked into this corner are the game speed controls that continue to operate as before.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:14:49 AM   
WoodMan


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um.... this isn't out yet???  After seeing this here I went looking for it in the store 

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:17:22 AM   
Justascratch


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The left edge of the screen is home to the new Empire Navigation Tool. This handy new panel seems to be in the habit of becoming more useful as your empire expands.
From top to bottom the icons display:
Your Colonies
Space Ports & Construction Yards
Mining Stations
Construction Ships
Exploration Ships
Enemy Targets
Fleets
Military Ships
Potential Colonies
Potential Mining Locations
Potential Research Locations
Potential Resort Locations
Special Locations
You will notice that some of the information has traditionally been available from several different menu screens. It actually took me a little while to break my old habits and rely on this tool for the bulk of information I need to make most decisions.
Of course all the original menus are still available so once again the game offers options to suit different playing styles.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:18:44 AM   
Erik Rutins

 

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quote:

ORIGINAL: WoodMan
um.... this isn't out yet???  After seeing this here I went looking for it in the store 


This is an authorized AAR from our test team, consider it a nice preview. Thanks, Justascratch!

I am going to move it out to the main forum for now though, just to give it extra attention.

Regards,

- Erik

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:25:17 AM   
Justascratch


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In this full screen image you can see how the Navigation Tool, main screen, and selection panel (bottom left) look when seen in concert. However the real power of the Navigation Tool comes into focus as your empire expands and you want quick access to a great deal of information such as when planning to infest (in mean visit) a vulnerable human colony.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:29:49 AM   
Justascratch


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Of course this is a new game so I don’t have any new colonies, but a take a look at this handy list of my active mining stations.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:33:24 AM   
Justascratch


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As expected you do get some very handy scroll bars (above and below) as the lists grow. You know you’re cooking when your list of space ports needs a scroll bar!




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 1:57:04 AM   
Justascratch


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Down in the bottom left corner you will notice the standard selection panel has one or two new features as well. Most of them show up along the bottom row of icons depending on what item is currently active on screen.

Take a look at the little gold hammer.

That’s right my fellow hivers we can now build structures on our colonies! Of course you can’t build it until you research it. You'll find the plans buried in the host of new technologies that have been added to the game.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 2:04:34 AM   
Justascratch


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I will now quote from the Galactopedia for the official buzzz on the map tool.

"At bottom-right is the Map. This displays a map of the surrounding area. When zoomed in to a system, it displays the surrounding planets and moons.

When zoomed out to the galaxy it displays the surrounding stars and nebula clouds.

The area displayed in the main view is indicated by the light blue rectangle in the middle of the map. You can change your location in the main view by clicking on the map.

At the left of the map are buttons to select different zoom-levels for the main view."






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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 2:10:03 AM   
Justascratch


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Just a quick correction. It's the little "Green" hammer that let's us build new structures on the planets. These details are important to the brotherhood of micromanagers!

I was hoping to post more this evening, but I need to pick up my daughter who is returning from a school field trip. I promise to continue as soon as I can.

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 2:13:09 AM   
Pipewrench


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absolutely wonderful,

I was going to purchase GG War in the east but my wallet is waiting for your expansion first. Thanks for the work.....

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 2:46:40 AM   
Justascratch


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Since this is a new game the map window provides an efficient means to get the lay of the land and establish some strategic goals for the early part of the game.

Clicking on the bottom button brings up the Galaxy Map.

We’re playing in a clustered galaxy and opted to be located close to the edge on the initial setup screens. Looks like we have little to complain about.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 2:58:33 AM   
Justascratch


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Very quickly, let’s adjust the view to see how much of the galaxy my fledgling forces have managed to explore.

Notice that I’ve clicked on the Nova UV744 located close to my home planet. You can see that rather than give a general increase to all research, the prime research locations now provide bonus research point to specific areas of research. This certainly changes the strategic value of the individual sites and can alter resource and force deployment decisions as the game moves along.

It’s also nice to know that one of my construction ships is already set to build the proper type of research station at the site. Of course as a micromanager I will be controlling my construction ships in the early stages of the game but for now I think building a research station is a good idea.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:08:49 AM   
Justascratch


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The next button up from the bottom of the Map Tool brings up the next level of magnification. From this vantage I have determined my early and midterm goals for galactic conquest.

My intent is to quickly swarm over the “local group” - the cluster holding my home planet.

This should provide enough resources to get a lean, mean, money making machine in place to finance my larger plan to simultaneously conquer the group to my left and the group above and to the right.

I’m rolling the dice that I won’t end up in a two front war too early in the game.

Plus it will impress my Queen Bee.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:22:39 AM   
Justascratch


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And an click on the next button up on the map tool brings up the trusty sector map where I can begin to plan my initial ship deployments. From here I could click the nxt button on the map tool to zoom into my system view. But one of the unsung improvements in this expansion is some excellent adjustments to the zoom in feature for those of us using a mouse with a wheel. No more jumping in for a super close up with just a light touch on the wheel! Now the wheel zooms in nice and smooth.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:30:47 AM   
Simulation01


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"plus it will impress my Queen Bee."

I love that!!!  I'm also loving that cluster map!!


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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:32:34 AM   
Justascratch


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OK, enough with the maps. Let’s get a few more setup details out of the way so we can get on with the game.

Clicking on the "computer icon" at the top left of the screen takes us back to the main menu where we can select the Options menu.

This all pretty much works just as before, except you will see a few subtle changes. For example in the Automation section you can see a new option to select manual or automatic control over building new facilities.

As always this screen is all about serving up the game just the way you like it. For my game I’ve set the options as they appear in this screen shot.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:40:38 AM   
Justascratch


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Before jumping back to main screen I want to click on the Empire Settings button so I can tweak the default behavior of my attack fleets.
I usually want my invasion fleet to press on to their target without veering off mission to engage any system defense fleets in the area. Of course this strategy is only effective if I have one or two fleets in the system providing a screen for the transports and bombers.






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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 3:51:30 AM   
Justascratch


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It’s getting late, but I’m going to try and press on so I can get my initial research objectives setup. Research just happens to be one of my favorite parts of the game so you can bet I’m enjoying myself as I make these next few posts.

A great deal of work went into this area and truth be told, I’d have bought this expansion for the new research options alone.

So here it is, the new research screen.





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:09:11 AM   
dawilko

 

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Mate I appreciate your dedication! You keep posting I'll keep reading!

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:09:55 AM   
Justascratch


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Research is still divided between the primary fields of weapons, energy, and high tech. But the entire dynamic of this function has been expanded to give the player more options and more control.

Since the screen defaults to the weapons field, lets begin there.

We can see that Energy Torpedo Weapons is the currently active research project since the number (1) appears in parentheses after the project name and the border around the project is pulsing from yellow to orange.

In this screen I am hovering the mouse over the project to bring up the project description. Just under the project name you can see the option to right-click to cancel this project and the option to left click to rush the project to an earlier completion by paying for the research in cash.

This project level 1 project will cost 60K to build (remember the cost/speed of research slider from the setup screen?) and it is currently 28% complete.

The final data provides the operational specifications for this first generation torpedo.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:10:02 AM   
Kregoth

 

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It looks like the blue is everything you have queued but the torpedo is the only one actually getting any progress. Does that many only one tech in that area can be researched at once? I though laser weapons and torpedoes research was separate.
I am also guessing the top portion where the diagonal red lings for wave weapons are is tech you cant research??

< Message edited by Kregoth -- 12/10/2010 4:19:51 AM >

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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:15:31 AM   
Justascratch


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Like the original, the game randomly chooses the beginning project so you never know what you will get until you take a look. I'm going to cancel this project (It won't cost any money to do so and I can pick-up later just where I left off).

The reason for teh cancelation is simple - the expansion pack gives us fighters!

I want em.




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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:24:29 AM   
Spacecadet

 

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quote:

ORIGINAL: Kregoth

It looks like the blue is everything you have queued but the torpedo is the only one actually getting any progress. Does that many only one tech in that area can be researched at once? I though laser weapons and torpedoes research was separate.
I am also guessing the top portion where the diagonal red lings for wave weapons are is tech you cant research??


All three areas are researched at the same time (unless crash researching), but only one item per area at a time (Weapons, Energy, High Tech).

You can queue up as many items as you want though and they'll be researched in progression as each item is completed.



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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:29:36 AM   
Justascratch


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Of course, in a highly customizable game like DW players will chart their own course through the tech tree. But, if you take the time to align your research with your playing style and to compliment the good and bad characteristics of your chosen race and government, the overall effort can be quite rewarding. One thing is for sure, when you meet another race it's a safe bet you ships will be very different from each other.

Now that my fighters are in the queue, it's time to line up one or two more projects in this area before moving on to energy.

I've clicked on Enhanced Beam Weapons making them next up in the weapons research queue. You can add and delete projects to the queue to your hearts content (is this cool or what?)

Here is another fantastic feature - The enhanced beam weapons are an upgrade to my entry level Maxos Blaster! That's right a genuine upgrade that will be applied across my entire fleet once research is complete! Easily worth the money, but also adds great depth to your strategic choices. Is it best to spend more on the final upgrade in a weapon line or diverge into a new weapon line that will eventually provide better weapons but also require new ship designs. Score one for micromanagement!





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RE: Micromanagers Into to Distant Worlds: Return of the... - 12/10/2010 4:37:05 AM   
Justascratch


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It's always a good idea to have projects in the queue since any money left over from the previous project will be applied to the next (unless the queue is empty).

So as you can see I've decided to pick-up the torpedo project just where I left it as the third item in my queue.

Then I want to get a better class of fighter in the field to keep an edge in air superiority.

Finally, I want to start researching Missile weapons. It's a safe bet other empires will have their own fighters so I want to get those missile point defense systems in place before any major encounters.




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