Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Developer's Notes for Distant Worlds: Legends

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Developer's Notes for Distant Worlds: Legends Page: [1]
Login
Message << Older Topic   Newer Topic >>
Developer's Notes for Distant Worlds: Legends - 11/22/2011 8:55:28 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Online now at The Wargamer, enjoy!

http://www.wargamer.com/article/3119/developer-feature-distant-worlds-legends-developer-notes

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.
Post #: 1
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 9:10:06 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
A nice read, really looking forward to testing this thing

I particularly liked the for me new details about the AI changes to diplomacy, war preparation and fleet usage. And also that they now value ending their wars...

(in reply to Erik Rutins)
Post #: 2
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 9:10:33 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
Holy crap.

(in reply to Bingeling)
Post #: 3
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 9:28:45 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
I'm so glad the fuel aspect hasn't been nerfed. When I saw it in the article it had me worried.

Can't tell you how much I'm looking forward to playing this game.

(in reply to Gelatinous Cube)
Post #: 4
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 9:42:26 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
You now have to give refueling rights to other Empires or their military ships can not refuel in your systems, and vice versa, same exists with mining rights too.  Luckily Explorers seem exempt (at least I think anyway)

The AI is much better now, at least it feels a lot less "computer like" anyways.  The days of the insects all getting terrible reputations and the whole galaxy teaming up against them are gone, prepare for "respectable" and "Admired" Boskara and Sluken Empires, who still like to go on a rampage without destroying their reputations and turning everyone against them.  In my last game the Sluken, Boskara and Gizurean all had MDP with each other and they were all pickng on one enemy Empire at the same time (the poor Teekans ).  Oh and no more insects commiting suicide against the Guardians either.  Good job on the AI


_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to DasTactic)
Post #: 5
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:03:15 PM   
Kruos


Posts: 129
Joined: 5/5/2010
From: France
Status: offline
Hello

quote:

ORIGINAL: WoodMan

You now have to give refueling rights to other Empires or their military ships can not refuel in your systems, and vice versa, same exists with mining rights too.  Luckily Explorers seem exempt (at least I think anyway)

The AI is much better now, at least it feels a lot less "computer like" anyways.  The days of the insects all getting terrible reputations and the whole galaxy teaming up against them are gone, prepare for "respectable" and "Admired" Boskara and Sluken Empires, who still like to go on a rampage without destroying their reputations and turning everyone against them.  In my last game the Sluken, Boskara and Gizurean all had MDP with each other and they were all pickng on one enemy Empire at the same time (the poor Teekans ).  Oh and no more insects commiting suicide against the Guardians either.  Good job on the AI



And what about the problem of AI fleet firepower? In ROTS, it was common and easy to beat AI on this thing, even when playing peacefully. I remember of a small mod which improved the firepower of the AI fleets/ship design (to improve challenge and AI competitivness), has it been integrated, or has this problem been adressed in Legends?

By the way, congratulation for your graphical contribution WoodMan! Very very nice design. ;-)

Cant wait for tomorrow!





< Message edited by Kruos -- 11/22/2011 10:04:00 PM >

(in reply to WoodMan)
Post #: 6
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:08:07 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Nice pitch.Good to see lots of A.I work has been done.The big thing for me is the immersion elements like character,policys and racial victorys.

I would have liked to see Elliots future plans for the series,expansions,sequels,ect.

_____________________________


(in reply to WoodMan)
Post #: 7
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:09:34 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Good to hear that AI has gotten some more common sense. Alliance of intergalactic insects sounds terrifying... in a good way! Waging war against respectable Boskarans or Slukens is gonna be interesting.




_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Kruos)
Post #: 8
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:13:55 PM   
cookie monster


Posts: 1693
Joined: 5/22/2005
From: Birmingham,England
Status: offline
Nice article.

(in reply to J HG T)
Post #: 9
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:36:14 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
quote:

And what about the problem of AI fleet firepower? In ROTS, it was common and easy to beat AI on this thing, even when playing peacefully. I remember of a small mod which improved the firepower of the AI fleets/ship design (to improve challenge and AI competitivness), has it been integrated, or has this problem been adressed in Legends?

By the way, congratulation for your graphical contribution WoodMan! Very very nice design. ;-)

Cant wait for tomorrow!


Playing on Normal difficulty, 20 years into the game I was the 4th highest military power in the galaxy (with 19 AI Empires + Guardians).  Guardians, Quameno and Boskara all had higher than me, I had 9000+, Boskara had 12000+ everyone else had around 6000-8000 apart from the Dhayut who had 30 after being crushed by the Quameno

This is not a particularly big improvement, in RotS they usually had around 8000 at this time of the game, not to mention I had 2 million spare credits I could spend on boosting my military which would take it to the top easily.  However...  I notice the Sluken, my main rivals had waaaaaay more Troops than I did, having stacks so large I can't count them on all the planets they had just taken along my borders from the Teekans, on the other hand I had about 30 troops across my entire Empire.  So, if I invested as much in troops as they did I'd probably still only have enough money to afford the fleet I already had.  Basically they had about 20 planets and from what I could tell troop numbers to match my entire Empire on every single planet

Edit: I should probably point out I had research set to the lowest the slider allows and I base the Empires starting tech on the intelligence of the Empire. I started with tech level 2 being Humans and still don't have access to Carriers, Cruisers or Capitals. So the Boskara had lower tech than me and a fleet made entirely of escorts, destroyers and frigates, so 12000 under those conditions is probably not bad, no high tech weapons and no large ships to boost the number.


< Message edited by WoodMan -- 11/22/2011 10:44:50 PM >


_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to cookie monster)
Post #: 10
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:53:21 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
The policy for the AI empires ship building can now be modded, so in theory every race could have larger fleets if you tweak it.


_____________________________


(in reply to WoodMan)
Post #: 11
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 10:58:54 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
It's worth noting that the AI is also smarter now about building up a larger fleet if it is at war. It will try to give you a real challenge. For experienced players, you should still play on Hard difficulty at least and probably give the AI a "young" rather than "starting" empire for the best results, but in general it's a very major AI upgrade over Distant Worlds and Return of the Shakturi.

Regards,

- Erik

_____________________________

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 ASHBERY76)
Post #: 12
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 11:03:26 PM   
Kruos


Posts: 129
Joined: 5/5/2010
From: France
Status: offline
Very very promising! :)

(in reply to Erik Rutins)
Post #: 13
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 11:07:18 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline

quote:

ORIGINAL: Erik Rutins

It's worth noting that the AI is also smarter now about building up a larger fleet if it is at war. It will try to give you a real challenge. For experienced players, you should still play on Hard difficulty at least and probably give the AI a "young" rather than "starting" empire for the best results, but in general it's a very major AI upgrade over Distant Worlds and Return of the Shakturi.

Regards,

- Erik


So I guess the real question is.. what time tomorrow?

(in reply to Erik Rutins)
Post #: 14
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 11:15:46 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
quote:

By the way, congratulation for your graphical contribution WoodMan! Very very nice design. ;-)

Cant wait for tomorrow!


Oh and thanks for this, very kind words

Just wait until you see Eliotts new ship rendering system, the game now looks fantastic.  I've yet to see any blurry ships at all like we had in RotS, on top of this, the ships render better now even than the non-blurry ones in RotS, there was a huge difference between what the ships looked like in photoshop and what they looked like in RotS.  Now the ships are much better rendered


_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to Gelatinous Cube)
Post #: 15
RE: Developer's Notes for Distant Worlds: Legends - 11/22/2011 11:41:18 PM   
Simulation01


Posts: 540
Joined: 5/12/2010
Status: offline
awwwww...  I want my empire destroyed by intelligent man eating bugs tonight.... 

_____________________________

"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson

(in reply to WoodMan)
Post #: 16
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 12:25:10 AM   
Deomrve

 

Posts: 106
Joined: 9/4/2006
Status: offline
The expansion seems nice, but I'm concerned with the victory conditions mentioned in the race differences. I do not like artificial victory conditions such as I have the happiest citizens and after 20 years I win. What if I only own one system, lost every war and barely hanging on and all of a sudden I win because my people are having the big "O". This is the one thing I disliked about Armada 2526 and I think if the victory conditions in Armada 2526 are implemented into Distant Worlds it will ruin the game.

With that being said there does appear to be a lot to like with the expansion and I will most likely buy it. I just hope the victory conditions mentioned are really goals instead of ways to win the game or at least have the ability to turn those type of conditions off.

(in reply to Simulation01)
Post #: 17
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 12:36:47 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi Deomvre,

You can absolutely turn them off and you can also weight how much they affect the overall victory level.

Regards,

- Erik

_____________________________

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 Deomrve)
Post #: 18
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 12:40:58 AM   
Deomrve

 

Posts: 106
Joined: 9/4/2006
Status: offline
Will the computer AI still use them for planning purposes?

(in reply to Erik Rutins)
Post #: 19
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 12:48:07 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
If you turn them off, they're not part of the game. Just like if you turn off territory or economy victory conditions, or the story lines.

Regards,

- Erik

_____________________________

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 Deomrve)
Post #: 20
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 12:50:34 AM   
Deomrve

 

Posts: 106
Joined: 9/4/2006
Status: offline
Ok, thanks for the information.

(in reply to Erik Rutins)
Post #: 21
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 1:40:58 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
This is way cool; at least I know have something to read for a few minutes on Thanksgiving.

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Deomrve)
Post #: 22
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 1:41:35 AM   
khelvan

 

Posts: 67
Joined: 9/14/2004
Status: offline
Can anyone tell me if, after purchasing Legends, I would be able to play the Shadows storyline with all of the game improvements found in the Legends expansion?

(in reply to Deomrve)
Post #: 23
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 1:45:24 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Meaning the Shakturi? Yes, you can turn the original and the Return of the Shakturi storylines on together with everything else. However, there are some aspects of the Shakturi storyline that override the normal victory conditions, but you can also keep playing after those are resolved.

Regards,

- Erik


_____________________________

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 khelvan)
Post #: 24
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 2:11:10 AM   
khelvan

 

Posts: 67
Joined: 9/14/2004
Status: offline
Shakturi, sorry, yes! (I'm new)

(in reply to Erik Rutins)
Post #: 25
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 5:27:47 AM   
unclean

 

Posts: 163
Joined: 12/31/2010
Status: offline
Nice article, really looking forward to playing!

(in reply to khelvan)
Post #: 26
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 6:00:51 AM   
danith222

 

Posts: 4
Joined: 3/10/2011
Status: offline
Very nice article and well deserved I might add.

< Message edited by danith222 -- 11/23/2011 6:06:44 AM >


_____________________________

and the light sinnith in the darkness and the darkness could not comprehend it.

(in reply to unclean)
Post #: 27
RE: Developer's Notes for Distant Worlds: Legends - 11/23/2011 9:51:53 PM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline
quote:

ORIGINAL: Deomrve

The expansion seems nice, but I'm concerned with the victory conditions mentioned in the race differences. I do not like artificial victory conditions such as I have the happiest citizens and after 20 years I win. What if I only own one system, lost every war and barely hanging on and all of a sudden I win because my people are having the big "O". This is the one thing I disliked about Armada 2526 and I think if the victory conditions in Armada 2526 are implemented into Distant Worlds it will ruin the game.

With that being said there does appear to be a lot to like with the expansion and I will most likely buy it. I just hope the victory conditions mentioned are really goals instead of ways to win the game or at least have the ability to turn those type of conditions off.


I am an Armada player (at least until I discovered Distant Worlds). As I was beta testing Legends there were a couple of things that I noticed that I really like about the implementation of the racial victory conditions:

1. You can toggle them on and off, just like you can toggle the standard victory conditions on and off.

2. The racial victory conditions are varied, and consist of four or five conditions, unlike the ones in Armada that felt like they had a very narrow scope. Also many races have unique victory condition types.

3. You can stack the racial victory conditions on top of the normal ones, so that ALL races have to deal with both types, pretty cool option in my book. (as you can see in the screenshot, racial VP shares an equal share with the other activated VP types)

4. The Victory Condition display is super detailed and breaks things down cleanly and efficiently, and has expanded info that will popup when you hover over a race's score. This makes it very easy to keep track of the victory progress for all empires at a glance, or easily analyze the details. (which you will probably need for the new AI, I lost my first game in a long time a couple of weeks ago).




Attachment (1)

< Message edited by the1sean -- 11/23/2011 10:03:03 PM >


_____________________________


(in reply to Deomrve)
Post #: 28
RE: Developer's Notes for Distant Worlds: Legends - 11/24/2011 12:03:10 AM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
The AI definately is smarter now. I started up a crowded game next to some Boskarans on Hard (because I figured Normal would be too easy... right?) and before I knew it they had a good 1300 Firepower fleet headed for my homeworld! I hadn't even begun seriously building up my military. Fortunately they didn't have enough troops, but they retreated out of the system and beat up all my mining operations, effectively ending my chances at victory. I'm sure I won't get caught like that twice, but it was very cool to see the AI blitzkrieg me when I wasn't expecting it.

(in reply to the1sean)
Post #: 29
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Developer's Notes for Distant Worlds: Legends Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.654