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Yeah, I saw this thread bumped and got excited by word that expansions improved the base game a lot -- I never bought it initially because people weren't that enthusiastic about vanilla. Now I'm all ready to buy it and the expansions, and... $90? Ha, no. I don't mean to get all entitled, but I'd pay maybe $30 for this game and $10 for each expac as a regular price. If I saw a bundle on sale for $20 I would snap it up without hesitation. And I'm someone that likes 4X games and am totally willing to purchase them. I'm in their niche and I don't want to buy the game because it's waaaay too expensive. Put the whole thing on sale for like $30, E: V- updated. NmareBfly fucked around with this message at 18:19 on Aug 22, 2012 |
# ? Aug 22, 2012 18:16 |
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# ? May 10, 2024 01:07 |
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It's Matrix Games. They absolutely refuse to put their games on Steam and they never discount their poo poo. It's not up to the Devs.
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# ? Aug 22, 2012 18:16 |
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Dipes posted:It's Matrix Games. They absolutely refuse to put their games on Steam and they never discount their poo poo. It's not up to the Devs. Do I have a surprise for you! (and me too). Today through September 4th, Distant Worlds and the two expansions are on sale at 33% off. $60. So they finally did listen. I would consider it worth $60. A little on the high side but not ridiculous like $90.
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# ? Aug 22, 2012 22:14 |
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Here's a direct link to Matrix's announcement if you don't want to deal with a moronic blog: http://www.matrixgames.com/news/949/Distant.Worlds.-.Legends.Receives.Massive.Update.and.Sale! Even still, Matrix doesn't make it easy to figure out exactly what you want to buy. To anyone willing to part with the $60: enjoy your investment and come back and tell folks how awesome this game is. For my part, I won't be buying it until it realizes it's a PC game and that the current year is 2012.
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# ? Aug 23, 2012 00:01 |
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doctorfrog posted:Here's a direct link to Matrix's announcement if you don't want to deal with a moronic blog: Honestly, this kind of game is the definition of niche. You want to play a better version of Masters of Orion 3 and Star Control 2? Who's lining up for that other than older gamers with disposable income and don't mind paying for a premium experience? It's harder to sell this game to the masses... the niche is what keeps these companies running.
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# ? Aug 23, 2012 13:08 |
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I definitely pulled the trigger on this, but I'm also within Tezzeract's definition of the niche. Also, I understand the complaints about the price at $90, but $60 for the full game and two expansions isn't too bad -- Civilization V is $30 and the sole expansion is also $30, not to mention the myriad of DLC scenarios and civilizations. I'm not saying it's apples to apples, and Civ V being on Steam means you'll probably get it for a song during their sales / daily specials, but I'll consider this $60 well spent if I put even half as much time into Distant Worlds as I have Civ V.
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# ? Aug 23, 2012 16:24 |
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I'd been meaning to pick up Legends (already owned and loved RotS), so getting a deal on it was awesome timing. Maybe I'll even have time to play before hell freezes over!
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# ? Aug 23, 2012 16:26 |
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How do I build a colony ship? It's not there with the rest of the ships in the Build Order screen. Am I missing something?
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# ? Aug 24, 2012 05:23 |
Bold Robot posted:How do I build a colony ship? It's not there with the rest of the ships in the Build Order screen. Am I missing something? They need to be built specifically on planets (right click on a planet to see it's build menu). Some other classes of ship are also like this, such as construction ships.
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# ? Aug 24, 2012 08:18 |
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A few noob questions here because the Galactopedia is... less than helpful. 1. Is there an easy way to figure out what all of the resources do? I guess I could just go through and read them one by one, but it'd be nice to see a list of "these are fuel gases," "these ones make things blow up," and so on. 2. Is there a way to stop ships that are operating at the extreme end of their range from turning around and going back home to refuel if I don't constantly babysit them? I was trying to land troops on a planet that was very very close to the end of my transport's range, but definitely within it, and it kept turning around even though it was within the right system. 3. Is there anything in particular that I need to be doing that I might not realize? The game does such a good job of running itself that I'm not sure where my input is actually required. I've been directing exploration to an extent, taking over independent civilizations, and calling in strikes on pirate bases. Anything I should be keeping an eye on otherwise?
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# ? Aug 24, 2012 15:50 |
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Bold Robot posted:A few noob questions here because the Galactopedia is... less than helpful. It's not particularly important to know what the resources do. What's the most important is to know what resources you'll need to build what you need to build. That's in the Ship Design screen. Also if you use the Expansion Planner, it will show you how much you have of each resource, how many sources of it that you have, and your demand for it. Caslon, Steel, and Hydrogen are important at the beginning of the game, and you can use the Expansion Planner to find out where you can buy more resources. If your ships make it to that place you are trying to send them to and don't have enough fuel to come back, there's nothing you can do except wait the couple of hours for them to come back as they will barely move without fuel. This is why what you are doing is not generally a good idea. Again, use the Expansion Planner to see what weaknesses you have or might get. I set up my own researching because I like to try out different weapons. I also like to get to bigger ships as soon as possible. You can keep research automated but still make your own research choices so that in case you forget, something is still researching. I would also suggest starting the game with the limitation on how far out you want colonies...too far out and if you have any aggressive races nearby, they'll simply declare war on you and take them.
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# ? Aug 24, 2012 17:35 |
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While exploring a system, I found a big debris field with a bunch of abandoned capital ships. The game popped up a cryptic message about taking advantage of this discovery, but when I move ships nearby, nothing happens. Other times when I've found derelict ships, I've been able to take control just by moving some other ships nearby. Anyone know what is going on?
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# ? Aug 27, 2012 03:26 |
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Been ages since I played but if I recall correctly, you have to send a construction ship to actually repair them (they turn over to your control once operational). It's important to take advantage of it as soon as possible and fix as many ships as you can before the AI players get in there. I always went for the largest ships first and gradually worked my way down.
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# ? Aug 27, 2012 03:34 |
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Hot Sexy Jupiter posted:Been ages since I played but if I recall correctly, you have to send a construction ship to actually repair them (they turn over to your control once operational). It's important to take advantage of it as soon as possible and fix as many ships as you can before the AI players get in there. I always went for the largest ships first and gradually worked my way down. Yeah, it's not very well differentiated from the OTHER derelict ships floating around- those you just fly up to and take control of. In my latest game, one of the big debris fields was actually in my species' homeworld system (homeworld being Earth for Humans, Secura for Securans). I thought it was a nice coincidence- we may have lost our planet, but by god, we gave as good as we got!
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# ? Aug 27, 2012 03:41 |
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It takes a long time to fix them up though, so best to build new constructors.
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# ? Aug 27, 2012 04:31 |
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Tezzeract posted:Honestly, this kind of game is the definition of niche. You want to play a better version of Masters of Orion 3 and Star Control 2? Who's lining up for that other than older gamers with disposable income and don't mind paying for a premium experience? That's a self-fulfilling prophecy. Avernum was niche until the developer put his games on Steam and his revenue exploded. Plus there's Endless Space as a good example for a space strategy game.
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# ? Aug 27, 2012 04:47 |
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V for Vegas posted:It takes a long time to fix them up though, so best to build new constructors. Yeah, no kidding. I was lucky enough to find three of the big debris fields roughly at once, so that should get me like 8-10 capital ships well before I'm able to build them myself. It's going to be a huge drain on my construction ship resources to get them online before the AI swoops in, though. I feel like I'm starting to get the hang of this game, and it's a blast. I'm really impressed with how seamlessly you can switch from AI control to micromanaging a particular operation and then back to hands-off play. For a game this spergy and ambitious it's got a remarkably solid interface.
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# ? Aug 27, 2012 04:54 |
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Anyone have any experience with stopping hostile world destroyers? Since deep-space intercepts seem not to actually work, and the things can drop out of hyper in range of their target, turn in five seconds, and destroy the planet and any defending ships that got too close....well. I won that war because the Slukens only had their homeworld left and I headshot it with three fleets worth of ground troops while they blew up one of my border colonies (and now the Devastation Moon is mine - along with sixteen billion Slukens to slowly exterminate in revenge ), but for future reference are these things actually unstoppable? edit: I guess we'll find out because now both me and my BFF Securan allies have one, and from what I can tell our alliance has a World Destroyer monopoly and a shitton of long-term enemies that need to Get Theirs. It's like a galactic-scale version of Legolas and Gimli dickwaving killcounts at Helm's Deep. Dallan Invictus fucked around with this message at 15:13 on Aug 27, 2012 |
# ? Aug 27, 2012 13:52 |
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Dallan Invictus posted:edit: I guess we'll find out because now both me and my BFF Securan allies have one, and from what I can tell our alliance has a World Destroyer monopoly and a shitton of long-term enemies that need to Get Theirs. It's like a galactic-scale version of Legolas and Gimli dickwaving killcounts at Helm's Deep. This is an awesome thing, and out-of-nowhere awesome scenarios like this are why I'm quickly falling in love with this game despite the hours of waiting for something awesome to occur. I'm still in information overload stage, though, so maybe once I can more quickly process the goings-on of my empire I'll be able to speed things along.
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# ? Aug 27, 2012 17:18 |
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allsizesfitone posted:This is an awesome thing, and out-of-nowhere awesome scenarios like this are why I'm quickly falling in love with this game despite the hours of waiting for something awesome to occur. I'm still in information overload stage, though, so maybe once I can more quickly process the goings-on of my empire I'll be able to speed things along. Ha, the only reason I even found out the Securans had a world destroyer (well, I already knew there was a derelict one in their territory but I didn't realise they'd finished it) is because the Dhayuts I was genociding were suddenly defeated out of nowhere while my WD was en route and I was trying to figure out why. Thought it was a bug, went to check the last Dhayut world, found a giant battlestation full of really smug not-Asari just leaving the galaxy's newest asteroid field. As for information overload, I find it helps to take a high level view of the situation (then again I actually kind of liked MOO3 and tend to think of DW as "MOO3 done right", so this is the way I like to play 4Xes in general). Have a general idea of what you need to do - check Empire Summary to see if your cashflow is good and you can afford colonization or fleet buildup, and what kind of ship numbers you're working with, check the diplomacy and research screens to get a sense of those situations and see how your goals in those areas are progressing, see if there are any pirates or particularly aggressive/annoying AI raiders bugging you, check if your characters are in the right place, etc, etc. There are PILES of information in this game - it's even possible to track stockpiles of specific components that might be bottlenecking your construction projects - but you will go insane if you try and assimilate and micromanage it all. I was up until 4 AM playing this game last night. Got another war waiting when I get home, the Ikkuro ended up at war with us and have a Diabolical rep somehow, so it's weapons-free on the superlasers for both of us. (with the latest Legends patch, each race has their own Empire Policy settings that govern the way they design their ships, their preferred racial management techniqies, and rules of engagement). Also, thumbs up to the auto-retrofit options in the 1.7.0.16 patch, but by god does it spam the message window. Still need to wrap my head around the changes to managing ship designs, but they definitely seemed overdue. Dallan Invictus fucked around with this message at 18:51 on Aug 27, 2012 |
# ? Aug 27, 2012 18:47 |
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I bought this after watching a Let's Play w/ the Star Trek Picard Era mod. This game is awesome. So awesome. It's everything I've wanted out of a 4x game. I can micromanage what I want. I can anchor fleets around colonies and have them play zone defense. I get to create my own ships. I get to shoot space crabs. I see myself spending almost too much time with this game. Also, while I realize the icons for threads are entirely optional, if we have determined this isn't a repeat, can we change the thread icon in the OP to the PC icon please?
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# ? Aug 27, 2012 21:34 |
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The only thing I haven't really delved into is ship design. I don't really know what I'm doing in that respect, or which weapons I should go for (or even if I should focus on one weapon type or go for a blend). I think if I had to manage and update each design as new technology is introduced I'd go mad, but I can't help but feel like I'm missing out on something.
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# ? Aug 27, 2012 21:38 |
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oogs posted:I bought this after watching a Let's Play w/ the Star Trek Picard Era mod. A what, now? No link?
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# ? Aug 27, 2012 21:42 |
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allsizesfitone posted:The only thing I haven't really delved into is ship design. I don't really know what I'm doing in that respect, or which weapons I should go for (or even if I should focus on one weapon type or go for a blend). I think if I had to manage and update each design as new technology is introduced I'd go mad, but I can't help but feel like I'm missing out on something. Weapons: - Your basic blasters will last a while. - Have some Long range stuff on larger, slower, ships. EMP stuff is nice as well. I like phasers. Reactors: - Look at the speed graph on the right and at your energy requirements. You want enough reactors to power your 'always on' items (i.e. hab modules, sensors), your engines at full sprint, and your guns all at the same time. Defense: - Shields are a must. - Armor is good, and small. Engines: - Fast is good, but you don't need everything pushing 50. - Make sure you can maneuver. I aim for 10-12 deg/sec. Fighters/Troops: - I dedicate ships to these. I don't see a point to mixing/matching. The AI designs give you a good idea of where to go. There's no limit for a ship class (as in - an escort can be larger than a capital ship) beyond the max ship sizes you're allowed to build with your tech. From the get-go, I would suggest you add a few guns to your mining bases and some reactors to your smaller ships. The guns will help against marauding pirates, the reactors will make your smaller ships keep up with the larger ones (and faster warp is better).
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# ? Aug 27, 2012 21:45 |
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doctorfrog posted:A what, now? No link? Youtube Series: http://www.youtube.com/playlist?list=PLB5FB7F6680305145&feature=plcp Forum post for LP/AAR: http://www.matrixgames.com/forums/tm.asp?m=3082630 Forum post for mod: http://www.matrixgames.com/forums/tm.asp?m=2497781 I'm currently cruising along as the dominion, about to erradicate a couple enemies in my first game (in easy... that'll change next time).
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# ? Aug 27, 2012 21:47 |
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Distant Worlds is so frustrating for me. It gets so drat close to being the 4X I am looking for. The scale is good, the combat system is okay, research and economy are fine. What kills it for me is the fact that I can't improve my planets at all. I just don't get why they didn't include the ability to terraform or build up a colony (except for a few selected buildings). I get that they don't want you to micromanage the construction of every single storage shack in your giant, multi-star empire, but it just feels like there is something missing there. Such a pity.
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# ? Aug 28, 2012 18:53 |
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What practical effects are there if you make another empire your Subjugated Dominion? I give up trying to find stuff in the Galactopedia, it needs a search bar.
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# ? Aug 28, 2012 21:48 |
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It does need a search bar, but I think that answer is under Diplomatic Relations with the rest of the treaties. You get...10%, I think, of their state income, you have visibility on all their stuff, and I think that's it. There may be some restrictions on their diplomatic flexibility as well?
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# ? Aug 28, 2012 21:55 |
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The installer for this thing includes a button to open Armchair General Magazine I don't think they're joking I'm used to Steel Panthers level nerdgames and I don't even know what the gently caress
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# ? Aug 29, 2012 04:07 |
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Dallan Invictus posted:It does need a search bar, but I think that answer is under Diplomatic Relations with the rest of the treaties. For some reason I was also getting access to their resources.
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# ? Aug 29, 2012 14:31 |
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Oh gently caress YEAH! We are excited to announce the release of the massive v1.7.0.16 update for the award-winning space strategy game Distant Worlds - Legends. The comprehensive update includes a ton of improvements and fixes that boost performance and the overall gameplay experience. To celebrate this huge update, we are placing all Distant Worlds titles on sale for two weeks, starting today and ending on September 4th, at 33% off! That means that Distant Worlds, which is normally $39.99 for the download price, will now be $26.99 and the two expansions are reduced to $16.99 from their normal download price of $24.99! This is a great opportunity to pick up that extra expansion you’ve been waiting on or jump into the whole series. The update improves player and AI ship design, including improvements to the design screen itself. Players will now be able to save optimized design templates for any faction and also have the ability to set detailed design policies for their empires. Fleet handling for both player and AI factions has also been improved, as well as ship management for the private sector. To get the update, click here to go to the download page for Distant Worlds - Legends. The update is comprehensive and will bring all versions of Distant Worlds: Legends to version 1.7.0.16. Please note: Distant Worlds – Legends REQUIRES ownership of the original full Distant Worlds game, including the Return of the Shakturi expansion. Here is the full changelog: Designs Fixed bug where abandoned ships would sometimes have multiple different reactor types in their designs Altered order in which components are dropped off AI military ship designs when attempting to fit within construction size limits (armor is now higher priority to keep) Improved Design selection for pirate ships so that they do not prematurely use advanced optimized designs The AI will now create new designs to replace optimized designs if tech is significantly better than best buildable optimized design Starting designs for new empires now more accurately reflect starting tech level (when using advanced tech start) Optimized designs now properly have their Date Created reset to the current date and Build Amount reset to zero when loaded Added extra filters to designs screen: Show Latest Buildable Designs, Show Non-Obsolete Buildable Designs Added new AI design settings in Empire Policy screen. Can now fine-tune how designs are generated with settings like how many shields, engines, weapons are used, etc. Thus each race now has a particular set of focuses for their ship and base designs. Also have multiple new tech focus settings (now 6, instead of 2) which are used to guide which research projects the AI selects Reviewed base AI design templates for all ships and bases so that AI designs are more challenging to play against Ensured that new designs properly obsolete old designs of the same type (e.g. Carrier, Resupply Ship) Auto-retrofitting no longer downgrades spaceport sizes when population is below threshold at a colony (but will still upgrade spaceport sizes when retrofitting) Toggling the auto-retrofit settings in the Designs screen now also propagates these changes to all individual ships/bases of that design. This ensures that ships are not auto-retrofitted when their role is set to not auto-retrofit. Improved AI selection of research projects so that better uses tech focuses (from Empire Policy) and race-specific techs Fixed bug in Designs screen where filtering design types would always exclude obsolete designs (even when 'Show All Designs' was selected) Changed "Save Designs" button in Designs screen to save all selected designs in the grid below, instead of all designs. Ctrl-click to multi-select designs Tweaked AI research project selection to give priority to: special race tech, Tech Focuses from Empire Policy, optimized design components Fixed bug where some ship designs would be repeatedly auto-created even when no new components researched. Adjusted some default AI ship designs (e.g. mining ships): added energy collectors, more engines. Ensured that AI base designs always have armor. Increased number of mining components on default AI mining station designs from one to two. Increased number of construction yards on default space port designs by 50% AI retrofits now upgrade space port sizes when appropriate (e.g. small to medium, medium to large). Accelerated ROTS storyline progression when have expensive research settings. Slightly altered how retrofitting works - private ships are always retrofitted if new designs are available, whereas retrofitting for state ships is prompted by your advisors (if Empire Policy setting 'Prompt for Retrofit when new tech becomes available' is enabled). Retrofitting is no longer controlled by the Ship Design automation setting. Design Screen Added extra filter to show only state ships, state bases, private ships or private bases. Default view is now 'Show non-obsolete designs.' (was 'Show latest designs') State-owned designs can now be designated not to automatically retrofit (e.g. via advisor suggestion). This setting will flow through to any ships or bases built from the design, but can also be changed individually for each stateowned ship or base. These ships and bases will only retrofit when manually ordered to do so by the player. See top of Design Detail screen for this new setting. Also see Components tab in Ships and Bases screen to update this setting per ship. Also available in a column on the main Design List screen. Added new button 'Manually Upgrade Design' that functions similarly to 'Copy as New', but also obsoletes the existing design to save time. Added ability to turn design upgrading on or off for each subrole. Thus you can automate ship design for some ship types (e.g. private ships), while manually designing other types (e.g. military ships). See Empire Policy screen for settings (Research & Design section). Also available in a column on the main Design List screen. o Added extra buttons in Design Detail screen to allow adding and removing multiple components from a design at a time. Design auto-upgrading can now be enabled/disabled for all subroles, including private designs. Can toggle design settings for auto-upgrade and auto-retrofit by clicking directly in column in design screen. Adding and removing components in Design Detail screen no longer scrolls component toolbox at far left. Fixed problem where energy requirements were sometimes not being calculated correctly for new ship and base designs. Pre-loaded Optimized Designs Added new feature that allows usage of pre-made custom ship and base designs loaded per race from folders at game startup: New designs subfolder under main game folder can contain subfolders for each race containing saved design files, e.g. "C:\Matrix Games\Distant Worlds\designs\human\" These design folders are also used by any themes/mods (i.e. you can create a designs subfolder cointaining race subfolders in a theme) These designs are loaded for each race at game startup and are used as optimized designs for each empire These optimized designs are used whenever an empire has all the required tech and is within current construction size limits. These optimized designs are always preferred over all other designs, unless made obsolete If multiple optimized designs for a single subrole can be built (e.g. multiple optimized destroyer designs), then the most advanced design will be preferred Optimized designs also guide AI research decisions: preference will be given to research projects with components required by the optimized designs Because of the above, you should make custom designs that use the racespecific tech and tech focuses (from Empire Policy) for the race, otherwise there will be many required research paths, and research will be diluted, e.g. Boskara designs should utilize Shaktur Firestorm torpedoes (race-specific tech), and Phasers (Empire Policy tech focus) Creating New Custom Design Files Create custom designs in the Design screen and then save them to a file Ideal setup to create new designs is to start a new game at max tech level (Level 7) so that all components are available, then create custom designs at various tech levels (different components that become available at different times in the game) Note that saved designs preserve the ship/base picture and any race-specific tech, so design files probably should not be shared between races - i.e. you should create different custom designs per race Lowered required file permissions for reading custom Empire Policy files - this should ensure that these customized files are always used when their Theme is enabled. Also should no longer matter whether customized file properties are read-only or read-write Characters Increased maximum skill count for intelligence agents from 3 to 4. Increased chance of randomly generating new intelligence agents. Reduced memory consumption when have many characters, especially in custom themes with unique character images. Fixed bug where if your race has a victory condition to keep it's leader alive then you will not get any replacement leaders after your initial one is lost for whatever reason (e.g. dismissed) Fixed bug where foreign characters (e.g. invading general of another empire) were being assigned to the winning invading empire when the colony is taken over. Fixed bug where characters on ships that you take over remain in their original empire. Fleets Fleets no longer auto-refuel when ships under construction mistakenly triggering refueling. Fleet mission "Repair and Refuel" (from Action button) now correctly both repairs AND refuels all ships. Now ensure that automated fleets intercepting enemy forces wait at defend location until enemy attack force arrives. Military ships no longer jump out of a system to pursue escaping enemies unless manually ordered to do so. Ships no longer flee from disabled threats (e.g. threat is non-functional, OR cannot move and is out of weapons range, OR has no weapons or fighters). Manually controlled fleets now automatically refuel as needed if a refuel location is in the same system. AI fleets more careful about invading colonies with adequate attacking troops. o Changed fleet posture setting: for the AI to alter the posture of a fleet both the following conditions must be met: Fleet Formation is automated AND the fleet itself is automated. Fixed situation where gain control over an enemy fleet when you gain some of the fleet's ships when taking over a spaceport where they are retrofitting. Queuing construction ships to build new mining stations and other bases using Action buttons now works better: idle construction ships are given much higher priority when selecting which construction ship to use. Improved stickiness of defense fleets to defend target Ships and Patrolling Rebalanced AI selection of patrol locations for automated military ships - now avoid too many ships patrolling same location. Improved patrol missions - automated ships now patrol for longer at a location. Military ships no longer keep engaging threats after manually ordered to do something else. (manually-assigned missions now always override engagement stances) Troop loading improved - all available troops at a colony will be loaded when a ship or fleet is ordered to pick up troops. Ships and fleets now more persistent when patrolling planets - will patrol longer Automated military ships now better at prioritizing which mining stations to patrol, more importance given to fuel sources. Freighters Ensured freighters carry minimum amount of resources for orders (thus less trips) - especially affects bases in deep space that need constant fuel replenishment. Added further fixes to ensure that freighters do not attempt to dock at incomplete space ports (i.e. no docking bays), but instead dock at colony of space port. Further improved freighter availability by reducing empire willingness to do freight missions for other empires. Freighters no longer attempt to dock at unfinished space ports, but instead at the colony. Colony Bombardment Increased reputation hit from bombarding colonies. Fixed bug where bombarded colonies that were totally wiped out were becoming 'lost colonies' that could be acquired. Rebalanced bombardment so that colony damage occurs at a slower rate. Fixed bug where bombarded planets (zero population) were often becoming lost colonies that could be reacquired when visited. Increased damage to troops from bombardment. Diplomacy Fixed Protectorate display in Diplomacy screen. (narrow end was wrong) AI empires now give diplomatic gifts only when other empire's evaluation drops below friendly threshold. Fixed AI empires sometimes canceling military refueling rights when have Mutual Defense Pact. AI empires now more likely to use Trade Sanctions against other empires. Ensured that invalid advisor suggestions in diplomatic message panel are removed, e.g. treaties no longer valid, bases already built, etc. Fixed bug where other empires were asking you to remove military forces from system when they were no longer present. Fixed bug where Shakturi would sometimes not declare war on the Ancient Guardians (Return of the Shakturi storyline). Fixed bug where AI empires would initiate trade sanctions and then immediately lift them. Fixed bug where AI Empire in Mutual Defense Pact with you sometimes mistakenly cancels treaty. Fixed bug where setting a subjugated empire free sometimes did not remove visibility of all their ships. Victory Conditions and Game Balance Altered default victory conditions settings: territory, population, economy now all 33%. Default Time To Apply = 20 years (up from 10). Altered default pirate proximity for new games to Average (was Nearby). Fixed bug for the Boskara race victory condition "Control the most Homeworlds" (was not including defeated empires when counting homeworlds). Increased costs for some pirate offers: independent colonies now 20000 (up from 5000), special discoveries now 30000 (up from 10000). Ensure player always has nearby supply of Caslon fuel at game start. SilverMist space creature is prioritized as bigger threat by the AI. User Interface Increased font size for project descriptions in Research screen. Improved description of Intelligence Agent traits Sober and Addict to explain that these apply their bonuses only when the character already has the relevant skills. Now refresh selected empire information in Diplomacy screen when close conversation window. Now properly revert zoom level when load saved games. Fixed missing text for title of message when civil war or revolution in another empire. Increased size of popup message panel so that message text not cut off. Slightly widened diplomatic relation info section in empire list area of Diplomacy screen. Added ‘Move to Top’ button in construction queues on Ships and Bases screen. New Start Game options: empire territory colony influence size slider (defaults to current setting), maximum colonization range slider (this is off by default). Colonization range limits are now off by default in Start New Game screen. Crash Fixes Fixed rare crash when zooming out to galaxy level Fixed rare crash when checking colony resource bonuses Fixed rare crash when opening Troops screen Fixed crash when editing development level on super-high quality planets (185+) Fixed crash when starting new game after reverting from Theme with many custom races Improved memory management to further minimize out of memory crashes. Fixed rare crash when new resource appears at colony. Fixed rare crash when evaluating ship commands. Fixed crash when using game editor to change development level on highlydeveloped planet (160+). Fixed a crash that could occur when exiting the game Fixed rare crash when independent colony becomes a new empire Fixed rare crash when drawing system links Fixed rare crash when AI assigns blockade against colony Fixed rare crash when manufacturing components for construction Fixed rare crash when editing an empire with very high war weariness Fixed rare crash when zooming into systems. Fixed rare crash in diplomacy. Fixed crash when take over colony with un-owned troops. Fixed crash when building ships. Fixed crash when ships exit hyperspace. Fixed a number of rare crashes related to ships. Fixed crash when AI disbands excess troops. Fixed crash when an empire's last colony is wiped out through bombardment. Fixed crash when assigning ship mission. Fixed rare crash when empire is destroyed. Fixed occasional crash when independent space port scrapped ships. Fixed occasional crash when assigning pirate ship missions. Fixed crash when reviewing system threats. Fixed rare crash when invade colonies. Fixed rare crash when disbanding troops. Fixed other rare crashes Bug fixes Fixed bug where game would sometimes lockup. Fixed rare situation where ships would sometimes not undock properly, preventing hyperjump from working. Fixed bug where moving to another ship that then hyperjumps would drag the other ship through hyperspace. Fixed bug where planets would sometimes become invisible. Fixed bug where could build wonder twice at colony by accepting advisor suggestion. Fixed bug where could not build bases that are over construction size limit at colonies. Fixed issue where some ruins could not be investigated. Fixed bug where destroyed planets were sometimes not properly removed from galaxy. Fixed rare bug where a unique asteroid field comprised of barren rock planets would appear. HyperStop Gravity Well Projectors now also stop pirates from jumping close to target Fixed situation where too many mining ships of the same empire were clustering around a single planet/moon/asteroid Fixed bug where you could sometimes still colonize planets that were outside colonization range. Fixed display bug when describing happiness bonus from ruins in Colonies screen. Can now build both mining stations and resort bases at same location if scenery at location. Fixed bug where Ardilus creatures were sometimes not visible. Space ports built from advisor suggestions are now located over colony instead of further away. Fixed empire territory bug when invade enemy colony (was not updating territory display properly) Fixed bug where mining ships were not completing a mining mission when the planet that they were mining was colonized (they were stuck) Fixed bug where sometimes the wrong tech focuses were saved in Empire Policy files Fixed bug where alien race descriptions were missing special tech descriptions when starting second game in a session Fixed problem where retrofitting a ship or base with damaged components would cause components to be lost. Other Gas clouds with gas mining stations now properly excluded from potential mining locations in Empire Navigation Tool and Expansion Planner screen (note that gas clouds allow more than one empire to build gas mining stations at them - but only one per empire). Improved overall game performance Improved mining ship target selection - now mines at planets/moons/asteroids that are nearer to your empire Construction and mining ships now properly flee from nearby space creatures Fixed mixed up setting for Empire Policy setting "Prompt for Retrofit when new tech becomes available" - now properly allows auto-retrofitting regardless of this setting. Allow placement of resort bases in the game editor at non-planet locations.
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# ? Aug 29, 2012 19:10 |
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If I have a Planet Destroyer in a fleet, and I tell that fleet to attack an enemy planet, will the Planet Destroyer automatically blow that planet up? I have a couple Planet Destroyers that I want to attach to some of my fleets just for their huge conventional weaponry, but I don't want them running around blowing up enemy planets willy-nilly. How should I go about this?
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# ? Aug 29, 2012 20:50 |
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Bold Robot posted:If I have a Planet Destroyer in a fleet, and I tell that fleet to attack an enemy planet, will the Planet Destroyer automatically blow that planet up? Yes. (this actually happened in the LP, with hilarious effect) What you can probably do is set the fleet to blockade the planet or patrol the area, they'll clear all the orbital infrastructure/defending fleets but not attack the planet automatically, then you can send in the transports or whatever. On a slightly related note: the downside of having AI allies with planet destroyers is that they will destroy planets with your fleet in orbit and your troops in the middle of an invasion.
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# ? Aug 29, 2012 21:59 |
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Dallan Invictus posted:Yes. (this actually happened in the LP, with hilarious effect) Hah, that's terrible. Guess I'll have to micro the Planet Destroyers. On a related note, what do you guys do as far as invasion fleets? In the one war I've had so far my opponent surrendered before it really became an issue, but they had something like 350k guys defending one of their colonies and the 25k or so guys I accidentally landed got slaughtered. Am I just supposed to roll up with a fleet of like 50 transports? Is there a way to bombard the planet beforehand to soften them up? I can afford to zerg transports if necessary, but it seems silly.
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# ? Aug 29, 2012 23:58 |
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Bold Robot posted:Hah, that's terrible. Guess I'll have to micro the Planet Destroyers. You can research bombardment weapons and glass the planet (or part of it) to make things easier. Otherwise, I've been told that you want to aim for a 2:1 ratio w/ invasion forces. I've landed 20 troops on a homeworld and got slaughtered... so in my current game, I have a fleet w/ 40 ready to invade a soon-to-be hostile homeworld.
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# ? Aug 31, 2012 14:39 |
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I tried playing this game yesterday. I only played for maybe twenty minutes but I never felt I was in control of what was going on. Every time I tried to do something the game told me that I would turn off the automated controls. And because I only knew 'jack' and 'poo poo' I'd leave the controls on. I wish the game would allow you to make an exception to automated controls and then go back to doing what it normally does. On the whole, I was starting to get PTSD flashbacks of Master of Orion 3, which is certainly unfair to Distant Worlds. It has a hell of a lot more polish and looks like it'd actually be fun for the right person. Perhaps this is just a sign that my tastes in games has changed as I've aged and spending long hours managing a massive empire isn't as fun as I remember it to be.
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# ? Aug 31, 2012 19:23 |
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You can do your own research, just ignore the popup and choose to keep it automated. Automated research won't write over any research you want to do yourself. I would let it form fleets for you (it does a reasonable job of that) but if you want to build some ships, go ahead and build them. I find it doesn't tell you to build enough ships, so I always build more than what it recommends. Be sure to have at least 10 exploration ships as soon as possible for example, they are really important in this game. You can let it automate the ship designs, at least at first it's not a big deal and the AI only has so much to work with anyway. Use the expansion planner!!! It will tell you where you need to expand. If you see a strategic resource with a high demand and only one or two sources (this is likely to be hydrogen, steel, or caslon) you need to send out more exploration ships otherwise your empire will come to a very slow halt. I let the game build resort and other luxury stuff with the constructors, not a big deal and it usually does a decent job of getting those up and running. Just some thoughts to get you started.
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# ? Aug 31, 2012 19:40 |
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Yeah the AI does a decent job of staying out of your way and just keeping everything you're not personally taking charge of puttering along at about parity with the other empires, the incessant popups are irritating but I don't find myself having to fight with it much at all beyond occasionally vying with private contracts for construction ship time in a boom year. Switch off research and do a manual queue so it doesn't waste time teching up dumb bullshit, designate the first couple bases for each new colony to make sure it's got basic protection, and you're pretty much good to go playing in whatever little sandbox you like, very occasionally stepping in to straighten things up the way you want them (i.e. screw everything up and make things worse), or fix stuff like explorer ships caught in a loop of running away from gribblies then jumping right back into infested system to run away again.
Tubgirl Cosplay fucked around with this message at 02:37 on Sep 1, 2012 |
# ? Sep 1, 2012 02:33 |
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So what the gently caress is the deal with silvermists? I've got a little nest of the fuckers growing on a nice patch of potential colony, fortunately on the rear end-end of the galaxy, and they eat everything I throw at them with no ill effects. Most guns do like one or two damage a shot at best, nowhere near enough to stop even the weakest ones before they munch whatever is shooting at them and regenerate. The guide and forums all mention using ion weapons, so I rig up a special-made fleet of fast ships loaded down with ion guns... which do no damage. Fleet gets eaten, nano doom cloud now that much bigger. What the hell?
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# ? Sep 3, 2012 05:14 |
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# ? May 10, 2024 01:07 |
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Amusing tidbit - Do NOT add Long Range scanners to all your freighters. It seems like the game calculates what each freighter sees, then renders it. When you have 150 of them flying around, things slow down a bit. However, you get excellent visibility everywhere in your empire. Or, if you're smart (which I wasn't at first), you can just turn off Long Range Scanner display on the main screen (2nd to last button on the right, above the minimap). oogs fucked around with this message at 02:30 on Sep 4, 2012 |
# ? Sep 4, 2012 02:20 |