Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!
The constructors' queues should become one large unified queue, and the available constructors would take care of the next top-most construction when they finish their current work. I hate ending up with a constructor having 7 queued works and with another having 2.
Not sure about this one. What's to prevent the constructors from spending most of their time (and fuel) criss-crossing the map from one job to the next?
For efficiency there needs to be a balance between constructor availability, location of job and location of required resources. I would hope that the AI already calculates the optimum choice of constructor for each job based on these three criteria, and that's why some constructors have more qued jobs then others.
I don't know if that's actually the case though.
Well, i proposed a simple guideline... There should be some AI involved in the way the next job is selected...
I would like to be able to place my pointer over the fuel bar of a ship in the bottom left corner of the main screen when the ship is selected and have a tooltip pop up telling me what fuel type it requires.
A couple of days ago, I mentioned in another thread, that I don't own "Legends" and therefore don't want to propose whishes in this thread, as I don't know whether or not things changed in the newest expansion.
Well, this altered in the meantime and I have plenty of fun with "Legends". And there *are* changings done, making my former proposals obsolete.
One thing though didn't change and as I sense it as *very* annoying, I want to repeat my proposal here as a whish:
Acoustical alerts
Definitive needed in an real-time based game! The Problem: Constant warnings lead to a desensitization. After a very short time you just think: "Oh well...!" and ignore them all together - and may miss really important battles. (At best. To be honest: The never ending flood of alarms start to annoy me to death!) My proposal:Introduce multiple warning levels. Have different alert sounds (and pictures) for each level. Create options, which level of alert shall be referred to the player.
For example:
Level 1: Attacks that lead to easy evasions (eg. exploring ship contacts a space creature). During a war, I don't want to know, if an explorer encountered a slug!
Level 2: Pirate attacks on mining stations.
Level 3: Enemy contact (in war) with inferior enemy forces that probably will be overwhelmed.
Level 4: Enemy contact (in war) with superior enemy forces that probably will crush *your* fleet
This levels should be seen as proposals only. More levels / other rules are thinkable, of course.
As proposed by another forum member, little flags on the main map for discovered space creatures would be great! Especially, if there are my proposed warning levels and the first level is disabled.
- New Character Types.
1. Captain
he can assign each ship.
work like "Fleet Admiral" for each ships.
2. Flight Leader
he can assign each ship or fleets that contain fighters.
work like "Fleet Admiral" for fighters of that ship or fleets.
May have missed a way to do this or it may have been mentioned somewhere back in the mists of this thread (I am new to the game and life is too short to read them all).
I use certain standard mini fleets for guard duties on systems and outposts etc but at the moment have to order the ships built, find them in the ship list and assign them to a fleet and then give them orders. Could the Build Order screen have a box where you could create/add to fleet and if a fleet was selected, everything ordered that time would become that fleet or be added to that fleet?
A better way to access known fuel resources on explored (but not colonized worlds) in order to send Resupply ships (which also need their own button on the left-side management panel).
I was prepping to invade colonies located in an adjacent star cluster, a fair distance so I needed a heavily armed forward refueling base. Process was as follows:
1. Opened Expansion Planner, opened Sort Resources by Galactic Requirement, filtered to Caslon
2. To find a planet close to the invasion site I had to note the distance from my Homeworld to the target enemy planet
3. Sort the list on the Distance column
4. Scroll down to the distance range as noted above, and click on each listing to find one where needed AND with a good supply
5. Select the best planet, make note on paper of name
6. Close screen and open left-side panel Ships list
7. Scroll down list searching for Resupply ships (which are scattered throughout the list [8|]), hover mouse over each to note location (by the strobing circle)
8. Select closest, search for noted planet, zoom in and Deploy the Resupply ship
Is there an easier way to do this, even without an improvement to the resource UI?
Harry2 - use the Galactic map to find needed fuel sources. 'G' from main screen to open, then use drop down menu to list resources... required fuel. The location of all known sources in galaxy will be shown in yellow on galactic map. You can then select each source from this map to check other info.
In the ships list first do a sort by type to group all resupply ships together.
Harry2 - use the Galactic map to find needed fuel sources. 'G' from main screen to open, then use drop down menu to list resources... required fuel. The location of all known sources in galaxy will be shown in yellow on galactic map. You can then select each source from this map to check other info.
OK thanks. I'll try this.
As for the ships screen, I know you can sort on "ship type" but it covers the main map so that you cannot see where the ships are (?, writing this without actually having DW open to check, so I may be mistaken). Thats why I like using the ships list accessed on rthe left side of the main map, even if the ships cannot be grouped.
That seems to a recurring issue with DW: there are diferent several ways to do specific things but each way has its own advantages and drawbacks. There are few "perfect" methods.
Your tips worked very well. ...and the main ships list does have a little map that shows the location of each ship you click on. Don't know why I never noticed that before. [:@]
HELLLLLLLLOOOOOOOO![:D]
I am currently playing DW Legends...
Congradulations fellas!!! Great Expansion!! Really complex and... and... in its unique way... uh...
[:'(][;)][:)]
Great!
I am happy about the map size option thing, and the wonders, and that you can add yourselfe now up to 99 million credits in the editor, and about the territory thing... about that you can add more races to the game by modding... Great stuff, really!
But... could ya guys add in an update of the expansion the possibility to modd planets as i previously wished back in 2011...[:D]
I mean i do really need to add my own custom worlds and i'm sure that other players would support the idea... to healp make the DW universe Deeper... Far more distant than the name describes it...
i have allready created two planet types and going for the third but i'm really getting anxious to add them to the game and test em out!
Please when u make another update to the expansion add this possibility... I beg you... and the ones that support this idea... PLEASEEEEEEEEEEEEE![&o][&o][&o][&o]
I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)
DW series is great ever since the beginning, and now with legends its awesome....
as for the wishlist:
1. Adding a crew factor to the ships would be nice...
We do have Hab modules and depending on the number of same installed you could calculate number of crew needed for a ship to operate normally. Why add crew? Well you can repair systems on your ships but you cannot really repair the crew after extensive damage has been done to a ship. Depending on the crew % (0-100) your ship would operate with less efficiency.
Also this would make further advances possible. Like experience. Each ship would yield some experience to the attacker depending on the size. (a frigate killing a destroyer gives more xp to the frigate, then a destroyer killing a frigate would give to the destroyer)
this would give the game even more depth and a higher role play value than leaders (characters).
2. Ship hard points.
I am not sure how difficult it is to add this into the game, but it is worth considering. ATM each ship fires all weapons regardless of facing from a single point (mid of ship) in all directions. The strategist in all of us is screaming for turret points, weak spots, blind spots and similar.
This would in the end mean you would have to redesign the ship design system and window.
Also this would make ship roles more important - Explorer a single weapon point, Escort - some forward facing points, Frigate - some front and side points... and so on...
3. Light - Medium - Heavy weapons
Each time you research a weapon it should give you a L - N - H version of that weapon.
Also weapon research could be redundant (after it is done it can be started again but with higher research cost) so you can improve a weapon further.
Weapons should also be only allowed on certain designs -
- Light weapons (lower space used - lower damage - higher projectile speed - less energy usage -> for Escorts and frigates),
- Medium weapons (normal space used - normal damage - normal projectile speed - normal energy usage -> for destroyers, cruisers and specialized frigates),
- Heavy weapons (much space used - high damage - slowest projectile speed - high energy used -> cruisers and capital ships
4. Colony ships
Colony ships could be made permanent ships like troop transports, as in they pick up colonists into the colony module and drop em (and any cargo that is required) onto a planet and then return for more. Also there could be a limit to the number of them so that you can have one per some research lvl (redundant colonization research as well as planet type colonization research -> first gives more colony ships, other improves on some aspects of the colonization given type of planet).
5. Terraform unit
A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.
6. Corporations
A part of private sector (non player controlled). These mega companies have their own military (nothing big but sufficient to defend systems) and agendas. They play a part in advanced research (late game research) and also can be contacted like other empires but not directly controlled.
7. Trade routes
Players should be able to set up major trade routes, and demand trade ship allocation to the trade routes from corporations for some funding.
8. Carriers
Carriers should have their own orders -
- Anti fighter / bomber protection for fleet (pure fighter carrier)
- Anti capital /any other target with (pure bomber carrier)
- Fighter and bomber wings
and other orders...
HELLLLLLLLOOOOOOOO!
I am currently playing DW Legends...
Congradulations fellas!!! Great Expansion!! Really complex and... and... in its unique way... uh...
Great!
I am happy about the map size option thing, and the wonders, and that you can add yourselfe now up to 99 million credits in the editor, and about the territory thing... about that you can add more races to the game by modding... Great stuff, really!
But... could ya guys add in an update of the expansion the possibility to modd planets as i previously wished back in 2011...
I mean i do really need to add my own custom worlds and i'm sure that other players would support the idea... to healp make the DW universe Deeper... Far more distant than the name describes it...
i have allready created two planet types and going for the third but i'm really getting anxious to add them to the game and test em out!
Please when u make another update to the expansion add this possibility... I beg you... and the ones that support this idea... PLEASEEEEEEEEEEEEE!
In this reply i had forgotten to add that also needed to add custom stars not only planets as modding...[:)]
I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)
Add more customization to the monster list during setup. I'd like to be able to turn some of them off and leave others on.
Also, PLEASE add a starbase column to the colony list screen. I am tired of scrolling through 30 to 50 planets to check on whether they each have a base and if it hase been upgraded to the desired model.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.
Better still when the space station is built to improve the quality of the planet to also change slowly the texture of the planet into a continental planet and by the time it has 100% Quality is a totall Continental Planet/Moon and if the terraforming unit is destroyed the planet will slowly decrease the quality all the way down to 40% and change the texture of it into Desert Planet/Moon
I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)
I very strongly suggest a system to influence the generation rate of characters, especially intelligence agents. I just now began to play with 1.7.0.10 and don't know how the increased generation rate of intelligence agents works out yet, but apart from this I would be more satisfied if I could influence that aspect of the game myself. Perhaps make it possible to build academy type star bases or planetary facilities for research, diplomacy, intelligence and so on that add to the probability of character generation while leaving in place a system to reduce probability dependent on the number of characters of a certain type that are already in your service.
Hyperdrive accuracy would be a neat feature. The better accuracy, the closer you get to where you actually 'right-click' when moving the ship. Same with automated moves. Currently there's no difference between the drives( that I've noticed) in that regard, they all just put you in the general area of where you( or the computer) send them. Highly advanced empires would then send fleets that simply came out on top of the enemy and their space ports, taking them by surprise. Existing low-tech drives would need to be made less accurate than they are now, of course.
Hyperdrive accuracy would be a neat feature. The better accuracy, the closer you get to where you actually 'right-click' when moving the ship. Same with automated moves. Currently there's no difference between the drives( that I've noticed) in that regard, they all just put you in the general area of where you( or the computer) send them. Highly advanced empires would then send fleets that simply came out on top of the enemy and their space ports, taking them by surprise. Existing low-tech drives would need to be made less accurate than they are now, of course.
Proximity to target could be based on an existing or new design setting. I want my carriers to be far away, but a mass-driver cruiser should jump out right on top of the target.
End result: no more: "oh noes, my carrier jumped out on top of the spaceport and defences stations, and are getting killed while the capitol ships are slowly closing in... [:o] "