SO SWEET

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!

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lwarmonger
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RE: SO SWEET

Post by lwarmonger »

ORIGINAL: elliotg
2nd:  With such a large universe to play in, what are the types of opposition we are looking at as players?  Pirates and Independent colonies have already been mentioned (do these actually do anything, or are they simply things to conquer or harvest for resources), as have "grand menaces" to borrow a term from sword of the stars.  How many hostile empires are we looking at in a given galaxy (just a range would be nice... could it be hundreds?)?
Pirates will actively attack your and other empires, and can become quite strong if you don't squash them. Independent colonies trade their resources with you and are often great targets for new colonies, because they have an existing population. Independent colonies can also become havens for pirates - they'll ambush your freighters as they trade resources at these colonies - giving a kind of 'wild west' feel to them.

The maximum number of proper empires (not pirate factions) in the game is 20. This is mainly so that each empire can have a distinct identifying color. And IMHO hundreds of empires just wasn't very fun (I tried it [:)]).

Some empires can become quite large, and some races are naturally quite aggressive. So you tend to naturally get grand menaces in the form of evil, all-conquering empires.

And there's also space monsters that can be a real pain - they can disrupt trade and prevent you from colonizing valuable planets. Some of them are quite strong, and need several ships to take them out.
3rd:  It was mentioned that resources are needed for colonial development and happiness, and that government types and racial characteristics are involved.  Is it possible to have civil wars and/or rebellions?  The reason I ask is that an addition of significant penalties for failing to keep your nation happy has always been a big thing for me, especially with the prospect of having to face elements of your own empire in combat.
Yes, civil wars and rebellions can occur. Colonies can decide to leave your empire, either becoming independent or switching to another empire. So keeping your colonies happy is important. Colony unrest is exacerbated when you are at war for long periods - war weariness can become a problem for some races and government types.

So independent colonies are dynamic, grow, and can establish relationships with various factions? That sounds awesome.

Also, should a civil war/rebellion occur within your empire, does that create a new empire from a number of your colonies, fleets and bases? Or is a rebellion simply the secession of your said colony from your empire?
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elliotg
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RE: SO SWEET

Post by elliotg »

ORIGINAL: lwarmonger
So independent colonies are dynamic, grow, and can establish relationships with various factions? That sounds awesome.
Yes, although independent colonies aren't particularly partial to any empire - they'll trade their resources with anyone.

Another point with independent colonies: they're more likely to allow colonization from an empire of their own race. And some independent races are just not very friendly, and are very difficult to colonize.
Also, should a civil war/rebellion occur within your empire, does that create a new empire from a number of your colonies, fleets and bases? Or is a rebellion simply the secession of your said colony from your empire?
Yes, civil war means a completely new empire, splintering off some of your colonies, fleets, etc. Note that civil wars are fairly rare - they generally happen when your reputation is poor and a huge portion of your citizens are unhappy.

More commonly, individual colonies may simply get fed up with you and leave your empire. Especially if they're nearby other empire's more developed colonies.
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JosEPhII
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RE: SO SWEET

Post by JosEPhII »

ORIGINAL: SeanD

No specific time locked down yet... but we're "close." The game isn't in alpha or anything.

Hope it's out by next month. I'd Really like a Good Fun Birthday present. ;) (even if I have to buy it myself :D )

JosEPh [:D]
"old and slow.....Watch out!"
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Baleur
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RE: SO SWEET

Post by Baleur »

I hope its out next week :D
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lordxorn
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RE: SO SWEET

Post by lordxorn »

ORIGINAL: Baleur

I hope its out next week :D

This is by

SeanD at 1/13/2010 1:25:41 PM original quote before being edited,



""No specific time locked down yet... but we're looking at a few weeks, not several months.""

So that put's it release date mid February at my best estimate.
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ASHBERY76
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RE: SO SWEET

Post by ASHBERY76 »

If the game is finished let it loose for good sake.Armada has had a good run by now.
Epsilon
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RE: SO SWEET

Post by Epsilon »

I'm taking the new videos like the one about game controls as an indication that a release is not far away. I for one welcome my new 4x overlord :) - with my credit card that is!
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Stardog
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RE: SO SWEET

Post by Stardog »

Dudes!!!!!!..

This game looks like it's going to Blow ARMADA2526 out of the Solar System!!!...

Bad news for me >>> Got's to Get's A New Rigg for this one!!
Old one>> Hardrive full and Ram not there & its to slow... :(

This is great news!!!

Keep up with The great Work MATRIX!!!!

AKA The dogstar
Diplomacy without arms is like music without instruments.

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HercMighty
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RE: SO SWEET

Post by HercMighty »

Erik posted in another thread about needing another week before released dates could be talked about.....
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zukhov
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RE: SO SWEET

Post by zukhov »

OK, I'm hooked! I'm a long time 4X fan and this one looks like some excellent game design and programming has gone into it. There are a lot of creative features have been incorporated into it to add to the user experience. Also, a lot of sensible combat simulation constraints (refuelling, population morale, resources, etc.) to get my tactical and strategic juices flowing. The user interface looks well thought out and implemented -- which is good as a game this amazingly large needs to have a very powerful user interface. Thank you very much for the nice videos too. Just release the game if it's done cause I'm going crazy waiting!

[X(][&o][X(][&o][X(][&o]

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adamsolo
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RE: SO SWEET

Post by adamsolo »

Did an overview of Distant Worlds at SpaceSector.com: http://www.spacesector.com/blog/2010/01 ... tegy-game/

Enjoy!
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Your source for Space & Sci-Fi Strategy Games
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lordxorn
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RE: SO SWEET

Post by lordxorn »

ORIGINAL: adamsolo

Did an overview of Distant Worlds at SpaceSector.com: http://www.spacesector.com/blog/2010/01 ... tegy-game/

Enjoy!

Cool blog, count me as a subscriber.
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Marshall Thomas
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RE: SO SWEET

Post by Marshall Thomas »

ORIGINAL: Son_of_Montfort
ORIGINAL: tgb

SoM:

You know my tastes well enough, I think.  I found Armada 2526 bland and generic.  Will I enjoy this more?

Well, Armada may have lacked some distinguishing qualities from previous 4X games, sure. I still find Armada to have an enjoyably strategic style of play, however.

Now, in regards to Distant Worlds, I'm not going to flat out say "yes, you will enjoy this" because I don't want people to blame me for buying a game and being dissatisfied. That's what an official reviewer is for... [:D]

In all seriousness, in regards to unique style of gameplay - I can honestly say that Distant Worlds stands out as being something very new. I can also say, with pretty good conviction, that I haven't ever played a 4X space game quite like this before - and I mean that in a GOOD way (and let me confess, if there is a 4X game out there, I've probably played it). Comparisons will be drawn, inevitably, to the Europa Universalis series, had it been set in space. That is somewhat accurate, but misses some of the really neat "living space empire" feel of the game. Imperium Galactica, waaay back when, also had some similarities, but the scope of IG is FAR less than DW.

Let me give you a little taste:
What other game do you know of, where you have about 4 planets colonized over about 3 different solar systems (2 in your home, and 1 each in other places). You have built some space stations over these, and sent some builder ships out to rich gas giants and non-habitable planets in these systems to building mining outposts. After a while, you notice that the civilian dock of one of your space stations is building a mining transport ship (these are run by civilian companies) - it finishes and you watch it fly to pick up luxury resources from one of your non-habitable ice worlds (lets say a type of exotic animal fur). The ship wheels back into your space station - dropping of the goods, and increasing the happiness and economic growth of your colony.

During all this - you, as the player - did not order any action (well other than the initial building of the mining outpost and space station above your colony). You might have been sending a fleet to smash pirates, building a research station over an interesting moon, deciding what future worlds to colonize, conducting diplomacy, or just watching your empire grow. The mining took place all on its own - as part of a living empire.

How does that strike you as unique? [8D]

There is more about the "living empire" that I would like to talk about, but I don't want to get too detailed lest I overstep and lest things change before release (and don't ask me when, they don't give peons this information).

SoM
If this is like Europa-Universalis in space, then I've got to buy it the day it comes out! ...can't wait!!
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Okim
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RE: SO SWEET

Post by Okim »

Hi everyone.

This games is quite promising. I wonder why there is not much info about it on major game portals. It definitely deserves more attention.
Nearly all of the dangers to freighters are at the endpoints of a trip, either at the origin or the destination. It's very difficult to intercept a ship while it is enroute.

Is there any way to intercept a ship in hyperspace? Can we make ambushes in deep space by using hyperspace inhibitors and other similar nasty thingies?

Can your exploration vessels and other ships scan enemy ships and show what they are carrying?

Can we board and capture enemy ships? And if so is there an option to analyse it (tech salvaging and such? Can we scrap ships and abandon planets?

The last question is about modding. How easy it will be to access game data files for modding and will there be any tools for modding provided with the release?

Captain_Proton
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RE: SO SWEET

Post by Captain_Proton »

ORIGINAL: adamsolo

Did an overview of Distant Worlds at SpaceSector.com: http://www.spacesector.com/blog/2010/01 ... tegy-game/

Enjoy!

Cool blog Adamsolo, I've bookmarked this one in my Games/News folder [:)]
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elliotg
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RE: SO SWEET

Post by elliotg »

ORIGINAL: Okim
Nearly all of the dangers to freighters are at the endpoints of a trip, either at the origin or the destination. It's very difficult to intercept a ship while it is enroute.

Is there any way to intercept a ship in hyperspace? Can we make ambushes in deep space by using hyperspace inhibitors and other similar nasty thingies?
There are hyperdeny components, but these are for stopping a ship from escaping to hyperspace, not for pulling them out of hyperspace. One of the exciting battle tactics is to try and catch a fleeing ship before it can make the jump to hyperspace. Different hyperdrive components can initiate a jump faster than others.
Can your exploration vessels and other ships scan enemy ships and show what they are carrying?
Not currently, but that sounds like a cool idea. I'll put that on my list... [:)]
Can we board and capture enemy ships? And if so is there an option to analyse it (tech salvaging and such? Can we scrap ships and abandon planets?
No ship boarding at the moment. But if there's enough demand, I may add this.
The last question is about modding. How easy it will be to access game data files for modding and will there be any tools for modding provided with the release?
The game is extensively moddable. All ship graphics, alien races, name files, etc are easily edited. Most content is plain PNG image files or text files. You can make a custom theme that contains a complete set of mods and switch to that theme in-game from the main menu. I'll post more info on modding closer to release.
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Okim
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RE: SO SWEET

Post by Okim »

Thanks for the answers.

I have some other questions if you don`t mind )

Ship design.

While looking at your screenshots i`ve noted that there are several classes of ship vessels (roles) that have their own size value. Components have their own size too, so the mechanics of ship design is quite understandable. How many ship classes (roles) will we have in DW? Do we have to research new ship sizes?

Are there any items that require a specific ship size?

Is there a maximum number of weapons/drives per ship?

What about abandoning planets?
Gertjan
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RE: SO SWEET

Post by Gertjan »

Seems to become a great game. I like most Space strategy games. I have also played Conquest quite some time and really like this economic/empire management approach to the game. I hope the AI is quite good, in particular as regards to diplomacy.
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elliotg
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RE: SO SWEET

Post by elliotg »

ORIGINAL: Okim
While looking at your screenshots i`ve noted that there are several classes of ship vessels (roles) that have their own size value. Components have their own size too, so the mechanics of ship design is quite understandable. How many ship classes (roles) will we have in DW? Do we have to research new ship sizes?
There's more than 20 different types of ships and bases. As your research in Construction progresses you can build larger ships and bases. To start with you can only build quite small ships, but as your research level increases you can build progressively larger ones.
Are there any items that require a specific ship size?
Some components that you put into your ship designs are very large, so you may not be able to design a ship or base that uses them until you have higher construction tech to build a ship or base of sufficient size.
Is there a maximum number of weapons/drives per ship?
No maximum limits, except for the overall ship/base size. The bigger your ship, the more engines it needs to move it at a reasonable speed, and thus the more reactors it needs to power its engines, and thus the more fuel tanks it needs to fuel the reactors, etc... So you need to make reasonable trade-offs in these areas.
What about abandoning planets?
You mean having a colony in your empire that you abandon? No, this is not in the game. How would you intend to use this?
Jamerson89
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RE: SO SWEET

Post by Jamerson89 »

You mentioned that there might be hidden technology to destroy entire planet.  Is there any technology to destroy stars?  Alternatively, is there any technology to create planets or stars using similar technology?
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