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!
ORIGINAL: Dadekster
Thanks for adding in a pop up to show the percentages of resources on the planning screen. Saves quite a bit of time when picking what planet to colonize. Thanks.
Glad you like that, though I think I may have missed mentioning that in the change list.
I should be clear that corruption is just one piece of the puzzle when it comes to the economic rebalance. The change to make development partly population-based is a much bigger one really and solves several earlier issues, as I think you'll see once you play with it. There are also a number of other tweaks, both to things like tax modifiers and to how the private and state economies function and automate themselves in the game. All of these things together result in what we feel is a much better economic balance and one that is more friendly to the player as far as being more predictable and understandable than the previous releases.
1000 Systems, Human Monarchy, Rare Alien Populations, 4 AI Empires (2 distant, 2 average), No Pirates, Few Monsters, Agreeable Home system, everything else default.
Was research substantially slowed down? It looks my empire's total research potential is much lower (and grows much slower) than it used to?
Is this is a side effect of the development "tweaks"?
I'm 5 years in and haven't developed a single tech yet.
With 26 colonies and 20 billion people, my research potential is only 142k.
ORIGINAL: jscott991
Was research substantially slowed down? It looks my empire's total research potential is much lower (and grows much slower) than it used to?
Yes, it was slowed down during the 1.0.4 Betas and some of the other rebalancing effectively slowed population growth on new colonies to a more realistic rate as well, which affects your research potential. As a result, 5 Years in is not long. With the research from trades and other discoveries, I find the current default speed works better overall for game balance but if you prefer a faster research game, bumping the Research speed up in the galaxy settings will help.
ORIGINAL: jscott991
Was research substantially slowed down? It looks my empire's total research potential is much lower (and grows much slower) than it used to?
Yes, it was slowed down during the 1.0.4 Betas and some of the other rebalancing effectively slowed population growth on new colonies to a more realistic rate as well, which affects your research potential. As a result, 5 Years in is not long. With the research from trades and other discoveries, I find the current default speed works better overall for game balance but if you prefer a faster research game, bumping the Research speed up in the galaxy settings will help.
I'm not sure what I prefer, but this is a significant change.
So far, though, I find the new economic numbers make for a better early game. I still think that corruption is a very poor way to accomplish this new balance.
I just retired a cruiser I discovered within a few years of game start. I started with basic technology, research set to normal. After I retired this cruiser, I completely finished the hyperdrive tree.
Want a save/screenie? Or is this somehow intended?
I just retired a cruiser I discovered within a few years of game start. I started with basic technology, research set to normal. After I retired this cruiser, I completely finished the hyperdrive tree.
Want a save/screenie? Or is this somehow intended?
I just retired a cruiser I discovered within a few years of game start. I started with basic technology, research set to normal. After I retired this cruiser, I completely finished the hyperdrive tree.
Want a save/screenie? Or is this somehow intended?
You got advanced tech from the ship.No bug.
I know it's intended, I'm just wondering if it should be possible to go from base tech to completing the tree within 7 years of game start from 1 ship.
1. Empire Summary Screen. Red numbers too hard to read given the relative values between the lettering and background are similar. No contrast so hard to read for those of us that are colour blind. Suggest lightening this to a pink colour so you can see it is 'reddish' but light enough to read clearly.
2. Expansion Planner and other screens with sortable spreadsheets. When sorting resources etc it would be nice if it remembered the previous sort and used that for secondary sorting. Eg. First click on Name to get an alphabetic list of resource names; then click on Type to get the resource type, but still listed alphabetically within the types. Another example, click Your Demand then Type to segment the resources by type but then sorted by your demand within this.
3. Pop-up Windows. Would be great if these could be moved and positioned around the screen so you can work on a couple at the same time. Minimizing them would also be cool.
Found a bug when assigning a single ship to patrol my home system by right clicking on the primary star. It doesn't cause a crash, but produces the following error message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ApplicationException: Invalid mission target type
at DistantWorlds.Types.BuiltObjectMission.ResolveCommandsForMission(BuiltObjectMission mission, Boolean allowReprocessing, Boolean& couldResolveCommands)
at DistantWorlds.Types.BuiltObjectMission..ctor(Galaxy galaxy, BuiltObject builtObject, BuiltObjectMissionType missionType, Object target, Object target2, CargoList cargo, TroopList troops, PopulationList population, Design design, Double x, Double y, Int64 starDate, BuiltObjectMissionPriority priority, Boolean allowReprocessing)
at DistantWorlds.Types.BuiltObject.AssignMission(BuiltObjectMissionType missionType, Object target, Object target2, CargoList cargo, TroopList troops, PopulationList population, Design design, Double x, Double y, Int64 starDate, BuiltObjectMissionPriority priority, Boolean allowReprocessing, Boolean manuallyAssigned)
at DistantWorlds.Types.BuiltObject.AssignMission(BuiltObjectMissionType missionType, Object target, Object target2, BuiltObjectMissionPriority priority, Boolean manuallyAssigned)
at DistantWorlds.Main.2wtdNFqM7Zw0TFIbsvUT6uEiXAi8Uhygvqq67KTrk75SnDBG(Object , ToolStripItemClickedEventArgs )
at System.Windows.Forms.ToolStripDropDownItem.OnDropDownItemClicked(ToolStripItemClickedEventArgs e)
at System.Windows.Forms.ToolStripDropDownItem.DropDown_ItemClicked(Object sender, ToolStripItemClickedEventArgs e)
at System.Windows.Forms.ToolStrip.OnItemClicked(ToolStripItemClickedEventArgs e)
at System.Windows.Forms.ToolStripDropDown.OnItemClicked(ToolStripItemClickedEventArgs e)
at System.Windows.Forms.ToolStrip.HandleItemClick(ToolStripItem dismissingItem)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
You know if its "accepted" that people "hate" on and mock me for criticizing something i paid for i see no reason whatsoever to not go back to doing exactly that.
It was definitely more fun and fulfilling to read peoples brainless fanboy defenses then this (still) miserable game.
I'm experiencing some disappointing ship/fleet behavior with the beta 4. Individual ships tasked to a fleet do not always engage the same target that has been selected. For instance, I sent a 12 vessel fleet into a gas cloud to attack a pirate base. The base was protected by one ship. I wanted to take the ship out first. No matter how many times I right clicked on it, some of my ships in the fleet kept going after the base as opposed to the ship. I experienced the same behavior in a defensive battle...2 pirate ships jumped into my home system. I wanted to coordinate my defense and direct all my firepower on one ship at a time. Despite orders to attack a one of the pirates, some of my ships kept attacking the other. I've never had this problem before under any of the other patches.
I've also notice a massive leap in habitable planets. There are more marshy and continental worlds than I have ever seen in a game. Has this been tweaked as well?
de.ci.sive.ness\ n. 1. Ability to make decisions promptly and to announce them in clear, forceful manner. 2. See United States Marine.