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!
I was thinking about pirates they realy need a counterpart.
I see it like this "the private sector or human controlled governement" could make or pay "bounty hunters" or "security compagny's" who are paid to protect or hunt down pirates ?
Would make the game very very intresting [:D]
YES!
I'd love to see privately owned Escorts as well as Bounty Hunters. It makes no sense that the private sector doesn't keep its own pool of escorts to deal with pirates specifically.
Sure the occasional pirate base is a task for the navy as is protecting the Empire from other Empires but even tankers sailing by Somalia these days carry security not to mention the Dutch Merchantmen vessels or English East India company.
Those guys were private sector and owned bigger heavily armed navies then most countries in the world darn it! [X(]
well isnt that just the same as paying pirates to protect you? when you do that they exactly do as you say they escort your ships and attack other empires/pirates no?
I wish the slider for corruption went all the way down to "none" instead of stopping at "low"
Also, a none option should be available for independent colonies.
I do not have a superman complex; for I am God, not Superman.
I have some UI suggestions after playing the 1.0.5.6 beta - please focus on this area for 1.0.6 because such a big and passive game needs a really nice UI to engage and empower the user!
* Allow holding the middle mouse button to pan the view around, and/or holding <ALT> or right-click drag on empty space. Pushing to the edges to scroll is really horrible - especially on a big monitor! Using the cursor keys is not smooth, and because it's just using the default keyboard repeat rate, and not fast enough.
* Run in a window! Even if it's 1024x768 it would really help performance on older computers with big monitors, and allow you to write a Word doc or browse the web to the side of your screen while still seeing the whole game view.
* Can you add an option to make the insert/home/delete/end keys jump to the selected object as well as setting zoom. The backspace key is nice, but that only works at 100% which isn't great for strategic play and you never want to see a star that close.
ORIGINAL: hidden_asbestos
* Run in a window! Even if it's 1024x768 it would really help performance on older computers with big monitors, and allow you to write a Word doc or browse the web to the side of your screen while still seeing the whole game view.
1, The game ALWAYS runs in a borderless window that is sized to your desktop, it does not have a full screen mode.
2. The game also uses fairly minimalist graphics and as such will not run faster at a lower resolution, as it is CPU limited not GPU limited.
I do not have a superman complex; for I am God, not Superman.
ORIGINAL: taltamir
2. The game also uses fairly minimalist graphics and as such will not run faster at a lower resolution, as it is CPU limited not GPU limited.
I'm not convinced, but as I've never run the game at a lower resolution I can't argue with you. I am seeing the update taking way long than a frame on this 6200 when you scroll around the galaxy map, and surely drawing the objects you can fit within 1024x768 pixels is less work than all the things you can see in 1920x1200? even if it's not by a lot.
- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs are obtainable via espionage missions
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).
Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.
- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).
Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.
I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...
I do not have a superman complex; for I am God, not Superman.
- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).
Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.
I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...
OK, I forgot about stealing, that was on oversight, not intentional. I'll fix that in my above post to add it.
- These techs should be available at the start to the empires that have them
- These techs should not be researchable by any empire
- These techs should only be traded if the AI empire or Player Empire is severely distressed and in need of assistance (IE the Ikkuro are about to be wiped out by the Boskara and are willing to trade off their unique tech for help...meaning they are groveling).
Also a reworking of these ancient unique techs should be considered in the design/tech tree locations. Rather than being the end game tech of the tech tree, have them be placed so that a better tech can surpass their use. Alternatively, these techs could be made to be on par with the highest level techs. Empires could maintain a preference for their unique techs if the techs are brought on par with the other high end techs, thus giving a bit of uniqueness to the different species ship designs.
I agree with most of those, except the inability to research it (or steal it)... its not like its some magic that nobody else can reproduce... its technology. And once you see it in action or maybe capture a few ships with it then it should be fairly simple to reverse engineer. (if your tech level is high enough)...
OK, I forgot about stealing, that was on oversight, not intentional. I'll fix that in my above post to add it.
you know what, actually having it impossible to research but possible to steal does work out now that I think about it.
I do not have a superman complex; for I am God, not Superman.
Seeing the troop loading discussion in the 1.0.5.6 update thread: as much as I would like to see automated trop carriers jumping from planet to planet and loading troops, I don't like to let my planets defenceless. So I already proposed earlier to set a minimum threshold per planet that determines how many troops will stay there if an auto transport fetches troops. But if a manually controlled transport is ordered to load troops then the threshold is disregarded (better: I would like to see a confirmation window where you can say how many troops should be loaded exactly so that e. g. an empty transport with six troop compartments ordered to load troops on a planet with three on it can be manually loaded with two of those three troops).
Another part of my former suggestion was to also set some kind of "default troop strength" per planet up to which a planet will recruit new troops, so when an auto transport fetches some the planet restocks troops automatically until this default troop strength is reached. Since the AI criteria for recruiting troops are not clear to me I rather control troop recruitment manually atm, so that would relieve me from a lot of work.
well isnt that just the same as paying pirates to protect you? when you do that they exactly do as you say they escort your ships and attack other empires/pirates no?
I think you have to see them as a minor faction who is basicly a part of your empire.
But then for hire for the private sector or maybe leased by your empire to protect or do specific tasks.
I recently reinstalled DW so i can test out all the new updates and i can say some are great and some suck like corruption, i think corruption is ok but we need ways to manage it or lower it here are a few idea that i suggest can help deal with corruption and pirates which i hate also cause no matter how many ships i have they never seem to protect that many freighters.
1. we need structures that we can build with Spaceports like poiltical centers that reduce corruption one per sector, and one to the capital planet, if not a componet then how about an administration Station and a military outpost that reduce corruption by various levels like 15-30% and the effect is reduced as you move away from the structures.
2. you can have system capitals planets you designate and they can be represented by blue stars again one per sector other than the capital sector.
3. i think fleets should be auto assigned to each sector you control and esscort ships be assigned to trade routes,(we dont have trade routes ships just jump to where they need to go) which is why i think trade ships should also be used by size small freighters for intersector trade medium for sector to sector trade and large freighters for trans galactic trade( meaning if something needs to go more than 4000 light years or how ever distance is measured in this game). fleets can be assigned to defend a sector i hope this is possible in later updates cause it is badly needed i hate that when i am not at war my fleets are usless they just group at planets and attack pirates that are dumb enough to chase freighters to them. i think fleets should act like they are not in a fleet unless they get orders to form-up and en-masse attack a target like a pirate base.
4. pirated need to be mini empires i hate that they somehow get advanced weapons and can match firepower with my ships that i spend untold sums of money to develope i think they need special weapons that lets them loot ships for money from the emipre fund(like a federal reembursement for getting jacked by pirates) instead of losing the entire ship, and you guys can make it even better by having it so the money the pirates get from raiding they use for even more ships and bases(i.e they build or steal constructors from empires with special capture ships and trade the stole goods at 3rd party stations like independant colonies. and the player can choose to assign ships to deal with teh pirated i.e. hunters or it can brib them like now to leave its ships alone for an annual fee and teh larger the players empire teh more teh fee (it can be sometheing like 2$ for each trade ship the player ownes or something that adds up cause on large mapes you can have thousands of trade ships).
5. trade goods need to be more varied i know this is a low priority but we need usless junk to trade and empire specific products that are random for each emppire to have a stable trade income each planet should demand i.e. consume this much of this trade good for every 100m population it has so the more people in your empire the more you need these items to make money and keep your population happy.
6. trade stations would be a good idea they can be used to collect goods from private mining stations and ships and then serve as a point from which these goods get to plantary space ports also they could serve as a point where ai econo ships are built, since i think space ports for planets really should be for only trade for (trade and refueling for the small space ports, trade, refueling and repairs for medium, and for large space ports the could be used to build small military ships like esscorts and frigates, while larger ships require a dedicated shipyard that builds all the empires ships( like in star trek they can only build ships at shipyards i know some people wont like this idea but it makes the most since to organise military ship building so the AI can order ships and the player can know where they are being constructed this can be achieved by starting the player off with a simple shipyard at their HW and as research progresses the player can choose to move the ship yard to a more secretive location like the edge of a black hold or inside a zone that doesnt allow jump drives(makes it hard to attack if you can muster a defense while the enemy impulses to your bases) i know you can already do this sorta but the coding wont allow the player to control how resources get to those shipyards and you have to have construction just dedicated to military ships with out the ai ordering econo ships so i suggest making a civilian ship constructor and a military one that should be simple.
7. omg i hate pop-ups, this game needs a pop-up blocker when i am playing the little noise and sliding window should be enough to alert me that an empire wants to talk i hate that the whole game pauses for some trivial crap that the ai should be able to say yes too, only time i want a pop-up is when i request one to negotiate trade or declare war other than that i should just get the sliding messages or at least it shouldn't pause the game and take up half the screen.
8. the ship ai are so crappy but thats to be expected from a RTS game of this size here are a few suggestions that could help i think when a ship is built it should be auto assigned to an undefended planet to camp there for defence no matter the class except esscorts and frigates they should always be in groups of three and patroling ( they can act like trade ships going from point a-b then from c-a then a-e and so on and so forth) or the player can get a new tool that allows the ships to patrol an area i.e. like a highlighter that auto assigns points in space to visit or to be near just incase of a pirate raid, the way it is now you will rebuild your econo fleet every 15-20 years due to so many ships being destroyed even if you have alot of ships that should be guarding the trade routes. another way is to allow the player to make trade points for example the capital planet is a major hog for resources and it serves as a major player for a long time in the game so to organise my econo i make it so inorder to trade with the outter systems i build 3 long range trade stations these stations make it so the ships dont just jump from the capital planet directly to their colony and allows me to assign esscort ships to partol the route to better protect the ships so its CP-->TS--> colony that needs the goods, now when i sign a trade pact with some one i build a trade station near their space they send freighters to that international trade station only(allows me to control my borders)(also the larger the trade the more station you can build to handle the volume or just build a bigger station) so now its ITS-->TS-->colony where goods are needed(or military facility) and we can assign ships to those routes to protect the freighters but since a large military is expensive some pirate raids can still happen.
9. ai empires grow to slowly compaired to the player i suggest either limiting the amout of colony ships the player can build each week or year or the distance they can travel relative to the last colony the player colonised, which bring me to my next point solar systems should all be generated with at least one planet that can be colonised or atleast 500m population a minor system if you will so that empires don't span the galaxy for no apparent reason other than i wasnt paying attention to the distance when i ordered a colony ship i think empires should expand gradually with in the area if there capital planet its possible for this game just very micro management to do so(i love it at first but it becomes a headache).
10. i wish my empire had plagues and a death rate something to reduce my population and stunt my growth for peroids of time(they can also be research projects when you max out tech like infinite research that uses existing research capicity(so i am getting some usage outta my research stations and they are not just junk in space costing me money, it could work like this a plague spreade through out a sector of my empire hitting 12 planets causing negative population growth for a few years like 10-20(depending on how fast you research the cure and use it, i.e. you research it and then you spend another year getting it where it needs to go) and this can be a random event that costs money and requires the player to use ships to blockade their own planets to prevent the spread (maybe bombard them)of the plague and have it reoccur every so often to keep the player on their toes or have so its a weapon of war.
11. i also think if you redesign a ship the player needs to research that design before they can use it its a silly idea but it really unrealistic that you design a ship and can use it with out testing it to see if its useful(another way to use those usless research stations you forget about that cost money.
12. we need borders or somekinda line that lets us know the expanse of our empire it can be something like 100 units or 60 units of distance from a planet and you could then have it so ships can olny trave so far outside that range so they dont be too far from refueling points( a good way to use refueing ships is that they can be used to expand that limit over a small area for explorer ships and deepspace military actions)
Wow i never typed this much on a forum before i hope you can excuse anyt typing errors and spelling errors and enjoy this wonderfuly long post have fun and lobby for distant worlds 2 with multiplayer
Live and learn to be free from all Earthly attachments including but not limited to, dumb ideas, lust ,love and faith.
As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.
Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.
If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more[:)]
I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far[:)]
As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.
Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.
If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more[:)]
I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far[:)]
Yeah, in my last game on a 250 Star Galaxy I had a couple new colonies come up with 75% Corruption.
Sorry, that's just excessive.
CPU: Intel 2700K
RAM: 16 GB
GPU: GTX 970
OS: Windows 7 (64 bit)
Res: 1920 x 1200
As has been mentioned in the update thread, I'd like to see a way of improving planet quality perhaps in lieu of terraforming, maybe a limited number of tech improvements could improve quality by 5% or so, so you couldn't take a 35% quality planet to 100% for example but maybe to 50/60%, so if you insist on nuking a 100% planet back to the stone age you'll never fully recover it but can improve it abit.
Also as for corruption, whilst I understand it's perhaps in place to curtail the player (Does corruption affect the Ai?), I find the 40/50% corruption even on my capital planet breaks immersion for me, with the best will in the world I can't see how that much corruption can flourish! Mind I play a Human Monarchy, no doubt there are better species/Govt but it's for roleplay.
If the money can be lost via infrastructure/maintenance costs or suchlike I could stomach it more[:)]
I understand these are cosmetic points and I'd normally not bother, but DW is a great game already with lots of potential so I'll attempt to contribute...other than my £35 of course, money well spent so far[:)]
Yeah, in my last game on a 250 Star Galaxy I had a couple new colonies come up with 75% Corruption.
Sorry, that's just excessive.
I played on lowest corruption on a normal sized galaxy... and still I was seeing 40% to 60% corruption which is very excessive.
I want the ability to turn off corruption entirely. I do NOT want a "balance" between large empires and small empires. It is just ridiculous to me... and frankly, it hurts the AI a lot more then it hurts me.
I do not have a superman complex; for I am God, not Superman.
It would be cool to be able to write System notes to yourself so you don't have to try and keep track of things too much. Or even pins with notes like on Google maps where different coloured pins could mean different things.
I'd really, really like to see some type of automatic retrofitting system put in place. That is one area of the fleet I'd be more than happy to leave to AI control. Probably need to assign each ship an identifier number in the database, and as new designs are brought online, the AI takes the ships in order and retrofits them to the new standard...one at a time.
This would be very much like a modern navy taking ships in for refit and maintainence.
Experience for ships that over time grants very small % damage reduction to the ship and a small % increase in damage output too. Would make a nice addition I think [:)]
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
Because this game takes a fairly long time to load, and because once it is loaded it starts playing (i.e. it's not paused), I cannot start the game and walk away; I have to sit and wait for it to load. When the game finishes loading, it would be nice if it paused automatically.
Explorers often fail to explore a ruin in a system. If this problem cannot/will not be fixed on this end, it would be nice to have an easy way to check if a ruin is explored (a different color on the ruins screen in the galaxy map maybe?) without having to manually go to every single ruin.
It appears planet quality is the same for all races. It seems like planet quality should be based off of native planet type. For example, a given desert planet should be higher quality for a race native to desert planets but really low quality for a race native to ice worlds. Maybe allow all planets to be colonized, base 50-75 quality, with a bonus/penalty for type, e.g. humans +20 quality for continental, -75 quality for desert, then have each colonization level add +20 or whatever to all types. You could make barren -200 for all races so barren worlds are still unusable. I don't program, but a simple mathematical formula like this seems as though it ought to be easy for the AI to find good sites with multiple races.