Distant Worlds: Shadows

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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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: adecoy95

i get the problem often with the desert starting securian (my preferred race), fortunately they usually have a moon with some of the resources i lack, like steel

Thats an easy one. Just check the box for asteroids, click to sort by distance and the resource sort to gold, nearly all the decent 'roids have both steel and gold on them. I then just click off constructors to build the mines and count till ive got about 14-20 mines queued to build in my green home systems. Ive noticed that asteroids seem to have higher yields. Gold and steel are needed for quite a few things so its the easiest way ive found to gain a good stockpile for these two resources. Obviously later in the game its not really a good idea to have the 'roids checked as it slows down to much but the plus is if done in an early stage of the game these two resources are fairly safe as they are in the middle of your empire (where you started or very close systems to where you start)
ORIGINAL: feelotraveller

Don't give up. Just change your play style a bit.

Thanks for the tips, ive read all your 'investigative' posts and find them very helpful in the darkness that is Legend, just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.
ORIGINAL: Cruis.In

why is it that sometimes I am stuck building a starport or a larger ship at like 5 modules not built for many months? perhaps a year or more? I have an abundance of resources.

You might have things in queues that need resources beyond what your building, like old designs that are using resources you haven't stockpiled?

Darkspire
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Haree78
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RE: Distant Worlds: Shadows

Post by Haree78 »

ORIGINAL: Darkspire
just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.

Very little testing done? Hehe, I'm not sure if you could be any more wrong.
Why should resources scale up with larger maps? More stars then yes, which happens. But larger grid size? The only real difference is travel times and fuel costs. The only argument that makes sense if scaling up gas resources with map size but I doubt very much that that is needed, at least I have never seen a need for it.
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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: Haree78

ORIGINAL: Darkspire
just seems to me that very little testing was done on the largest maps with the maximum stars and that the resources dont seem to scale up in map size, ive tried smaller maps and had very similar amounts of resources which to me doesnt make sense.

Very little testing done? Hehe, I'm not sure if you could be any more wrong.
Why should resources scale up with larger maps? More stars then yes, which happens. But larger grid size? The only real difference is travel times and fuel costs. The only argument that makes sense if scaling up gas resources with map size but I doubt very much that that is needed, at least I have never seen a need for it.

What I mean is I seem to find similar amounts of resources over an entire map (mid to late game) regardless of the map size. Surely if the map size is the biggest then it is logical to presume that there should be more resources available than if the map was the smallest?

Darkspire
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Haree78
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RE: Distant Worlds: Shadows

Post by Haree78 »

Depends what you mean by size.
Size in terms of grid size just spreads the stars and gas clouds out, it doesn't add anything to the game other than distance. Why would it need to?
1400 stars is the largest amount and it has way more resources than the next lower star amount.
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dejagore
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RE: Distant Worlds: Shadows

Post by dejagore »

ORIGINAL: adecoy95

ORIGINAL: ASHBERY76

ORIGINAL: dejagore

@Erik - please do tell me that there will be some tweaks in the 'colonization' aspect of the game. It's really too easy that You can just setup a colony and take no penalties from it at the beginning. There should be some serious maintenance costs!


With a changed and tweaked economy which is promised this hopefully will not be needed.The majority of new colonies make little money your empire anyway as they developed slowly and stay a 0 tax for 20 years.

its more of an issue with how many 0 tax colonies your able to support, which is as many as you want. at least with the way it is right now

@adecoy95 that's exactly what I meant. If they won't change the maintenance costs or some sort of support (colonists from home planet) then it will be like nowadays which means Colonization Extravaganza!
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Martian
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RE: Distant Worlds: Shadows

Post by Martian »

Erik, please add support for more landscape images per each planet's type. Right now the game at maximum uses only first 4 images from landscape folders. For some types like ocean and volcanic planets it uses only 2 images!

Thank you.

And my thanks to Ashbery76 for pointing this out.
Image
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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: feelotraveller

Don't give up. Just change your play style a bit.

Well I did just that, I changed from a volcanic homeworld to a continental and hey presto, steam rollered 15 civs with no shortages and no bottlenecks on a 1400 - 15x15 twice, no restarts, one after the other. Funny thing is though I did have a slight shortage on steel, as others have mentioned in this post, are they on continental (or marsh) as well?
There is something not right here, I can understand that my new homeworld has carbon fibre as a natural resource but why should changing my homeworld type make such a difference? It should only be a slight setback with a volcanic homeworld, until I find the resources, not a gamebreaker?

Darkspire
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feelotraveller
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RE: Distant Worlds: Shadows

Post by feelotraveller »

I mused about homeworld influences on resource distributions in another thread.  Maybe there is an algorithm noone has outlined which influences this.  Or maybe the RNG god just loves toying with you.  [:)]

One thing Erik's recent bundle of posts shows is that the developers are listening to us even if we are not always aware of it.  I expect that they get lots of laughs out of us sometimes.
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JosEPhII
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RE: Distant Worlds: Shadows

Post by JosEPhII »

ORIGINAL: Kayoz

ORIGINAL: JosEPh_II
Has anyone pointed out to you that your sreenshot is from the 1st MoO not from II? Thought I'd point that out. In MoOII the Soldiers, Tanks, and Battleoids actually moved towards each other on the planets surface (looked like a field with a city in the background) while firing.

Too Many years playing both to let this one pass. [;)] [:D]

JosEPh (MoOIII Keeper of the Roll Call)

I bow before your harder and longer nerd gland. Mine is a sad and floppy thing in comparison.

You're right, it is indeed MOO, not MOO2.

[:D] Thanks for the laugh!

JosEPh ;)
"old and slow.....Watch out!"
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OJsDad
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RE: Distant Worlds: Shadows

Post by OJsDad »

ORIGINAL: Erik Rutins
We are indeed trying to make this add more gameplay without requiring a lot of micromanagement. You can manage your troop loadouts at the fleet level, set garrison levels on planets and set build percentages at the policy level for the different unit types.

Why not do this with fleets themselves. What I mean, is why not allow for fleets to be designed with the number and types of ships you want, and then order a new one to be built, instead of building a bunch of ships and then having to assign them to a fleet like you do now.

If you needed a new fleet based off of carries, you would open your fleet build screen, select the type of fleet you wanted, assign it to a home base, and the AI would take care of building the ships for that fleet using shipyards closest to the fleets home.

Also, are we ever going to see fleet formations so battles are not such a furball?

Thanks
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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: OJsDad

Why not do this with fleets themselves. What I mean, is why not allow for fleets to be designed with the number and types of ships you want, and then order a new one to be built, instead of building a bunch of ships and then having to assign them to a fleet like you do now.

If you needed a new fleet based off of carries, you would open your fleet build screen, select the type of fleet you wanted, assign it to a home base, and the AI would take care of building the ships for that fleet using shipyards closest to the fleets home.

BIG +1

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Beag
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RE: Distant Worlds: Shadows

Post by Beag »

Not very happy with features so far. I´d like to see more depth to population management. It appears that multiracial empires will still be WAY too stable, using the silly trick of getting independants and colonize with them ASAP won´t be adressed... Since I use very few AI automation I couldn´t care less about ground combat simply because I won´t have time to watch (specially if two or more battles are happening at the same time).
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ASHBERY76
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RE: Distant Worlds: Shadows

Post by ASHBERY76 »

ORIGINAL: Beag

Not very happy with features so far. I´d like to see more depth to population management. It appears that multiracial empires will still be WAY too stable, using the silly trick of getting independants and colonize with them ASAP won´t be adressed... Since I use very few AI automation I couldn´t care less about ground combat simply because I won´t have time to watch (specially if two or more battles are happening at the same time).

I agree about multispecies living in a galaxy utopia with little internal strife.I would like some sort of tax penalty and a rare uprising from time to time.Being a pure empire should have some sort of buff at the moment it is just a negative.

I also hope for per race extermination policies rather than per species.
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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: ASHBERY76

a rare uprising from time to time

I had an uprising or somesuch, had a really good leader, there was a coup and one of my generals took over as leader. As I was testing I had random events off so was a tad surprised to say the least. Even with events on that has only happened the once, still not sure what caused it, I was spamming destroyers for a new offensive front so maybe that caused it?

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Cauldyth
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RE: Distant Worlds: Shadows

Post by Cauldyth »

ORIGINAL: ASHBERY76
I agree about multispecies living in a galaxy utopia with little internal strife.I would like some sort of tax penalty and a rare uprising from time to time.Being a pure empire should have some sort of buff at the moment it is just a negative.

Yeah, what I'd really like is to have multi-species empires be really vulnerable to espionage. After all, if you have a society where all sorts of aliens are walking around freely, it's much easier to sneak a spy in than a society where everyone's the same species.
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tjhkkr
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RE: Distant Worlds: Shadows

Post by tjhkkr »

Here is a question for Erik... any new ship types?
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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Darkspire
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RE: Distant Worlds: Shadows

Post by Darkspire »

ORIGINAL: tjhkkr

Here is a question for Erik... any new ship types?

Didnt think there were ship types in DW? There design classes, each design has an AI role assigned to it?

Would be better that if we could add a design class and with a second drop down list assign one of the AI roles to that class, for example, adding heavy escort and then assigning the escort AI role to that new design class.

Darkspire
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feelotraveller
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RE: Distant Worlds: Shadows

Post by feelotraveller »

tjhkkr probably has in mind things like the Carrier class which was added in Legends. Transports are an earlier (in game version) distinct type. Scouts also are a distinct type.

Construction ships are another ship type.  (And for private sector ships there are 4 types...)
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Gareth_Bryne
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RE: Distant Worlds: Shadows

Post by Gareth_Bryne »

If we speak about potential new ship classes, a relevant addition, in line with Gravitic Weaponry, would be the Interdictor class of Star Wars infamy. Its role would be pulling fleets and ships out of hyperspace in mid-late game. Since we will be speaking not only about empire, but also pirate faction fleets, this would be a quite useful phenomena.
"Only an idiot fights a war on two fronts. Only the heir to the throne of the Kingdom of Idiots would fight a war on twelve fronts," - Londo Mollari
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Kayoz
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RE: Distant Worlds: Shadows

Post by Kayoz »

ORIGINAL: Gareth_Bryne

If we speak about potential new ship classes, a relevant addition, in line with Gravitic Weaponry, would be the Interdictor class of Star Wars infamy. Its role would be pulling fleets and ships out of hyperspace in mid-late game. Since we will be speaking not only about empire, but also pirate faction fleets, this would be a quite useful phenomena.

I don't understand - why is a new class necessary?

All you need to do is design a ship with the Interdiction component on it - and some way of activating it if it's not always on. I don't see how this is any different from the current DW use of Long Range Scanners.

Am I missing something?
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