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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Erik Rutins
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RE: Distant Worlds: Shadows

Post by Erik Rutins »

ORIGINAL: dazoline II
The playable pirates look awesome. In shadows when creating a new game can you specifiy pirate factions as Other Empires or are they only for player controlled factions?

If you choose to play in the Age of Shadows, either as a space-based (pirate) or normal empire, you will find that there are quite a few other pirate factions around you. These are not the normal pirates you're used to in Distant Worlds. They are proper empire-level space-based factions that could be from any of the pirate playstyles. These factions are the inspiration for the "Legendary Pirates" that show up in Legends, who represent one of the most powerful and successful of these factions that at one point went to the fringes of the galaxy or even beyond, then returned after the Age of Shadows was over to a very different galaxy.

In the Age of Shadows, if you wipe out one of these powerful pirate factions, when a new one appears it will be significantly weaker than the original ones. It's only the starting pirate factions that begin the Age of Shadows that are at the full faction power level. It's worth noting that wiping out one of these space-based factions requires you to destroy all their bases, construction and resupply ships. It's no longer about destroying just one base. Although they don't start with any planets, they are quite resilient and require an effort similar to that of a normal empire to completely wipe out.

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- Erik

Erik Rutins
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Erik Rutins
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RE: Distant Worlds: Shadows

Post by Erik Rutins »

ORIGINAL: ASHBERY76
The ground combat tree is looking very interesting but I am wondering about the role of the bombard.You could destroy most non homeworld colonies with the weakest bombard tech in 2 mins.Planet shields could stop it outright but I disliked how that worked too as it cost next to nothing to place everywhere.There should be some bombard leakage that I noticed Stardrive has or spies should be able disable planet shields.I am wondering about how this is balanced so you actually use this ground combat tree because it will be a heavy investment.

We have already adjusted bombardment with this concern in mind, but we're continuing to watch that during testing. We want to make sure we have a good balance at release that does make the ground combat investment worthwhile. Invading a planet should be the best way to take it intact, with its resources, population and facilities (though not undamaged). Bombarding a planet is perhaps a bit more straightfoward, but also causes a significant reputation hit and gives you a damaged world with reduced quality, no population, facilities or stored resources which needs recolonization and rebuilding. We feel there's a good balance to be found there, we just need to make sure we have it right.

Facilities like Planetary Shields also have a maintenance cost in Shadows FYI, so they are no longer "free".

Regards,

- Erik
Erik Rutins
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Erik Rutins
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RE: Distant Worlds: Shadows

Post by Erik Rutins »

ORIGINAL: Webbco
Thanks for this extra info Erik, really intrigued as to what the ground assault screens look like after reading the interview. Any chance you could post one or two screenshots up of those?

Yes, soon. [8D]
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spaceghost
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RE: Distant Worlds: Shadows

Post by spaceghost »

Can we get just a slight hint as to when we can see this.[:)] I am really looking forward to picking this up, hopefully soon. [8D] Thanks.
Texashawk
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RE: Distant Worlds: Shadows

Post by Texashawk »

Do we have any further info about release beyond Q1? Because Q1 is almost over... ;-)
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Bingeling
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RE: Distant Worlds: Shadows

Post by Bingeling »

In another thread, an April release was hinted at.
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Tampa_Gamer
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RE: Distant Worlds: Shadows

Post by Tampa_Gamer »

Really looks good so far, I am especially excited about the "modding" mod after this one to finally open up the data files and perhaps allow loading of multiple mods at once via a load order.

One Question - with the introduction of multiple types of ground units I assume the UI has been tweaked to permit the player to choose what units to load into a transport?
For those interested, forum thread link to post with a master list of all my DW mods: Link

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jpwrunyan
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RE: Distant Worlds: Shadows

Post by jpwrunyan »

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?
For example: please say extermination/assimilation policies at colonies are now race specific... that there are GUI enhancements... late game economy is improved... an empire history graph... etc.
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tjhkkr
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RE: Distant Worlds: Shadows

Post by tjhkkr »

Ummmm, Wow.
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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tjhkkr
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RE: Distant Worlds: Shadows

Post by tjhkkr »

Corellian Smugglers. Trandoshan Raiders. I foresee new Star Wars possibilities here.
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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RE: Distant Worlds: Shadows

Post by Buio »

Thanks for the new Shadows info. Looks great.
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Kayoz
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RE: Distant Worlds: Shadows

Post by Kayoz »

ORIGINAL: jpwrunyan

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.
I entirely agree. DW has had numerous minor bugs which have never been fixed since the original release. I hope Elliot actually addresses them instead of ignoring them.
ORIGINAL: jpwrunyan
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?
Problem here, is that the information Erik releases is so scattered throughout the threads that it's nigh impossible to keep track of. An "admin only" (nobody else posts) thread solely for these sorts of posts would help a great deal. But in the end - it doesn't really matter till there's a release... so it's probably not worth the time/effort to do at this point. Perhaps something for the future.
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HectorOfTroy
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RE: Distant Worlds: Shadows

Post by HectorOfTroy »

Interesting that one screenshot with available missions to choose from. Is this only for pirate factions or can we take these missions on when playing empires?
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tjhkkr
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RE: Distant Worlds: Shadows

Post by tjhkkr »

You know, with the new ability to sack planets and places for money; escorts and frigates will take on a whole new need.
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: jpwrunyan

I hope some minor but annoying things are getting fixed or improved as well as some of the more mundane requests being met.
I understand wanting to emphasize the new big picture features in this thread, but can you start another thread or post with a list of improvements to existing features?
For example: please say extermination/assimilation policies at colonies are now race specific... that there are GUI enhancements... late game economy is improved... an empire history graph... etc.

+1 Also add to that the Galaxy (G) map needs some extra filters added and the resource finder still needs straightening out, its annoying every time you exit it that it resets to the default first entry resource and you have to scroll to find (or first letter and scroll) to find the resource again.
In time, if your influence is strong enough you can even get to the point that your space-based civilization may in fact bring the planet completely under your control. This means that while you start as a space-based faction, if you are very successful and you wish to focus on that path, you can transition to a planetary empire as well.



That was the one thing I was hoping that was going to be implemented when I first read about the space based factions.

Rest is icing on the cake for me

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Cauldyth
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RE: Distant Worlds: Shadows

Post by Cauldyth »

I have to say, it all sounds very cool, and I'm glad you guys are taking the time to do it right. It seems as though playing a space-based faction will be an entirely different sort of game. From what I understand, the number of ships you'll own at any given time will be quite small, and each single new one you buy (or one you lose) will be a significant event.

It also may mean that those of us who don't usually get into ship design in the current game may do so in Shadows. I personally love ship design in my games, but when I'm running an empire and building dozens of new ships of varying types every 10 minutes, I just can't bring myself to get into it. That may change now...

The space-based faction part of the expansion almost feels a bit like the Republic expansion for Crusader Kings 2. Both take an existing game of nations and empires and then add this new level of organizations which exist in their own territorial layer within the game (that is, they can own property within the territory of various empires for the purpose of conducting their cash-driven business). Both expansions also allow you to, with some difficulty, transition to a more standard empire if you so choose. Very cool.
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Simulation01
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RE: Distant Worlds: Shadows

Post by Simulation01 »

Erik could you elaborate on the "two Age of Shadows" pre-hyperspace empires comment from the interview:
The new difficulty options along with the two Age of Shadows pre-hyperspace empires and space-based factions should make for a challenging game for players of all levels.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
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RE: Distant Worlds: Shadows

Post by skigrinder »

Hi Erik,
On the bombard / ground battle issue, what do you think about planet-based weapons facilities against invading ships?
I'd love the ability to build multiple ground-based missile batteries.
Also, the ability to prioritize targeting to troop transports and ships with bombard weapons would be cool.
Thanks,
skigrinder
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ASHBERY76
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RE: Distant Worlds: Shadows

Post by ASHBERY76 »

Armour and marines.Is there any difference apart from hit points and attack value.How deep is the planet invasion simulation?
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2guncohen
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RE: Distant Worlds: Shadows

Post by 2guncohen »

What will the price tag be ?
SO that i can be prepared to buy it when it releases [:D]
[&o]
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