Major changes and improvements from DW: Universe to Distant Worlds 2

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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Icemania
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Icemania »

ORIGINAL: Erik Rutins
This is not an exhaustive, comprehensive list, but it's a good summary and starting point of some of the key changes. I'm sure we'll add more stuff as time goes on before release, partly as we remember it. [8D]
Terrific list Erik. Before really getting into the gameplay reveal video the first question that came to mind is what was different gameplay wise ... this post certainly helped answer that.
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by RogerBacon »

A question on weapons.

I DWU there was no sense of a projectile being separate from a weapon. A weapon couldn't fire a second projectile until the first one had finished traveling its max distance. So you could not create a weapon that fired slow projectiles quickly, for example. Will DW2 separate the concept of a projectile from the launcher?
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Erik Rutins
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Erik Rutins »

ORIGINAL: RogerBacon
I DWU there was no sense of a projectile being separate from a weapon. A weapon couldn't fire a second projectile until the first one had finished traveling its max distance. So you could not create a weapon that fired slow projectiles quickly, for example. Will DW2 separate the concept of a projectile from the launcher?

There's no limitation on that in DW2 as far as I know.
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geforth
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by geforth »

A question a little bit away from the gameplay: Which engine do you use? You mentioned it in the stream, but I didn't understand it correctly and now I can't find it anymore. ^^ Is this the archon engine? [:)]
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Erik Rutins »

It's a significantly customized version of Xenko/Stride.
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geforth
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by geforth »

Open Source, that's Nicenstein! :-D
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SirHoraceHarkness
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by SirHoraceHarkness »

ORIGINAL: Erik Rutins

ORIGINAL: RogerBacon
I DWU there was no sense of a projectile being separate from a weapon. A weapon couldn't fire a second projectile until the first one had finished traveling its max distance. So you could not create a weapon that fired slow projectiles quickly, for example. Will DW2 separate the concept of a projectile from the launcher?

There's no limitation on that in DW2 as far as I know.

So we can have burst or gatling type weapons now. Very nice.

Ok a direct question about modding. As far as you know when DW2 reaches launch status will a modder be able to import a model of a miranda cruiser from star trek and replicate its weapons and shields. Ergo a spherical/ovoid shield effect that visibly stops weapons with an impact hit graphic and burst fire torpedoes along with the burst fire phasers? If so you just got at least one trek mod to jump on.
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Aerial
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Aerial »

Are terraforming stations still in the game? And if so, are they more useful than they were? Can I actually use one to increase planet quality, or maybe stack multiple of them to increase planet quality?
TanC
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by TanC »

ORIGINAL: Erik Rutins
...You can still have a partially completed spaceport that has working reactors and docking bays and is handling some trade, or has a few functional weapons, but not all, or where the shields come online partway through a fight, etc.

Now witness the firepower of this fully ARMED and OPERATIONAL battle station!
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Erik Rutins »

ORIGINAL: Aerial
Are terraforming stations still in the game? And if so, are they more useful than they were? Can I actually use one to increase planet quality, or maybe stack multiple of them to increase planet quality?

Yes, they are in the game and they are more useful. They can actually increase planet quality now. You cannot stack more than one on a given planet, but they are upgradeable (as are some other facilities).
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Sithuk
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Sithuk »

Fleets and Armies can now have defined templates

Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by loups »

ORIGINAL: Sithuk
Fleets and Armies can now have defined templates

Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?

I also would really like this feature. And generally more options for automated fleets.

Looking forward to this game, the description and teasers seem great!
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elliotg
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by elliotg »

ORIGINAL: Sithuk
Fleets and Armies can now have defined templates

Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?
Yes, that's how it works. Assuming you have your automation settings enabled that way, the fleets will auto-top-up with ships to compensate for losses. You can also build/form new fleets using fleet templates, i.e. instead of building the ships individually. So you would select the fleet template and click a button to either build a new fleet based on the template, or form the fleet from existing ships.

Of course if you wish you can still form fleets the old way, a ship at a time.
elvendeathknight
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by elvendeathknight »

That's awesome !!!
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SirHoraceHarkness
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by SirHoraceHarkness »

ORIGINAL: elliotg

ORIGINAL: Sithuk
Fleets and Armies can now have defined templates

Is there an option to auto-reinforce fleets? For example, create a fleet of 5 ships and set to defend a system. The fleet loses 3 ships. Can the construction AI now build 3 replacement ships at nearby/suitable shipyards and auto-assign them to the fleet?
Yes, that's how it works. Assuming you have your automation settings enabled that way, the fleets will auto-top-up with ships to compensate for losses. You can also build/form new fleets using fleet templates, i.e. instead of building the ships individually. So you would select the fleet template and click a button to either build a new fleet based on the template, or form the fleet from existing ships.

Of course if you wish you can still form fleets the old way, a ship at a time.

Very sweet!

Now to be greedy and ask if there is any way to include system templates for galaxy generation so you can make your own system so that your chosen race and possibly the AI races start with a predetermined system too. This is so everyone can make that Sol system for their human starts etc. [:'(]
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Erik Rutins
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Erik Rutins »

You're aware you've already asked this several times, right? [:)]

I do understand you'd really like this to happen, but I'll repeat my past responses:

1. Not planned at present, but something similar exists as a system in the game for other storyline purposes.
2. Possible for the future, but unlikely for this release.
3. Might be possible for release modding, we'll have to see, this initial release has a lot of modding access but is not focused on modding per se.
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Aerial
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Aerial »

ORIGINAL: Erik Rutins

ORIGINAL: Aerial
Are terraforming stations still in the game? And if so, are they more useful than they were? Can I actually use one to increase planet quality, or maybe stack multiple of them to increase planet quality?

Yes, they are in the game and they are more useful. They can actually increase planet quality now. You cannot stack more than one on a given planet, but they are upgradeable (as are some other facilities).


That's fantastic news. I'm actually pumped I can make planets more habitable now.
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ASHBERY76
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by ASHBERY76 »

Apart from fuel, resources didn't really matter in DW1 as much when you became a mid size empire.I hope it is more relevant in DW2.
Raagun
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by Raagun »

Is fleet stances still a thing? Any improvements if it is? Or what big scale fleet management is there?
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RE: Major changes and improvements from DW: Universe to Distant Worlds 2

Post by eXplorminate_Rob »

ORIGINAL: Icemania
ORIGINAL: Erik Rutins
This is not an exhaustive, comprehensive list, but it's a good summary and starting point of some of the key changes. I'm sure we'll add more stuff as time goes on before release, partly as we remember it. [8D]
Terrific list Erik. Before really getting into the gameplay reveal video the first question that came to mind is what was different gameplay wise ... this post certainly helped answer that.
Heya Ice! Can't find my old Devildog login details, so I'm here with this new login, ready to start all over again with DW2.

Great to see you, old friend.
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