More technobabble please!

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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LoBlo
Posts: 220
Joined: Fri Sep 12, 2014 6:07 pm

More technobabble please!

Post by LoBlo »

For the components applied to ship designs and research, we need more technobabble in the descriptions, not just energy, unit, size, etc stats. Lets see some techno-babble for flesh out the sci-fi feel. This might be a nice focus of a mod someday when the game is going through less beta's, but maybe the devs can keep it on their radar.

I'll start

Crew systems
Crew systems: basic crew berthing's
Enhance crew systems: increased automation and crew ergonomics allow enhanced crew workload without increased manning
Advanced crew systems: AI systems minimize crew workload
Efficient crew systems: Crew nanobots and robotics further augment the work efficiency of the crew
Superior crew systems: holographic interfaces and virtual reality allow minimal crew strain while maintaining efficiency
Supreme crew systems: physiological stasis of the crew with direct neuro-interfaces allow a crew in suspended animation to interact via nanobots and robotics. The crew is directly neurolinked to the ships

Fuel:
Storage systems: basic caslon tankage
Enhanced storage systems: caslon pressurization allows increased capacity
Large quantity storage: cryofreeze technology allows liquification of caslon for more efficient storage
Advance fuel storage: absolute zero storage allows solidification of fuel storages maximizing density
Optimized fuel storage: quantum collapse of fuel pellets with reanimation to provide high density storage

Passenger:
insert tech about increasing small and efficient stasis chambers, etc

Colonization:
Water colonization: deep high pressure networks
Improved water colonization: salinity exemption allows unlimited construction without corrosion
Desert Colonization: enchanced water extraction facilities allow irrigation and habitats
Improve desert colonization: temperate efficient converters allow cheap construction of temperate insensitive habitats
etc

Weapons:
etc

Yes please!
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iancmtaylor
Posts: 181
Joined: Wed May 09, 2012 6:38 pm

Re: More technobabble please!

Post by iancmtaylor »

I agree, the mod I'm working on (on hold pending the engine overhaul), has a focus on worldbuilding.

I didn't fill out a whole lot of descriptions, I just left the name as a seed for a lot of them, to go back and fill in later.
ClassNames.png
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HumanWeapons.png
HumanWeapons.png (23.99 KiB) Viewed 424 times

-Ship classes have specific roles, later ship classes will be upgrades or side grades. The classes listed are for Humans and Boskaran. Boskaran I went for an evil enslaver insect feel (because in the lore they are terrible, but it doesn't come across in game aside from a little malus to diplomacy). Humans I went for a future version of us, having been across the galaxy and survived a mass exctinction. So, a conglomeration of Old Earth names/ideas/places, Old Galaxy names/ideas/places, and the culture/mythology of the world that Humans survived on (new homeworld). So, a hazy, idealized, Greek Mythology type of remembrance of what was lost and the subsequent outgrowth of a new culture agonized at being confined to a single planet, while knowing that there is a whole galaxy full of wonder and mystery just out of reach. In the weapon names you can see that I tried to use different languages, to show that the Humans in DW2, really are from Earth. Using French and Welsh really drives that point home for people that know those languages, while also allowing me to use more interesting words than just 'gun that shoots thing differently than other gun that shoots things- MK III'. Then there's animals, references to Old Earth mythologies, may or may not be an easter egg to another great space game in there.
HyperDrives_Fuel.png
HyperDrives_Fuel.png (20.1 KiB) Viewed 424 times

-Then for regular technologies, I kept with vanilla in that there's some general technobabble, but I tried to go a little further. I used the technobabble I was writing to dictate what the effects of the tech would be :D



When the game first came out, a few people were talking about how nothing in the tech tree had a description, and I mentioned that you can very easily add descriptions by just opening the .xml and typing them in.

No one has claimed that mod to be theirs yet, but I'm still hoping someone will do that.
I am /u/SharkMolester, moderator of /r/DistantWorlds and BFHKitteh, admin of https://dw2.fandom.com/wiki/Distant_Worlds_2_Wiki.
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