Thoughts after v1363

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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makotech222
Posts: 15
Joined: Sun Jan 01, 2012 4:17 pm

Thoughts after v1363

Post by makotech222 »

Hi just played through a game, wanted to share some thoughts/bugs

1. UI MouseOver/MouseOut dont trigger properly unless mouse is moved, even if UI element is gone. Most notably, if you mouse over an event, right click to dismiss, then a new event is under your mouse (without moving), the popout from the previous event still persists, until mouse is moved.
2. Relatedly, the UI Slide animation needs some work; looks pretty bad aesthetically, needs a smoothing function instead of a flat speed, at the least. Also should be configurable to be disabled/speed up.
3. Repeatable techs should be able to be queued multiple times at once. Can't requeue until its been researched.
4. Max queue length should be increasable. 15 is too little
5. Auto research will pick the psychic defense/Leadership bonus tech over and over again without anything else at the end game. Other repeatable techs are available too ya know.

6. Taking a page from stellaris, would be super cool to see some megastructures added to game. Would also like there to be some kind of transportation infrastructure that we could build, like stellar highways or something to improve speed/reduce energy usage. Would be a cool thing to invest extra money into.
7. Stride3d has a new release with .net 10 support, would be a nice perf boost for free.
8. Terraforming facility auto deletes, even though it may have the pop growth modifier on it from the repeating tech.

Otherwise, great update. automations are really in a good state now; things move along as i would expect them to if they are automated.
Lunalis
Posts: 130
Joined: Fri Mar 11, 2022 7:47 am

Re: Thoughts after v1363

Post by Lunalis »

hmm 6 might be interesting...

we already have like the map display of major tradelanes between our colonies...
what if we could "build" some hyper gate and create a speedy path between two of our colonies.
like a gate either a bit away from the planet (then each planet could build it)... or on the edge of the system (might be better and build by construction ships?... but might use too many recources to build in one trip with the ships?).

and once both "gates" are build ships can enter the gate and fly to the connected gate at higher speed.
they can still cancel the jump (but then cant "reenter" the speedy way again??? just enter from the gates? then again if it would create i.e. a "slipstream" like in starsector or the highways in x4 then they could be enterable anywhere on the path?)
and pirates and enemies can interdict ships out of such highways...

but they just buildable between colonies.
maybe there some relic highways half destroyed in the universe that you could repair and create new highways...

i guess it could be a "gate spacestation" building... and there would be like a "build zone ring" around the system edge to build one... and when you build it it would show what of your colonies are in range to connect to it from that position...
and you could build defence stations nearby... or build a listening post halfway along your highway to scan who is using it.
and maybe you can set who can use the gate... allys, neutrals?... and if enemies use it you get a early warning about them arriving?
maybe you can set some travel cost for neutrals they have to pay to use it, as additional income like tourism.
maybe the gate stations need a jump inhibitor build in to work... or creating the gate creates a effect similar to a jump inhibitor, so ships have to fly away a little till they can normal jump again.

so that idea might be a neat addition to space travel.
Xmudder
Posts: 310
Joined: Sun Feb 14, 2010 10:13 pm

Re: Thoughts after v1363

Post by Xmudder »

I've been wishing for a faster hyperdrive speed for ships in claimed space, or moving between claimed and allied systems. Not sure we need more things to build.
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MaximKI
Posts: 2619
Joined: Thu Oct 20, 2022 12:29 pm

Re: Thoughts after v1363

Post by MaximKI »

makotech222 wrote: Fri Jul 24, 2026 8:25 pm Hi just played through a game, wanted to share some thoughts/bugs

1. UI MouseOver/MouseOut dont trigger properly unless mouse is moved, even if UI element is gone. Most notably, if you mouse over an event, right click to dismiss, then a new event is under your mouse (without moving), the popout from the previous event still persists, until mouse is moved.
2. Relatedly, the UI Slide animation needs some work; looks pretty bad aesthetically, needs a smoothing function instead of a flat speed, at the least. Also should be configurable to be disabled/speed up.
5. Auto research will pick the psychic defense/Leadership bonus tech over and over again without anything else at the end game. Other repeatable techs are available too ya know.
8. Terraforming facility auto deletes, even though it may have the pop growth modifier on it from the repeating tech.

Otherwise, great update. automations are really in a good state now; things move along as i would expect them to if they are automated.
Thanks for the feedback. Do you have saves and screenshots that show the issues you note here?
3. Repeatable techs should be able to be queued multiple times at once. Can't requeue until its been researched.
4. Max queue length should be increasable. 15 is too little
These have been noted in the past as feedback and we have these on our list for potential improvement in the future.
7. Stride3d has a new release with .net 10 support, would be a nice perf boost for free.
We'll consider this for future updates.
6. Taking a page from stellaris, would be super cool to see some megastructures added to game. Would also like there to be some kind of transportation infrastructure that we could build, like stellar highways or something to improve speed/reduce energy usage. Would be a cool thing to invest extra money into.
We'll consider this for future content for DW2, though no promises. For megastructures - the way things are currently structured, this would require a significant investment in the production of models and art to support this, as well as increased use of 3D space. We're a small team, and we have to prioritize what can be done in a reasonable amount of time and would fit the vision for the game. While DW2 uses a 3D engine, the game still takes a lot of its design from DW1, which was a 2D game. To fully use 3D would require a pretty massive design and engine overhaul that is likely outside the scope of DW2.
makotech222
Posts: 15
Joined: Sun Jan 01, 2012 4:17 pm

Re: Thoughts after v1363

Post by makotech222 »

for #1 and #2, this has been around since day 1 release, just never bothered to bring it up myself. But it always irked me

I don't have a save for these other ones. I played with a minor personal mod that adds a custom government tho. very much doubt it caused these issues.
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MaximKI
Posts: 2619
Joined: Thu Oct 20, 2022 12:29 pm

Re: Thoughts after v1363

Post by MaximKI »

If you do happen to get a save and screenshots that show the issue, please send those our way.
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