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RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 3:07 pm
by Erik Rutins
ORIGINAL: Evil Steve
Interesting list, Erik. As an aside, is there a way in the expansion to nuance your automated ship design? Design for speed, or defence,or attack, or range etc??

Yes, have a look at this:




Image

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 3:08 pm
by Erik Rutins
A few more screenshots that may be of interest:



Image

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 3:08 pm
by Erik Rutins
Found this just floating around - look back at this screenshot after you've played the expansion. [8D]



Image

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 3:18 pm
by Simulation01
Erik, did you guys include star trek style beam weapons ( phasers ) in the expansion?  If so....could you provide a screenshot?

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 4:32 pm
by malisle
Hi! Are there any changes in game editor; can we add resources manually now?

Keep up the good work,I really like what I see =)


RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 8:28 pm
by lancer
G'day,

Looking good.

Wondering if there is anything in the expansion that allows the player to tweak the prevelance of resources or if there are any changes to the games underlying resource model?

Cheers,
Lancer

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 8:35 pm
by Arboris
ORIGINAL: Erik Rutins
Improving visibility is on our list. We hope the new revamped empire policy and empire summary screens will help with that, as well as some of the other interface improvements. We have not changed the font, but some of the other improvements make reading small text less necessary.

Regards,

- Erik

Sounds good, thank you.

-ZeroSum

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 8:44 pm
by hondo1375

Hi Erik, glad to hear the expansion is on the way. I posted something a couple of months ago after the last patch concerning bugs and niggles and I wonder if any of them are fixed/addressed in the expansion. It doesn't specify them although there is a catch-all that they could fall under. Thanks!


-------------------

1. The interface. It is certainly not the worst game interface, but I feel I'm wrestling with it a lot:
a. The system zoom key often just zooms me into blank space. b. One of the zoom keys often zooms me into a full screen of a star (why would I ever want that view?). c. There are references to system names and moons that aren't clickable and there appears no easy way to find them. d. I can't disable automate from the bottom left ship card, but have to go into another screen. Etc. I'm sure over time these will be cleaned up, but they are frustrating right now.

2. Fuel. In principle, this is a good mechanic, but the current execution is often frustrating. For example, I had a fleet on an offensive in a distant enemy system, and I was moving a resupply ship into place to deploy to refuel the fleet. However, the fleet was low on fuel. Even though the ships were set to manual, they started warping away to refuel at a distant star which would have put them out of action for a long time. If they'd hung around a few more minutes they could have refueled at the resupply ship. I kept grabbing them manually and bringing them back. It felt like herding cats in the end and I gave up. Some way to disable this automated behaviour would be welcome.

More to the point, I think some mechanic where tankers can be sent with fleets and auto refuel the fleet would take a lot of the pain out of this. Other games and RL do it like this, so why not? Also, tankers set to auto should be able to fly around your empire tracking down out of fuel ships limping around and auto refuel them Currently, micomanaging this is zero fun. Amateurs might study strategy, while professionals study logistics, but that's because strategy is a lot more fun than logistics.

3. Lots of little niggles. For example:
a. Sometimes automated constructors get caught in black holes: I can build stuff fine around a black hole if I micro manage, but the game isn't about micromanaging.
b. I cued up a whole fleet at a planet that never got build, although they appeared as under construction in the ship list. A bug, perhaps?
c. I had a supply ship that had filled itself up with hydrogen but when the fleet upgraded to argon-driven reactors I couldn't empty it and therefore couldn't refuel anything. Also, it would be nice to be able to load up resupply ships at spaceports, rather than having to extract at stars only.

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RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 9:32 pm
by Wade1000
ORIGINAL: Erik Rutins

Hi guys,

The two new races are part of the storyline, so not playable races (at least at release). However, one of them is robotic - the other as you can probably guess is the Shakturi. I don't want to spoil the storyline, so I can't say much more than that.

Improving visibility is on our list. We hope the new revamped empire policy and empire summary screens will help with that, as well as some of the other interface improvements. We have not changed the font, but some of the other improvements make reading small text less necessary.

Regards,

- Erik

Thanks.

I imagine...
The Shakturi on their way with their minion race of robots leading the way. Distant Worlds galaxy seems certainly doomed to be conquered.

Some unforeseen and unusual event causes the robotic minion race to become independent of the Shakturi. The robotic race arrives first in the galaxy and decides to prepare to face their former masters who will also soon arrive. The robotic race cares little for the galaxy races but will consider cooperating with them to better confront the Shakturi.

Now, it seems, the Distant Worlds galaxy races MAY have a chance to compete with the Shakturi. It may require much cooperation... or much conquering.

RE: Distant Worlds: Return of the Shakturi

Posted: Sun Nov 28, 2010 11:50 pm
by adecoy95
argh, now i dont want to play non expansion distant worlds [:(]

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 12:49 am
by Igard
ORIGINAL: adecoy95

argh, now i dont want to play non expansion distant worlds [:(]

[:D] I'm trying desperately to finish the couple of games I've got going before the expansion renders them unplayable. I know what you mean though. It's worse when you have to build a fleet of ships and you know it's going to be easier with the new mass-produce funtions.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 8:40 am
by WoodMan
I imagine...
The Shakturi on their way with their minion race of robots leading the way. Distant Worlds galaxy seems certainly doomed to be conquered.

Some unforeseen and unusual event causes the robotic minion race to become independent of the Shakturi. The robotic race arrives first in the galaxy and decides to prepare to face their former masters who will also soon arrive. The robotic race cares little for the galaxy races but will consider cooperating with them to better confront the Shakturi.

Now, it seems, the Distant Worlds galaxy races MAY have a chance to compete with the Shakturi. It may require much cooperation... or much conquering.

Or... The Shakturi return, the ancient alliance that fought them in the distant past had prepared for this day by leaving buried deep under the surface of an ice moon, a dormant race of artificial intelligence.  Its now up to the DW races to follow the clues throughout the galaxy and awaken them [:D]

I doubt it, but it kinda would be cool.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 12:22 pm
by Wade1000
Or...

The Shakturi, an extreme biological technology race, have been waring for eons against their opposite and final arch nemesis, an extreme robotic technology race.

Both races are now starting to extend their war to the Distant Worlds galaxy for more resources. Any seemingly minor races to them can choose a side or hope to survive as neutral.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 12:52 pm
by J HG T
ORIGINAL: Wade1000

Or...

The Shakturi, an extreme biological technology race, have been waring for eons against their opposite and final arch nemesis, an extreme robotic technology race.

Both races are now starting to extend their war to the Distant Worlds galaxy for more resources. Any seemingly minor races to them can choose a side or hope to survive as neutral.

Or...

The AI are Meklars!

Seriously though, my guess is that the AI are either a powerful ancient nation that turned a blind eye to upstart Shakturis at the time and are now waging war against their new nemesis, rallying other empires to their cause. Or, they were machines of work for the shakturi that evolved into a real Artificial intelligence demanding freedom from Shakturis grasp leading to conflict. Damn, that last one sound like the geths.
I have a feeling that there may be some good/bad thing going on with AI/Shakturi and player and AI controlled empires can choose sides or remain neutral. Probably wishful thinking, but it would be nice.
Woodman had actually quite a nice theory also.
Oh well, We'll see it then.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 2:35 pm
by Tycow
Some interesting theories being mooted here... ;)

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 3:03 pm
by nammafia
This expansion will come out before Christ-mass? Yes! No? Can't wait!

Thanks.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 6:14 pm
by ASHBERY76
The only scary NPC races in sandbox games I have played were the New Orions in MOO3 due to just being overpowered from the start of the game and the Kra'hen Empire in ImperuimGalactica2 due to massive cheats.I am curious how Codeforce will balance this.A lame duck Shakturi will not fly.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 6:47 pm
by Litjan
ORIGINAL: hondo1375


2. Fuel. In principle, this is a good mechanic, but the current execution is often frustrating. For example, I had a fleet on an offensive in a distant enemy system, and I was moving a resupply ship into place to deploy to refuel the fleet. However, the fleet was low on fuel. Even though the ships were set to manual, they started warping away to refuel at a distant star which would have put them out of action for a long time. If they'd hung around a few more minutes they could have refueled at the resupply ship. I kept grabbing them manually and bringing them back. It felt like herding cats in the end and I gave up. Some way to disable this automated behaviour would be welcome.

More to the point, I think some mechanic where tankers can be sent with fleets and auto refuel the fleet would take a lot of the pain out of this. Other games and RL do it like this, so why not? Also, tankers set to auto should be able to fly around your empire tracking down out of fuel ships limping around and auto refuel them Currently, micomanaging this is zero fun.

--------------

The behaviour for fleets has been cause for much debate. If you have ships stay with their fleets, then people complain about half of the fleet not being battle-ready. If you have them wisk of by themselves, people complain about them flying away uncontrollably. I think part of the job of the commander is to make sure they are fueled appropriately - i.e. have them fuel up before going on missions.
If you take away this part of the game, it will loose an important and fun decision making point: How much fuelcells do I put on my ships? Do I make them short-legged, but more powerfull, or do I make them a little "weaker" but have more stamina?
If you feel the fueling logistics are a big hassle for you, just add some more fueltanks to your ships - it is (in a way) the same as adding a "fuel tanker" to your fleet: For the same "money" you will get either (just an example) 10 ships with 10 firepower each plus one tanker. Or 20 ships with 5 firepower each with no tanker.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 7:20 pm
by hondo1375

Thanks for the reply Litjan. My view is that the current arrangement requires too much micromanagement, especially for a game that is supposed to automate a lot of stuff for you. Also, I'm not sure I agree with your fleet analysis. It makes a lot more sense for all ships to have fuel tanks large enough for short range missions, and use that extra hull capacity for other useful things like weapons, and only add a tanker to the fleet for long range missions. It is a lot more flexible and a better use of hull capacity.

RE: Distant Worlds: Return of the Shakturi

Posted: Mon Nov 29, 2010 8:54 pm
by Igard
ORIGINAL: Litjan

ORIGINAL: hondo1375


2. Fuel. In principle, this is a good mechanic, but the current execution is often frustrating. For example, I had a fleet on an offensive in a distant enemy system, and I was moving a resupply ship into place to deploy to refuel the fleet. However, the fleet was low on fuel. Even though the ships were set to manual, they started warping away to refuel at a distant star which would have put them out of action for a long time. If they'd hung around a few more minutes they could have refueled at the resupply ship. I kept grabbing them manually and bringing them back. It felt like herding cats in the end and I gave up. Some way to disable this automated behaviour would be welcome.

More to the point, I think some mechanic where tankers can be sent with fleets and auto refuel the fleet would take a lot of the pain out of this. Other games and RL do it like this, so why not? Also, tankers set to auto should be able to fly around your empire tracking down out of fuel ships limping around and auto refuel them Currently, micomanaging this is zero fun.

--------------

The behaviour for fleets has been cause for much debate. If you have ships stay with their fleets, then people complain about half of the fleet not being battle-ready. If you have them wisk of by themselves, people complain about them flying away uncontrollably. I think part of the job of the commander is to make sure they are fueled appropriately - i.e. have them fuel up before going on missions.
If you take away this part of the game, it will loose an important and fun decision making point: How much fuelcells do I put on my ships? Do I make them short-legged, but more powerfull, or do I make them a little "weaker" but have more stamina?
If you feel the fueling logistics are a big hassle for you, just add some more fueltanks to your ships - it is (in a way) the same as adding a "fuel tanker" to your fleet: For the same "money" you will get either (just an example) 10 ships with 10 firepower each plus one tanker. Or 20 ships with 5 firepower each with no tanker.


If I could just add to this, another fun decision to make is where and when to deploy your resupply ship. You really have to plan your large scale operations so that you can avoid fleets splitting apart due to lack of fuel. I suppose fuel tankers would be realistic, but I love the way resupply ships are implemented and it really adds to my enjoyment of the game.