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!
ORIGINAL: tjhkkr Where in the known galaxy is Data when we need him? Uh oh... he is probably raiding your Romulan Ale again...
Data, my friend, is buried under a ton of critical work....damn my employer and his lack of understanding for my needs [:)]
Yeah I hear you. I know your pain!
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.
I thought of something that might be kind of cool... being able to name space sectors...
For those who want to leave it alone, they could leave it letters and numbers, but for those of us who enjoy such things, we could have names across the axis and it could be like...
Alfa Bravo Charlie
Alfa Alfa-Alfa Alfa-Bravo Alfa-Charlie
Bravo Bravo-Alfa Bravo-Bravo Bravo-Charlie
Charlie Charlie-Alfa Charlie-Bravo Charlie-Charlie
A thought anyway...
It may take too much to code though....
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.
Well, the forum did not space it out as I had hoped...
But the idea was for the X-Axis, you would have one set of names, and the Y-Axis would have another set of names.... And the sector name would be the X-word/Y-Word.
Of Course, you could have a table/index system that had an X/Y coordinate pair point to a name... that would be cool to... Sector 4-4 points to a name in a table...
Anyway, I doubt it will happen, but it would be fun... and very Star Wars
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.
ORIGINAL: Erik Rutins
The circles are spheres of influence and that's one of the new overlays that can be turned on and off. Explored systems within your sphere of influence are considered to be under your control and define your "borders" within the galaxy. When you negotiate mining or refueling rights, or consider whether another species is trespassing in your systems, it's control rather than sphere of influence that matters.
Regards,
- Erik
What is the factor that spreads the spheres of influence?
I noticed in the most recent version that if you wanted to tweak an AI designed ship you had to
1) turn off auto-deign
2) copy the ship (as it still doesn't let you change the original version)
3) Tweak the ship
4) Delete the old ship
5) turn the auto-design back on
1) turn off auto-deign
2) copy the ship (as it still doesn't let you change the original version)
3) Tweak the ship
4) Delete the old ship
5) turn the auto-design back on
You do not have to delete the Old Ship; you can just mark it obsolete, and then hit the update key... that will update the ship.
OR you can mark it obsolete, copy it and go forward... that would take out a couple of steps...
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.
ORIGINAL: ASHBERY76
Can have some details and screenshots about the major selling point of the game, ie leaders.[8|]
This is the main area we are still working on, so more details on this are still a week or two away.
Regards,
- Erik
It is probably way too late for suggestions but...
How about a 'Freighter Pilot' character who allows you manual control of one freighter (could come with own ship if you want to limit exploitability)? You could even limit this capability to missions only involving colonies and spaceports.
As I said, probably way too late, but thought it wouldn't hurt to mention my current pet frustration .
That's actually an...awesome idea. I also think it might be too late now but you sure have to wishlist it for a future expansion, we need something like this.
I would rather they make a proper logistics system.
Space station having minimums and maximum levels of materials, and shifting wares between themselves. Mines send their wares (or freighters bring their wares) to nearest space station, and other space stations grab them from there. A natural hierarchy of small, medium and large space ports (that make sense), and large haulers shifting huge stores between the large ones, with the smaller working on the local level.
No more seeing freighters going point to point across massive ranges, getting out of fuel in the process. Space stations that send out requests to its neighbors to make sure it meets it minimum levels, and who push others to receive within their maximum levels when they got loads of stuff.
If you want to drive a lorry, there are other games for that [;)]
I would love to discover "duh, I really need to build a medium space port here to make the wares flow better". The only problem would be what happens to the AI when I go on my space port busting sprees [:'(]
Yes Bingeling, a proper logistics system could be good. I wonder if the designers have not done one on purpose, though, forcing us to deal with a somewhat recalcitrant private sector? What I am sure about, though, is that if such a system is not already in the expansion it would be too much work to include now.
By the way, what is wrong wanting to drive a truck?
Nothing wrong with wanting to drive a truck. But I have issues with people wanting to drive one in Distant Worlds [:D]
Just a thought about your issue, you said you had many steel mines. Maybe too many is bad for you?
I don't know how freighter priority works, but imagine if it is like.
The freighter goes do the work for the "highest bidder". The bid depends on...
Locations scream for what they want.
Space ports and mines scream about what they have in surplus.
Distance from the freighter is included to adjust the strength of the "bid".
This would be a simple way to organize freighters. A freighter finishes its job, and it does what has highest priority. Its own urge to refuel. And the strength of every spaceport/colon/mining base's "scream" adjusted with distance to that location.
Maybe a mining base get really loud if its stores are full (it can't produce anymore). Do you have excessive stores on your bases? Imagine this tiny little space port construction business whimpering "could I get some polymers, pretty please?". At the same time 3 steel mining bases scream "I need to get rid of this steel NOW!!!". The freighter all goes to pick up steel, with nowhere to deliver it, or just distant locations wanting more (noone wants steel).
IF the game works this way, having too much supply of resources is bad for you logistics business. Peek around the store levels of your mining bases to check if it may be the case. The resource to watch for is the one all your freighters are carrying (for no apparent reason). If this is a problem, scrap mining bases.
I don't think new features of any size are added to the expansion now. But there is always future patches, and I think I have wishlisted a proper logistics system before. Trade lines should mean something (the actually trade routes used, where goods are transported). From Large to large, from medium to nearest large (or medium if no large is anywhere near), from small to nearest medium/large.
I hate to say it... I have been building a Space Port at every planet I get... Usually a medium one. If the planet is in a rear area, I might go with a smaller port in a system with multiple habitable planets. I have not seen any improvements in logistics.
The best I have ever done for logistics is to build MANY construction ships... 15 is minimum.
And do I need to say it, I still run out of... Fuel [:D][:D][:D][;)]
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.
In the expansion at least, just use the "queue constructor to build gas mine here" button on the fuel planets in your systems. Or in a nearby system if your colony system lack one.
The AI seems to work fine apart from fuel, so just book the extra ones. I usually book on both planets if there are two fuel source planets in my system...
Once the game is mature, it seems the AI don't build too much. If I conquer into a new part of the galaxy, nothing is built (apart from my manual gas mines) as I expand in a new "cluster". There is probably enough resources by the AI estimation, and it probably does not care too much where its gas mines are (which should be everywhere and then some).
I dislike the whole fuel system giving unlimited range.I wanted the range scaled better making exporation a much longer process.One can explore the whole galaxy in 5 mins.