New 1.0.5.6 Public Beta Now Available!

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!

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hidden_asbestos
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RE: New 1.0.5.6 Public Beta Now Available!

Post by hidden_asbestos »

ORIGINAL: taltamir

Why? why would you ever want to do that?
simply hit "show desktop" or hit the windows key and then click on whatever other window you want to interact with.

But then that other window is now covering up Distant Worlds! I can't leave it like that for any length of time and keep an eye on my game -- but I could if it was in a smaller window. Remember this is a passive game and doesn't require 100% attention (A "spectator spreadsheet" as Tom Chick called it). Also, how else could you play this on a second monitor?

I'm glad you're questioning me though, it's easy to suggest things that don't make sense - discussing why I think this is a good idea is really helpful! I really think this one would be a good feature for some people - and if it's a matter of a couple of hours work for Codeforce to add this then go for it -- I suspect it'll cause problems with the push scrolling though, so I hope a MMB panning feature gets added too [;)]

taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

ORIGINAL: hidden_asbestos
ORIGINAL: taltamir

Why? why would you ever want to do that?
simply hit "show desktop" or hit the windows key and then click on whatever other window you want to interact with.

But then that other window is now covering up Distant Worlds! I can't leave it like that for any length of time and keep an eye on my game -- but I could if it was in a smaller window. Remember this is a passive game and doesn't require 100% attention (A "spectator spreadsheet" as Tom Chick called it). Also, how else could you play this on a second monitor?

I see what you mean, this is a good idea then.
to clarify, this isn't running in window mode (game already is in window mode), but a request to have an option to run a window at a resolution lower then your desktop's. also to have it not be borderless. Those would be useful options for doing what you described.
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Erik Rutins
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Erik Rutins »

ORIGINAL: taltamir
The Megatron Z4 shields, the Novacore NX-700 reactors, and the shaktur firestorm missile are still the same as before, and a huge downgrade to whatever tech precedes them on the tech tree.
Shaktur firestorm is not upgraded to, but the novacore and the megatron are auto upgraded to, resulting in a downgrade of all ships and bases when you discover that tech...

We haven't rebalanced everything, just weapons. I believe the Firestorm did get a tweak though, or perhaps it just didn't get toned down like the other torpedo weapons.
The various species who have a racial affinity a certain tech should simply start out with a large bonus to that tech type... that is, the zenox should start out with shields 1, 2, 3 and 4... while others start with shields 1. (this also means that the zenox don't have to reserach every tech up to the tech they start out with).

Backstory-wise, these are basically components from the ancient times that these races have maintained knowledge of - it also tends to indicate a racial predisposition, but not exclusively.

I think the main thing that likely needs tweaking is the order they are in on the tech tree and how that is handled as far as auto-upgrades and auto-designs.

Regards,

- Erik

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RE: New 1.0.5.6 Public Beta Now Available!

Post by Erik Rutins »

ORIGINAL: taltamir
Oh, well then the description should say changed to 20% from 50% (it currently says changed to 20% from 10%).
Are the planet specific bonuses always at 100% (or rather, the same percent as their ratio of the population in that planet... aka, if race A is 40% of a planet, then they give 40% of that bonus to that planet only). Because I think they should. I really like this change, 20% makes them useful, but it isn't too much...

Yes, that was a typo. We tested 10% in one of the internal builds and ended up going with 20%. It was indeed previously 50%. I believe the planet specific bonuses are just based on who the dominant race is, but I'd need to verify that.
1. Need a "load troops until full" command. where it goes from planet to planet and loads troops.

I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik
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Shark7
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Shark7 »

ORIGINAL: Erik Rutins
ORIGINAL: taltamir
The Megatron Z4 shields, the Novacore NX-700 reactors, and the shaktur firestorm missile are still the same as before, and a huge downgrade to whatever tech precedes them on the tech tree.
Shaktur firestorm is not upgraded to, but the novacore and the megatron are auto upgraded to, resulting in a downgrade of all ships and bases when you discover that tech...

We haven't rebalanced everything, just weapons. I believe the Firestorm did get a tweak though, or perhaps it just didn't get toned down like the other torpedo weapons.
The various species who have a racial affinity a certain tech should simply start out with a large bonus to that tech type... that is, the zenox should start out with shields 1, 2, 3 and 4... while others start with shields 1. (this also means that the zenox don't have to reserach every tech up to the tech they start out with).

Backstory-wise, these are basically components from the ancient times that these races have maintained knowledge of - it also tends to indicate a racial predisposition, but not exclusively.

I think the main thing that likely needs tweaking is the order they are in on the tech tree and how that is handled as far as auto-upgrades and auto-designs.

Regards,

- Erik


Perhaps if they are the ancient advanced tech, a position somwhere between 50% to 75% of the full tech tree is more appropriate. Eventually you will hit a point where you can improve upon the ancient design, or at least make something to surpass it...unless your research is stagnant.

Another proposition is to remove the 'unique' techs from the researchable tech trees. This makes that componant truly unique to the races that use it, and definately justifies their utter reluctance to trade it (though I can confirm they will trade it when pressed hard enough, a smaller empire traded me their unique tech one game if I would go to war with another AI empire that was about to wipe them out).

Hmm, think I will add to the wishlist. [:D]
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taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

ORIGINAL: Erik Rutins

I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik

Well, its great that steps forward are made. But we still need a "load until full" command. I don't actually use the current load command.
The problem is that fleets take too long to organize. And if they do something like "load troops" then the whole fleet is now crippled while the transports load troops one by one. And if you send them to invade an undefended planet? well, now you gotta wait for the whole fleet to refuel and gather... even though there is no need for all of them...
You could use a small fleet of only transports, but the AI would automatically add combat ships to any fleet I make unless I disable AI fleet creation (which I don't want to, I want the AI to manage fleets in parallel from me).
Even if I do I have a fleet of only 3 transport ships they do not handle well, fleets spend TOO MUCH effort to "stay together" which is downright crippling. I just have troop transport 3, 4, 5 and 6 bound to the same numbered keyboard shortcuts (with capital ships bound to key 1 and 2, and targets of value bounds to 7 through 0). Then I manage my "fleet" by altering between those... press each number and click on a spot outside the system to have them "gather". Press each number and then give it a target in the system to attack... and watch a coordinated strike as two capital ships come out, distract the defenses, and allow 4 transports to pop in and unload their troops.
Fun, but then I have to spend a lot of time and effort loading the troop transports back up because of the lack of the "load until full" command.

Also, a huge improvement to the AI would be if transport ships who do not have a full complement of troops (say, because they just dropped them off on a planet) and are automated, then they should immediately leave whatever fleet they are in, go planet to planet collecting troops until they are full, then join a fleet.
Basically, fleets should not have transport ships which are not full of troops. otherwise they are just slowing the fleet down. They slow it down in 2 ways:
1. The entire fleet has to escort the transports as they go to your well defended inner planets to pick up troops.
2. The empty transports act as combat ships, joining into battles with only 1 laser, no targeting computer, and poor armor and shields... and when they get damaged or have to refuel or whatever? the entire fleet needs to wait on them.
It is downright crippling.

Also, the auto designed transport ship has only 1 laser beam? why bother? might as well make it unarmed and change its default behavior to NOT engage enemies...

Speaking of, might aswell make all freighters unarmed as well. Limiting them to 1 weapon means that they are useless in actually harming anything...

oh, and neither transport ships nor civilian ships have a targeting computer... so they can't hit anything with their 1 laser.

Also, we need the ability to tell the AI not to use specific components AND/OR not to use specific component types.
For example of types: "Pulse weapons", "Bombardment weapons", etc.
That way I could leave ship design on auto but just tell the AI to not use megatron Z4 shields, not use the novacore NX700, and not use any pulse (area blast) or bombardment weapons.

Also. Pulse weapons "stop" when they reach their target. They should continue until they reach their max range...
EX: if I fire a pulse with a range of 500 and the "target" of said pulse was actually 50 range from me (what unit is it?) then the pulse weapon will hit it and stop spreading, it will not hit any enemies or friends which are at range 51-500 from me.
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Shark7
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Shark7 »

ORIGINAL: taltamir
ORIGINAL: Erik Rutins

I believe that at present if you have troop recruitment on auto and issue load troops everything will fill up eventually. Still this is better than ordering each individual ship. One step at a time, I'd also like to see them load from an entire system.

Regards,

- Erik

Well, its great that steps forward are made. But we still need a "load until full" command. I don't actually use the current load command.
The problem is that fleets take too long to organize. And if they do something like "load troops" then the whole fleet is now crippled while the transports load troops one by one. And if you send them to invade an undefended planet? well, now you gotta wait for the whole fleet to refuel and gather... even though there is no need for all of them...
You could use a small fleet of only transports, but the AI would automatically add combat ships to any fleet I make unless I disable AI fleet creation (which I don't want to, I want the AI to manage fleets in parallel from me).
Even if I do I have a fleet of only 3 transport ships they do not handle well, fleets spend TOO MUCH effort to "stay together" which is downright crippling. I just have troop transport 3, 4, 5 and 6 bound to the same numbered keyboard shortcuts (with capital ships bound to key 1 and 2, and targets of value bounds to 7 through 0). Then I manage my "fleet" by altering between those... press each number and click on a spot outside the system to have them "gather". Press each number and then give it a target in the system to attack... and watch a coordinated strike as two capital ships come out, distract the defenses, and allow 4 transports to pop in and unload their troops.
Fun, but then I have to spend a lot of time and effort loading the troop transports back up because of the lack of the "load until full" command.

Also, a huge improvement to the AI would be if transport ships who do not have a full complement of troops (say, because they just dropped them off on a planet) and are automated, then they should immediately leave whatever fleet they are in, go planet to planet collecting troops until they are full, then join a fleet.
Basically, fleets should not have transport ships which are not full of troops. otherwise they are just slowing the fleet down. They slow it down in 2 ways:
1. The entire fleet has to escort the transports as they go to your well defended inner planets to pick up troops.
2. The empty transports act as combat ships, joining into battles with only 1 laser, no targeting computer, and poor armor and shields... and when they get damaged or have to refuel or whatever? the entire fleet needs to wait on them.
It is downright crippling.

Also, the auto designed transport ship has only 1 laser beam? why bother? might as well make it unarmed and change its default behavior to NOT engage enemies...

Speaking of, might aswell make all freighters unarmed as well. Limiting them to 1 weapon means that they are useless in actually harming anything...

oh, and neither transport ships nor civilian ships have a targeting computer... so they can't hit anything with their 1 laser.

Also, we need the ability to tell the AI not to use specific components AND/OR not to use specific component types.
For example of types: "Pulse weapons", "Bombardment weapons", etc.
That way I could leave ship design on auto but just tell the AI to not use megatron Z4 shields, not use the novacore NX700, and not use any pulse (area blast) or bombardment weapons.


Also. Pulse weapons "stop" when they reach their target. They should continue until they reach their max range...
EX: if I fire a pulse with a range of 500 and the "target" of said pulse was actually 50 range from me (what unit is it?) then the pulse weapon will hit it and stop spreading, it will not hit any enemies or friends which are at range 51-500 from me.

I agree fully with the part in Italics. I personally never use area effect offense weapons since I use my ships as parts of fleets and the area weapons are friendly fire capable. As such I should be able to tell the AI never use those weapons in any design.

I have a very specific design philiosphy.

-Escorts: Light, very fast ships with moderate armament. Generally 2 shields, 2 armor, 4 laser, 1 torpedo, speed of 50-60 and turn of 20+
-Frigates: Slightly heavier armed adn slightly slower. Hyperdeny when available.
-Destroyers: Backbone of the fleet...12 laser, 2 torpedos, hyperdeny, troop carrier. I use these in all fleets.
-Cruiser: Heavy ship with bombardment capability.
-Captial Ship: Massive ship that is worth a fleet of destoyers by itself. Able to destroy or assault planets.

I don't deviate from this design philosophy. As such, the most numerous ships in my fleet at destroyers, frigates and escorts.

So I'd even go so far as to be able to specify, use X componant on DD or higher, but never on esocrt or frigate, etc.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Spacecadet »

Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?




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RE: New 1.0.5.6 Public Beta Now Available!

Post by Canute0 »

Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?

Cadet's should read the 1.posting before they ask questions ! :-)


On Expansion planer,
the planets below 51% quality and planets at other empire area got the same colour, they should displayed different.
Maybe free 51%+ planets green, below 51% planets standard.

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RE: New 1.0.5.6 Public Beta Now Available!

Post by Spacecadet »

ORIGINAL: Canute
Some questions about Planet quality - I can't find anything about it in the Galacticpedia.

1. What exactly does Planet quality impact?

2. Does Planet quality affect Income?

3. Does Planet quality affect the population capacity?

4. Is there a way to improve Planet quality?

Cadet's should read the 1.posting before they ask questions ! :-)


On Expansion planer,
the planets below 51% quality and planets at other empire area got the same colour, they should displayed different.
Maybe free 51%+ planets green, below 51% planets standard.


I did read it.

If >=51% quality planets are "free" and <51% cost, then what exactly is causing them to cost?

There has to be something else going on with this, otherwise just flag the planet Maintenance required.
All the various % values are irrelevant if that's all this doing.








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sograth
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RE: New 1.0.5.6 Public Beta Now Available!

Post by sograth »

still some 100% planets are not shown in the expansion planer (only >50% planets).

but great work otherwise [:)]
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WoodMan
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RE: New 1.0.5.6 Public Beta Now Available!

Post by WoodMan »

Guys has anyone else had problems with freighters not going between Empires and Tourist bases not working at all?
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Dadekster
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Dadekster »

Great work guys, I look forward to plowing through a couple games and seeing the improvements. [:)]
taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

from my current playthrough, the higher the quality:
1. The more population it supports.
2. The more money they make.

A planet with 5% could cost me 3K in maintenence while a planet with 49% quality costs me -0K in maintenence... and other quality values are in between... so the quality directly influences the cost (at some "low quality" levels its actually worthwhile as it is basically a mining station)

AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Shark7 »

ORIGINAL: WoodMan

Guys has anyone else had problems with freighters not going between Empires and Tourist bases not working at all?

I'll watch for that when I finally make contact in my new game. As far as resorts, they are working in my own empire, as they are generating income.
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Yarasala
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Yarasala »

ORIGINAL: taltamir
AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.
Agreed.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by serptex »

I see the issue with the sound volume control being bugged is still unfixed. Honestly this is a bit pathetic. Short of replacing all the SFX with blank audio files (removing them crashes the game) there is no way I can find to have this game run silently without blaring certain noises at high volume at certain times (like the popups for discovering ships and ruins).

The game also has some major ergonomic issues on high res displays with multiple monitors. The edge scrolling doesn't work on sides facing the other monitor,&nbsp; and playing the game on a 2560x1600 res monitor is fairly miserable - the text and UI is tiny, none of the GUI windows scale up.

As others have said, a multitasking friendly windowed mode, with could be made to shut up, would be great. A GUI which was usable in high res would be even better.

Other than that this update is probably the first I would consider fully playable, bringing the game up to legendary status.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Spacecadet »

ORIGINAL: taltamir
AFAIK there is no way to improve quality, I think there should be, low quality planets should be an investment, one that takes a lot of money of a lot of time to bring up the quality and make profitable. Instead they are a permanent drain on your economy.

A good case for adding Terraforming in the Tech tree?

[;)]
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serptex
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RE: New 1.0.5.6 Public Beta Now Available!

Post by serptex »

It's not clear whether the corruption setting only affects the player empire or the AI as well? I'd like to eliminate corruption (alien monsters as well) as its effects are pretty ridiculous at times, but not if that just gives an advantage to myself.

Exporting some of these constants to a text file for editing might be a nice touch...
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RE: New 1.0.5.6 Public Beta Now Available!

Post by drillerman »

The game also has some major ergonomic issues on high res displays with multiple monitors. The edge scrolling doesn't work on sides facing the other monitor, and playing the game on a 2560x1600 res monitor is fairly miserable - the text and UI is tiny, none of the GUI windows scale up.


I'm really lucky then!!!! My screen only has a 1366x768 res and DW looks great!!!!![;)]


I am also looking forward to be able to manipulate who has what ships, including individual ships for pirates so they don't use the empires' ships'. Erik, Can this be done?
Huh?
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