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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taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

ORIGINAL: 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?

[;)]

if by terraforming you mean increase planet quality, then yes.
Usually the implementation is "ocean planet is now a continental plance" which is not exactly DW style.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Shark7 »

ORIGINAL: taltamir
ORIGINAL: 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?

[;)]

if by terraforming you mean increase planet quality, then yes.
Usually the implementation is "ocean planet is now a continental plance" which is not exactly DW style.

DW style would seem to be more like:

Planet X's atmosphere has been improved by new pollution processors, as a result, the living conditions have improved to the point that the planet can support an esitmated additional 50 million colonists...

etc.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Bartje »

No magical planet-sized morphing [:)]
 
It might, might, perhaps be introduced some time in the end game techs but that's stretching it I think. And then only if we beg for it [;)]
 
 
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Spacecadet »

ORIGINAL: Bartje

No magical planet-sized morphing [:)]

It might, might, perhaps be introduced some time in the end game techs but that's stretching it I think. And then only if we beg for it [;)]

If we or the AI can damage (decrease) a planet's quality (Bombardment), then why shouldn't we be able to repair or improve it ?

Just makes sense to me . . .



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taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

it doesn't necessarily have to be the planet... advances in construction, food production, etc makes it cheaper to maintain colonies on hostile worlds. thus increasing max pop and profitability of said colonies. (aka, their "quality")

its not like an ice planet with higher quality has more robust ecosystems after all.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by ussdefiant »

A gameplay/economy question here: Is it meant to be that colonies seem to have a severe problem getting their resources moved out?

I started a game with the Mortalens, and had a starting mining station sitting on a Continental planet with Polymer on it, but after colonizing it, the resources that the planet produces seem to just sit there and languish.

The civvie freighters seem quite happy to come by and immediately grab the Caslon/Hydrogen that appear with the colony and drag them back to the Spaceport, but otherwise it seems that the goods present on the colony are completely invisible to the civvie freighters, no matter what the demand is elsewhere.

at my main starting colony i've now completely exhausted the starting supply of Polymer, the small-recently colonized planet has 2500+ Polymer avaliable and rising, and yet none of the dozen freighters that've been sitting around the spaceport for the past in-game year or so have bother to take note of that supply's existence. The same seems to apply to any colony that i have without a spaceport, their products seem to never get picked up, and the Stock display for them on the expansion viewer always displays a big fat zero, no matter how many sources i might have colonized for that resource.
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Shark7 »

Civvies are probably picking up the most in demand (thus most profitable) resources first. If you go into your expansion planner and look at the resources by your empire's need, you'll probably find that caslon and hydrogen are farther up the list than polymer is.
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taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

1. Do you have enough starports to maintain enough freighters? (about 10 per colony)
2. What are the resources not being moved? It might be a strategic resource that is not used in any of the components you currently have the tech for.
3. What is the price of those resources? if it is 1 credit then it means there is an excess of that resource
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Stardog »

Whats up Bro's.!?

I too have prob's with my fleets (Keeping them together).

A.K.A Fleet Cohesion [:D]

Is it possible to make a Fleet Formations Command?
If you could & keep it simple like 4 Types/Formations :

1) V &/or Wedge (2)Box &/or Square (3)Line Rt &/or Echelon Rt
4)Line Lt &/or Echelon Lt

Just a thought..?[&:]

Thanks Guys/Erik/Matrix

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Spacecadet
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Spacecadet »

ORIGINAL: HMSImperator

A gameplay/economy question here: Is it meant to be that colonies seem to have a severe problem getting their resources moved out?

I started a game with the Mortalens, and had a starting mining station sitting on a Continental planet with Polymer on it, but after colonizing it, the resources that the planet produces seem to just sit there and languish.

The civvie freighters seem quite happy to come by and immediately grab the Caslon/Hydrogen that appear with the colony and drag them back to the Spaceport, but otherwise it seems that the goods present on the colony are completely invisible to the civvie freighters, no matter what the demand is elsewhere.

at my main starting colony i've now completely exhausted the starting supply of Polymer, the small-recently colonized planet has 2500+ Polymer avaliable and rising, and yet none of the dozen freighters that've been sitting around the spaceport for the past in-game year or so have bother to take note of that supply's existence. The same seems to apply to any colony that i have without a spaceport, their products seem to never get picked up, and the Stock display for them on the expansion viewer always displays a big fat zero, no matter how many sources i might have colonized for that resource.

I'm not sure if this is intended by design or not, but it's been this way in all the versions I've played.

Once you get more than a handful of colonies, freighters rarely if ever pick up resources at the planet level.

Even in the my current game, I've got 7 colonized planets with the Eskarus meat resource, but there's none in stock.



BTW - I suggest everyone keep an eye on their resources with this version, is seems consumption has been bumped up quite a bit.

I had over 60k gold stockpiled and noticed the price was up to 2.5. Looking further the Galaxy stockpile was probably around 160k, but the the Galaxy demand was over 60k.

I've never seen demand that high before and I noticed there were quite a few other items with higher than expected demand (not as high as gold though).





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taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

ORIGINAL: Stardog

Whats up Bro's.!?

I too have prob's with my fleets (Keeping them together).

A.K.A Fleet Cohesion [:D]

Is it possible to make a Fleet Formations Command?
If you could & keep it simple like 4 Types/Formations :

1) V &/or Wedge (2)Box &/or Square (3)Line Rt &/or Echelon Rt
4)Line Lt &/or Echelon Lt

Just a thought..?[&:]

Thanks Guys/Erik/Matrix

WM

Frankly, I am sick and tired of the fleet cohesion boohoo... frankly I find current fleets to be CRIPPLED by cohesion... before fleets would actually get something done, you just know to assign a fleet larger then you need to a task because some ships would not make it.

Now with all the stupid fleet cohesion algorithms fleets spend most their time maintaining cohesion and not actually fighting things or performing useful tasks! I just let the fleets go do what they want while I personally manage 6 ships individually (Ctrl+1 through 6... with 7 through 0 reserved to targets). And I just blaze through things. If I order a fleet to do something it takes far too long to get anywhere or do anything... especially early on where you need several fuel stops on the way... all of which have to be done while maintaining cohesion... ugh!

would be nice if we could set cohesion goals... such as "travel at speed of slowest ship" vs "travel as fast as you can" and "assemble X% of fleet before attacking" where we could choose X to 100%, 90%, 75%, and 50%...
So when I actually NEED them to be at 100% strength I could have it by setting it to travel at slowest speed and to assemble 100% before attacking... while if doing minor operations set it to travel as fast as you can and assemble 50% or even 25% for really minor targets...

Right now having one ship with an obsolete drive / fuel storage, or one damaged ship, or one ship that was recently added to the fleet and is on the other side of the galaxy or whatever... totally cripple a fleets ability to strike at weak targets.
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Erik Rutins
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Erik Rutins »

Taltamir,

I am not having any serious fleet cohesion issues at all. If you can describe what exactly is happening for you in 1.0.5.6 and what settings you are using, maybe it would help us figure out why you are experiencing that.

Regards,

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

Post by Gertjan »

Thanks a lot again! Super!

Could you please elaborate on this. How do you enable this in 32 windows?
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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

Taltamir,

I am not having any serious fleet cohesion issues at all. If you can describe what exactly is happening for you in 1.0.5.6 and what settings you are using, maybe it would help us figure out why you are experiencing that.

Regards,

- Erik

Simply put, I tell a fleet to attack an undefended or under-defended target which would be easily defeated or conquered by a fraction of the fleet... they spend a whole lot of time assembling, refueling, etc... where the majority of the fleet is sitting, together, idle, waiting for a few stragglers. Instead of just leaving the stragglers behind and taking said planet or whatever my target is. I will see if I can get more concrete examples, maybe submit some saves or a video or something.

It slows things down too much so I just take ships out of the fleet and order them to attack directly, and they get things done. I was never bothered by the whole "only half my fleet attacks when I tell it!" thing... i found it to be completely sensible... ships would cycle in and out of the action, and you just knew to send a fleet twice as big as what you need to take the target.

In the early game fleets are small (which helps), but fuel is scarce and engines are slow.
In the late game fleets are large (which hurts), but it is balanced with massive fuel tanks and very efficient reactors and very fast engines.
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tornnight
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RE: New 1.0.5.6 Public Beta Now Available!

Post by tornnight »

Perhaps a "Attack Immediately" Selection and a normal "Attack" selection which does normal fleet cohesion.
taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

ORIGINAL: tornnight

Perhaps a "Attack Immediately" Selection and a normal "Attack" selection which does normal fleet cohesion.

thats a surprisingly useful and yet simple idea... I like it.
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tornnight
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RE: New 1.0.5.6 Public Beta Now Available!

Post by tornnight »

I'm getting messed up fonts in the research -> Component Guide popup.



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Canute0
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RE: New 1.0.5.6 Public Beta Now Available!

Post by Canute0 »

Simply put, I tell a fleet to attack an undefended or under-defended target which would be easily defeated or conquered by a fraction of the fleet... they spend a whole lot of time assembling, refueling, etc... where the majority of the fleet is sitting, together, idle, waiting for a few stragglers. Instead of just leaving the stragglers behind and taking said planet or whatever my target is. I will see if I can get more concrete examples, maybe submit some saves or a video or something.

Sorry, these are expampes for fleet cohersion not against.
they spend a whole lot of time assembling, refueling, etc
Its like at your empire, or any human group. When the last one is ready to enter the travel-bus the first one allready need to pee or smoking. Same to fleets. Maybe let them refuel on an idle sysem or give the resupply ship more docking slots.
Instead of just leaving the stragglers behind and taking said planet or whatever my target is.
do you want that the fleet automatical kickout slow members ?

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RE: New 1.0.5.6 Public Beta Now Available!

Post by Canute0 »

More Realistic Colonization and Migration:

1. Cannot build colony ships at a colony until population reaches a threshold of 100 million

That isn't working. I saw now a Colony ship building on a pretty new planet. And i got many planets now with populations below 10M.
I allways use expansion planer to let the Colony ships build.

taltamir
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RE: New 1.0.5.6 Public Beta Now Available!

Post by taltamir »

do you want that the fleet automatical kickout slow members?
Actually, yes.
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