Question

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!

Moderators: Icemania, elliotg

User avatar
LarryP
Posts: 3300
Joined: Sat May 14, 2005 9:37 pm
Location: Carson City, NV

RE: Question

Post by LarryP »

ORIGINAL: PJL

Out of interest, what CAN'T you do while stationary?

I have the game paused right now and I went back into it after reading your post, and the only thing that doesn't happen is animation of movement (planet animation ring continues) and of course the flow of messages and any combat. As far as not being able to do anything? I'm able to manage everything and make all decisions as long as they don't require any interaction from other races.

If I find anything that I missed I will surely post here immediately. [X(]
User avatar
Anguille
Posts: 538
Joined: Wed Jun 28, 2006 12:10 pm
Location: Hyper-cruiser "Phantom"

RE: Question

Post by Anguille »

I am a hard-core TBS player too but playing DW is smoother than Europa Universalis...

Honestly...no stress here...just fun. [;)]
User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

RE: Question

Post by lordxorn »

ORIGINAL: Judykator

In total, only war, no economy and the development of civilization [&:]

I think his original question was if there are more techs to research other than just ship parts?

I understand that the AI will develop it's own economy, but is it not reasonable to ask that there should be technology that can improve more aspect of your empire other than your military fleet.

For example MOO2 had many techs that made the production of food more efficient, to the point where you don't even need labor allocated to farming.

Or another tech from MOO2 allowed you to pick another 4 points of Racial bonuses, that makes the tech tree more varied and interesting.

I can understand the disappointment if it is only to research ship components.
User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

RE: Question

Post by lordxorn »

ORIGINAL: Epsilon

Most likely we're waiting for the game to hit retail shops, like gamestop.
Eventhough gamestop hates pc games, but... go figure :)

Oh man I know, it is sad when Best Buy carries a better selection of PC games then Gamestop. EB Games still had love for PC Games, until they got bought out by Gamestop.
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: lordxorn
I think his original question was if there are more techs to research other than just ship parts?

I understand that the AI will develop it's own economy, but is it not reasonable to ask that there should be technology that can improve more aspect of your empire other than your military fleet.
Some of the tech you research is related to your economy. E.g. better research laboratories, better command centers that lower maintenance costs, better commerce centers that increase trade revenue at your space ports, better mining components that allow faster mining, etc.

But these economy-related components still end up being built into your bases. E.g. there are dedicated research stations built at special locations in the galaxy, commerce centers built into your space ports, dedicated monitoring stations that give you scanner coverage of enemy systems, etc.

So these economy-related improvements that you gain through research are realized in-game by building bases that use the new tech.
User avatar
Andrew Brown
Posts: 4082
Joined: Tue Sep 05, 2000 8:00 am
Location: Hex 82,170
Contact:

RE: Question

Post by Andrew Brown »

This looks like a fantastic game. I do have a question though - How much of the game is moddable?

For example, many space 4X games have cheap construction costs for ships and little or no maintenance costs, so that, after a while, space fleets can become huge, with thousands of warships. I prefer having a much smaller fleet of expensive, costly to maintain ships.

What are fleet sizes and maintenance costs (if there is maintenance) like in this game? Are construction (and if applicable, maintenance) costs moddable?

I already see that there is a slider for slowing down research speed - slow rates of research is another thing I strongly prefer in this type of game.
Information about my WitP map, and CHS, can be found on my WitP website

Image
User avatar
hadberz
Posts: 1794
Joined: Thu May 11, 2000 8:00 am
Location: Moncks Corner, SC

RE: Question

Post by hadberz »

ORIGINAL: Andrew Brown

This looks like a fantastic game. I do have a question though - How much of the game is moddable?

For example, many space 4X games have cheap construction costs for ships and little or no maintenance costs, so that, after a while, space fleets can become huge, with thousands of warships. I prefer having a much smaller fleet of expensive, costly to maintain ships.

What are fleet sizes and maintenance costs (if there is maintenance) like in this game? Are construction (and if applicable, maintenance) costs moddable?

I already see that there is a slider for slowing down research speed - slow rates of research is another thing I strongly prefer in this type of game.

Maintenance costs are dynamic based on the price of the required resources. I've not seen any direct way to mod the maintenance costs, but you can add extra mining stations with the in-game editor. The more mining stations producing resources the cheaper that resource will be. This would lower maintenance and ship building costs over time.
AMD Ryzen 9800X3D
MSI MPG X870E CARBON
32 GB G-Skill Model DDR5 6400
MSI Gaming X Trio RX 6950 XT 16GB
AOC Q27G3XMN 2560X1440 180 Hz
Dell G2724D 2560x1440 165Hz
Samsung 990 Pro 4TB M.2 NVMe
Win 11 Pro
User avatar
Andrew Brown
Posts: 4082
Joined: Tue Sep 05, 2000 8:00 am
Location: Hex 82,170
Contact:

RE: Question

Post by Andrew Brown »

ORIGINAL: hadberz
Maintenance costs are dynamic based on the price of the required resources. I've not seen any direct way to mod the maintenance costs, but you can add extra mining stations with the in-game editor. The more mining stations producing resources the cheaper that resource will be. This would lower maintenance and ship building costs over time.

Thanks for the information. To follow up my question - can construction costs themselves be modified in the editor?
Information about my WitP map, and CHS, can be found on my WitP website

Image
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: Andrew Brown
This looks like a fantastic game. I do have a question though - How much of the game is moddable?

For example, many space 4X games have cheap construction costs for ships and little or no maintenance costs, so that, after a while, space fleets can become huge, with thousands of warships. I prefer having a much smaller fleet of expensive, costly to maintain ships.

What are fleet sizes and maintenance costs (if there is maintenance) like in this game? Are construction (and if applicable, maintenance) costs moddable?
You can mod a lot of stuff, but much of the core game values are currently fixed.

There are maintenance costs for ships, bases, troops and spies. For ships and bases the maintenance costs are partially based on fluctuating resource prices, as indicated by hadberz. There's also a constant factor that determines the maintenance cost in relation to the ship purchase price.

This constant ship maintenance value is not currently moddable. However I'm very happy to open up this value and many others to modding in the future. After release all of you keen players can get a good idea of exactly which values you want to change and once we have some kind of list I'll extract those values into a text file so that they're moddable.
User avatar
Andrew Brown
Posts: 4082
Joined: Tue Sep 05, 2000 8:00 am
Location: Hex 82,170
Contact:

RE: Question

Post by Andrew Brown »

Thanks again for the information. Just to follow up some more...
ORIGINAL: elliotg
You can mod a lot of stuff, but much of the core game values are currently fixed.

There are maintenance costs for ships, bases, troops and spies. For ships and bases the maintenance costs are partially based on fluctuating resource prices, as indicated by hadberz. There's also a constant factor that determines the maintenance cost in relation to the ship purchase price.

That all makes sense. My original question was about making ship construction costs higher, rather than maintenance costs (If maintenance costs are a fixed ratio then they would increase proportionally in any case).

So my interest would be in changing the construction costs.

Out of interest, how large do the fleets become in the game?

Also, spies are a pet hate of mine. Is it possible to mod these out of the game entirely (or at least minimise their existence somehow)?

Thanks.
Information about my WitP map, and CHS, can be found on my WitP website

Image
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: Andrew Brown
Out of interest, how large do the fleets become in the game?
Fleets typically consist of around 15-25 ships of various types and sizes. Of course you can decide exactly which and how many ships you want in your fleets, but that's the typical size.

It's usually better to have more fleets, rather than one big uber-fleet. That way you can defend/attack a wider area.

You can also use more than one fleet to attack or defend a target, so battles can still get quite big, with 100 or more ships engaged.
Also, spies are a pet hate of mine. Is it possible to mod these out of the game entirely (or at least minimise their existence somehow)?
Currently not possible to disable spies. But could possibly add this feature in a patch.
User avatar
Baleur
Posts: 373
Joined: Mon Jan 18, 2010 9:48 pm

RE: Question

Post by Baleur »

In a patch? Does that mean release is that close? :D
Jamerson89
Posts: 5
Joined: Sun Jan 17, 2010 6:18 pm

RE: Question

Post by Jamerson89 »

Will technological supremacy play a large part in DW or is strategy and fleet placement more important?
User avatar
hadberz
Posts: 1794
Joined: Thu May 11, 2000 8:00 am
Location: Moncks Corner, SC

RE: Question

Post by hadberz »

Tech helps, but in my opinion fleet placement is more important. I can't tell you how many times I've had pirates attack a far off mining station and my fleet arriving too late to defend it. [:)] Of course I find out who did it then go after their base. [:)]
AMD Ryzen 9800X3D
MSI MPG X870E CARBON
32 GB G-Skill Model DDR5 6400
MSI Gaming X Trio RX 6950 XT 16GB
AOC Q27G3XMN 2560X1440 180 Hz
Dell G2724D 2560x1440 165Hz
Samsung 990 Pro 4TB M.2 NVMe
Win 11 Pro
User avatar
ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

RE: Question

Post by ASHBERY76 »

The game year starts around 2750 how long is an average game so that most of the galaxy is full in years and how long does a year take on normal speed.
Gertjan
Posts: 699
Joined: Wed Dec 09, 2009 12:05 pm

RE: Question

Post by Gertjan »

"It's usually better to have more fleets, rather than one big uber-fleet. That way you can defend/attack a wider area.

You can also use more than one fleet to attack or defend a target, so battles can still get quite big, with 100 or more ships engaged. "

I like this aspect. Do fleets typically also contain different classes of ships, or rather is it optimal to have various types of ships in one fleet?
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: ASHBERY76
The game year starts around 2750 how long is an average game so that most of the galaxy is full in years and how long does a year take on normal speed.
A game year is 10 minutes long. Game lengths can vary a lot - depends largely on the size of the galaxy (from 100 stars to 1400 stars). You can also start a game with the galaxy partially-, or even fully-expanded, so that empires are already large with many colonies and ships. So if you don't like the expansion phase much you can jump directly to major wars and battles between large empires.
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: Gertjan
"It's usually better to have more fleets, rather than one big uber-fleet. That way you can defend/attack a wider area.

You can also use more than one fleet to attack or defend a target, so battles can still get quite big, with 100 or more ships engaged. "

I like this aspect. Do fleets typically also contain different classes of ships, or rather is it optimal to have various types of ships in one fleet?
Fleets usually contain a balanced cross-section of military ship types and sizes. Frigates, Destroyers, Cruisers, Capital Ships and Troop Transports. But you can put whatever ships you like in a fleet. Smaller ships are generally faster (if you design them that way), so they can be useful for pursuing escaping ships. Larger ships are usually better armed and defended, and have stand-off weapons that are good for attacking bases.

You might want to have specialized fleets for different roles: planetary invasion, hit and run raids, colony defense, etc.
Gertjan
Posts: 699
Joined: Wed Dec 09, 2009 12:05 pm

RE: Question

Post by Gertjan »

" So if you don't like the expansion phase much you can jump directly to major wars and battles between large empires."
Wow this is very innovative and I like it a lot

Question regarding ships, are there also battlestar galactica carrier type of ships, with lots of little fighters?
User avatar
elliotg
Posts: 3934
Joined: Mon Sep 10, 2007 9:32 am

RE: Question

Post by elliotg »

ORIGINAL: Gertjan
Question regarding ships, are there also battlestar galactica carrier type of ships, with lots of little fighters?
There's various sizes of ships, but no ships carry other ships like this.
Post Reply

Return to “Distant Worlds 1 Series”