What's next for Codeforce?

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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WCG
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RE: What's next for Codeforce?

Post by WCG »

You know, I don't know what to think about a Distant Worlds 2. This is the first 4X space strategy game I've really loved since the original Master of Orion. Even MOO2 was disappointing to me. So, the odds are pretty good that any significant changes won't to be my tastes. (And if there aren't any significant changes, then why buy it? There have to be changes.)

Of course, my tastes probably aren't typical. I play DW more as a role-playing game than a strategy game, I think. And I'm very much a builder in these games. I need the combat, but I play for the exploration and the civilization-building. (That's also why I loved Civilization II - maybe my favorite game of all-time - but I've been disappointed in every Civ game since then. I'm just not a wargamer.)

In DW, I always start at prewarp, because I prefer to battle pirates while trying to get along with other civilizations. (Of course, I don't want all of those civilizations to feel the same way. I do need the combat.)

Let's see,... one addition I'd love is terraforming. I loved that in the original Master of Orion! I want to improve the quality of my colony worlds - maybe melt some of the ice on ice worlds or something? [:)]

I'd also prefer a more realistic economic model, I think. And more things to discover when exploring. Oh, and I wish trading with other empires was more important - for those who want to be civilized, at least. I always turn off tech trading, since that seems like such an exploit. But it would be nice if (private sector) trading made more money - and gave other benefits to the nations involved, too (maybe even a slight boost to research? maybe cultural effects?).

Again, I don't think I'm a typical Distant Worlds player. Certainly, I have zero interest in multiplayer. But then, I'm way past the age of the typical gamer, too. I don't expect games to be designed for my tastes. Still, I've got more games than I have time to play already. Heck, I keep buying games I don't even get installed. Heh, heh. So, I'll be interested, whatever happens, but not particularly upset if the sequel isn't to my own tastes.
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Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

I'd also prefer a more realistic economic model,

Hint to Developer...

How about a 'better' economic model with options..


Distant Worlds 2 BETTER have more options than "trade with all empires" and whatever the hell "control restricted resources" means..

I should be able to tell how much resources at certain spaceports or turn off collecting this and that..(this doesn't change the private sector just turning on/off to accept resources at a spaceport..)

-Let's say I wanted a lone starbase out in the middle of nowhere to stockpile fuel only.. etc..
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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

and whatever the hell "control restricted resources" means

Control of the 3 super luxury resources.
Let's say I wanted a lone starbase out in the middle of nowhere to stockpile fuel only

Sounds like a resupply ship to me.
I should be able to tell how much resources at certain spaceports or turn off collecting this and that

I already micromanage too much. Planets hold a huge amount of cargo, and spaceports don't need cargo bays.
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

Oh Retreat1970, my multiplayer Comrade and compatriot,


So setting "restrict trade" to "HIGH" means what? to only allow a few trade? compared to Low or Normal?? - Look at the Policy menu again and answer the question : what the hell does control restricted resources mean?

(I pictured it below)

ha.

Sounds like a resupply ship to me.

But I want a Starbase, not a supply ship.. oh and you know like those lone starbases you find with explorers randomly sometimes!
I already micromanage too much. Planets hold a huge amount of cargo, and spaceports don't need cargo bays.

and? yes colonies hold huge amounts of resources.. But If my colony #1 that is 2 systems away doesn't have jack sh%$, then how do I get the 2,000,000 Carbon Fiber over to colony #2 that has 200 Carbon Fiber??

ha! looking forward to your answer.


Here is the Control Restricted Resources.. what the hell? all they had to do was say something more, Like "Trade a high/low/normal amount of Restricted resources" But no! they put:
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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

tm.asp?m=2985470

That's the only thing I can find about the topic and it isn't definitive. But, (The 'restricted' resources referred to are only Loros Fruit, Korabian Spice and Zentabia Fluid. You allow trade with other empires in those 3 resources via the check box on the diplomacy screen. When you select an empire on the diplomacy screen, the check box is on the bottom. The options in the policy settings won't have any effect if you are controlling diplomacy manually). This sounds logical, but since I'll never automate diplomacy, I will never know.

A resupply ship is a star base, but with engines. How cool is that?

The private side does surprisingly well moving resources around. Why do you need so much control? Am I the only one whos game works as intended?
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

ORIGINAL: Retreat1970

tm.asp?m=2985470

That's the only thing I can find about the topic and it isn't definitive. But,

Great posting.. haha and they still don't know what the hell that setting does.. till this day, 2016 nobody can answer what "control restricted resources does.. but it's ok.. (and what I mean is what the hell do you set it on.. High? low? ..


anyway,

I know there is probably something about a SupplyShip acting like a base still isn't going to work.. I'll gladly give you examples in my next game on why I need "so much control" when I play my next game.. I guess I can start a new thread.

And yes, Your Game is the only one working as intended.. "intended for you" that is, haha.. cause I know your game also can still crash, have resources problems, and fleet mismanagement, colony growth problems, freighters sitting around doing nothing when you clearly need something, fuel deficiencies, Pirates that continue attacking stupid targets, ridiculous trading policies, research potential confusion, the long save/load times, The 0 tax - max pop growth issue, the fonts resolution issues, and much more..

but yes the game works as "intended" alright..


haha

p.s. - have you seen the "Tech Support" forum?! haha, works as intended.. especially on windows 10! ha! I get good laughs out of all this. [:D]

thank you all for that.
WCG
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RE: What's next for Codeforce?

Post by WCG »

ORIGINAL: Blabsawaw22

...like those lone starbases you find with explorers randomly sometimes!

You know, I wish we could disassemble those for a technology boost, like we do with advanced ships. Usually, I just scrap them, because I don't want to pay the maintenance on something that's useless to me. And yeah, I don't want my private sector to waste time shipping resources there, either.

But it might be interesting if we could send a construction ship there to disassemble it, filling up its cargo holds with resources and learning something, too.
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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

And yes, Your Game is the only one working as intended.. "intended for you" that is, haha.. cause I know your game also can still crash, have resources problems, and fleet mismanagement, colony growth problems, freighters sitting around doing nothing when you clearly need something, fuel deficiencies, Pirates that continue attacking stupid targets, ridiculous trading policies, research potential confusion, the long save/load times, The 0 tax - max pop growth issue, the fonts resolution issues, and much more..

Sounds like you need a reinstall. Honestly if you're having all those problems, why do you play?
cause I know your game also can still crash

Maybe. I haven't crashed in over a year. Many games played. Windows 10.
have resources problems, and fleet mismanagement, colony growth problems

Nope, how? (if manual then it's your fault), never (if manual).
freighters sitting around doing nothing when you clearly need something, fuel deficiencies, Pirates that continue attacking stupid targets, ridiculous trading policies, research potential confusion, the long save/load times, The 0 tax - max pop growth issue, the fonts resolution issues, and much more..

Sometimes (never broke my games). Fuel? really? that's DW 101. I don't care what pirates do. AI trade is lacking. research potential isn't confusing. I rarely save. max pop is AI problem. I have no problem with fonts.

I guess my game is working as intended after all.
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

Hmm.. yes, the game, as I stated, is working as "Intended".. It's currently "intended" to play like that which we described, (Galactopedia, Trade Blockades?) whether it's on your computer or mine.. reinstalled or only installed once.. (you can browse through this forum and see every single one of those issues I mentioned.)


Some issues have been slightly dealt with through patches. Others have not.

When I play, and many others, as when you look in the forum here or Steam forums, to which I'm guessing nobody here looks at Steam forums, I still sometimes experience a few of the issues, and yes, they are "as intended" because they haven't fully fixed some of the pending issues.

If your game is fully updated, it's not about reinstalling anything, it's about what they didn't fully patch or just won't change.. (the automation in many many areas, handling of fleets, Diplomacy, Race Policies, Still odd Pirate behavior and whatever exploits, etc..)

I think there may be confusion as to perhaps it sounds like the game plays perfectly or something? I'm merely stating the facts of what happens in this game based on my experience and the entire forum which is filled with "issues" right?

I'm stating that my game plays as intended just like yours and the other 250,000 copies people have installed.. Assuming they can the game to start..ha.. that's why I mentioned about windows 10..

How many copies of Distant Worlds did sell? anybody venture a guess?
Sounds like you need a reinstall. Honestly if you're having all those problems, why do you play?

It doesn't mean I won't play the game.. ?

You should definitely know how much I still enjoy the game..




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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

If we're lucky we'll get a final patch before DW2. It's going on a year since the last one.

I know you, and everyone else here, love the game. We're passionate 4x'ers. The issues, problems, and exploits though probably aren't getting fixed for DWU. That's ok though as long as Matrix has been listening for DW2.

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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

Polaris Sector has a release date of 3/22. It looks interesting. There's plenty of videos out. Might be worth my money.

Also this is a very good interview I somehow never saw. It's a few years old, but they already talk about DW2.

http://www.spacesector.com/blog/2013/08 ... o-shadows/
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

Retreat1970,

I had too, I just saw this... I'm sorry I must! Please forgive me!

"Working as intended!"

haha!

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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

ORIGINAL: Blabsawaw22

Retreat1970,

I had too, I just saw this... I'm sorry I must! Please forgive me!

"Working as intended!"

haha!

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Is this the post you wanted deleted?
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

The post I want deleted, was a posting I made about the video showing a battle on youtube. And I described how the player didn't make good ship designs and that's why they are struggling..

But then I realized when I watched the video again that the Player was the other fleet in the video! So basically I wrote a posting describing how the AI ship fleet needed to do this and that.. what a waste!


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

But for you, however! haha..

I just saw that posted today about yet another person on regards to Automation/AI having "intended" gameplay hehe..

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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

I don't see my auto fleets do that, but then again I play manual mostly. I have set fleet formation to auto before, but it was frustrating. Generally the AI does ok, but when I started a war it went downhill. As far as tractor beams if the opponent is stronger it will push. That's working as intended.

We can complain all day every day, but like I said we'll be lucky to get another patch before DW2.
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RE: What's next for Codeforce?

Post by Bingeling »

When testing the game, I have run a lot of automated games to fish for crashes. This has given me the opportunity to watch the AI in action. And it is quite obvious that picking the right target, and sending the right fleet to do the job, is not among the greatest AI strengths. It is also not among the easiest things to fix.

If you attack a target, and your attacking fleet is wrecked by the defenses, you will send a much stronger fleet on the next attempt. The AI, however, will try again with a similarly sized fleet. Which makes it somewhat easy for the player to make fleets that are a bit stronger than the AI counterparts, and by that win every fleet battle quite easily. And which makes the AI waste a ton of resources (and cash) in replacing lost ships.
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

It's extremely unfortunate that while Distant Worlds AI was a great idea (private sector etc..), it should have easily been better..

I know it's simply not this easy but it seriously does boil down to this.. and they for some reason had issues.. I'm sure because they chose to go with XNA and Framework!! which I've seen have problems since forever. I even have errors with Binsoft Firewall that runs with Framework. it crashes on me too trying to keep rules!

nice choice Elliot! haha.. but I'm happy they made the game either way.. but don't use that Sh%$@ for Distant Worlds 2!!!!!

(I'm sure this will start something bad..)

It takes people who will sit down and say "if A has this, go to B," - If "A" sees this in range of X", do this.. , If A has no fuel, do this"... Goto B if A has X amount of energy. blah blah!!

or how about "if Fleet A attacks target B and gets destroyed, Send Fleet C.. If C gets Destroyed, Stop sending fleets!!! and Send Player an Advisor saying "Our Fleets can't f-ing handle it so we will stop sending them unless you press "keep sending idiots!"



I know they probably tried or thought of this, but ... oh nevermind.. ha..

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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

You should read that interview I posted above. Erik basically said it was Elliot's game, and only a few artists helped. That's amazing to me.
Blabsawaw22
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RE: What's next for Codeforce?

Post by Blabsawaw22 »

I'm all about it Retreat1970..

And I'm not discounting Elliot and his "small" team.. I certainly don't know what else goes on his life.. And I'm very thankful for the time he has given to allow others and myself enjoy his effort..

however,

haha (Cue music!)


you want "amazing?" OK..

Please just have a quick look at these.... All One man Games... with some minor exceptions of music or some final touches of things like voice acting..

And there are so many more these days too.. but I won't keep wasting our time here ha..


http://www.redbull.com/us/en/games/stor ... -solo-devs

http://venturebeat.com/2015/02/17/the-o ... -basement/

http://www.gamesradar.com/10-games-deve ... ne-person/

Ever Played Another World? One man only game - https://en.wikipedia.org/wiki/Another_W ... eo_game%29

http://www.shiningrocksoftware.com/

http://store.steampowered.com/app/236090 -(except the voice acting and music!)

https://en.wikipedia.org/wiki/RollerCoa ... evelopment

What about Microprose? Sid Meier?

MineCraft till it became really huge like now..

https://www.youtube.com/watch?v=f90R2taD1WQ

http://www.stasisgame.com/

https://www.youtube.com/watch?v=cgBGpzm ... j_xmn4gzqg

http://ranmantaru.com/games/arcane-worlds


AND my Favorite example of all time! (I do not care for the game though..)

More fricken hints to Distant Worlds 2 if they need more "resources"..





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Retreat1970
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RE: What's next for Codeforce?

Post by Retreat1970 »

You win. I think I'm done posting for awhile.
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