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Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 4:25 pm
by Erik Rutins

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 4:34 pm
by Okim
I wonder why a preview has such low-quality screenshots. They are hazardous to eyes rather than informative in any way!

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 4:34 pm
by drillerman
Already read it!!![:'(]

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 4:38 pm
by Erik Rutins
Okim,

Talk to the Wargamer about the resolution. FWIW, I believe they do that in order to keep things manageable for lower bandwidth users, but I agree that I'd like to see them post these in higher resolution.

Regards,

- Erik

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 5:03 pm
by cdbeck
Okim, you did see the thread here where I posted the Part 1 screens in High Resolution? I will be doing the same for these screens as well.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 5:15 pm
by cdbeck

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 5:37 pm
by Xmudder
How do you choose which items end up on your research screen? it is just a list of every item you can research, or can you say "don't research this / do research that" when something comes available?

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 7:02 pm
by Gertjan
Thank you for the article. I hope more previews are coming. I liked it a lot! I would like to see a full scale battle between two empires.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 8:20 pm
by Okim
Okim, you did see the thread here where I posted the Part 1 screens in High Resolution?
 
Yes, i know that. And i`m thankful and respectful for that.
 
I can understand why they can`t post pictures at better resolutions. It is a preview that is designed to attract people after all.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 9:28 pm
by cdbeck
AFAIK, all research is displayed at all times.

I think the Wargamer uses low res pics for bandwith purposes and perhaps for lower storage (a 800x600 jpg is smaller than a 1440x900 one).

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Fri Mar 05, 2010 11:16 pm
by Xmudder
ORIGINAL: Son_of_Montfort
AFAIK, all research is displayed at all times.

I think the Wargamer uses low res pics for bandwith purposes and perhaps for lower storage (a 800x600 jpg is smaller than a 1440x900 one).

And all your research is added randomly towards all of the projects, by catagory?

What is the max research number in the upper left "total empire potential"?

I like that research doesn't cost money, unless you want a certain result quickly. It fits the laizze faire approach of the civilian economy.

Edit: Can you be a tech broker, or only trade what you have researched yourself?

Do intelligence and research capacity increase the total empire potential or the output of specific bases?

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 3:38 am
by cdbeck
If you look at the research screen pic - you can see that the Star Port Zeust V gives 24K (IIRC) toward each genre of research. I assume, although this should be confirmed, that this is spread out across the several different components requiring the genre. If you have put in a "rush research" order (the lightning bolt), I also assume this gives a higher percentage to the component.

Technically, research DOES cost money, but not in the way you are assuming. You have to maintain your starbases and they can be quite costly. Also, research labs are components, so they require resources to produce and install in your star bases - and resources can be looked at as money - if you don't have enough you have to buy them, if you have enough you could have traded them for cash. So you don't subsidize research by pouring more money into it (which is an abstraction), you subsidize research by building more labs - a bit more or a nuanced way of doing things.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 5:16 am
by Xmudder
ORIGINAL: Son_of_Montfort

If you look at the research screen pic - you can see that the Star Port Zeust V gives 24K (IIRC) toward each genre of research. I assume, although this should be confirmed, that this is spread out across the several different components requiring the genre. If you have put in a "rush research" order (the lightning bolt), I also assume this gives a higher percentage to the component.

Technically, research DOES cost money, but not in the way you are assuming. You have to maintain your starbases and they can be quite costly. Also, research labs are components, so they require resources to produce and install in your star bases - and resources can be looked at as money - if you don't have enough you have to buy them, if you have enough you could have traded them for cash. So you don't subsidize research by pouring more money into it (which is an abstraction), you subsidize research by building more labs - a bit more or a nuanced way of doing things.

Good point on the costs of getting your research going. When you sell strategic resources, who gets the money? the state or the colonies? I believe that luxury resources feed into private sector growth, or shrinkage if you are importing too many.

So how does total empire potential fit into all this? And how long does it take a colonized planet to build itself a starbase with all the trimmings?

Do ships and stations need resources to keep functioning, or just cash?

So many questions...

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 5:25 am
by Wade1000
Sounds good. It may take some getting used to if you are used to games that allocate money to research.

In other games where you allocate money to research is an abstraction. That allocated money goes somewhere and somehow increases your research. I would assume that it means the construction of more laboratories, research facilities, etc.; the hiring of the personnel and scientists/rresearchers; and the purchasing of specialized materials that might be needed throughout the research.

Distant Worlds seems to take those resulting abstractions of what happens to your allocated research and consolodates them in the game to phyical research structures. Other games that allocate money to research also might have research structure but those might be larger abstractions representing many research structures like Maybe Distant Worlds has.

I'm just guessing at all this though. Heh.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 11:35 am
by Anguille
ORIGINAL: Okim

I wonder why a preview has such low-quality screenshots. They are hazardous to eyes rather than informative in any way!

Most screenshots at wargamer have that type of quality...

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 3:43 pm
by ASHBERY76
EU3 tech system in space is cool.It suits the grand strategic nature of the game.

RE: Distant Worlds Preview at Wargamer.com (Part 2)

Posted: Sat Mar 06, 2010 4:29 pm
by Xmudder
ORIGINAL: ASHBERY76

EU3 tech system in space is cool.It suits the grand strategic nature of the game.

Only you can't mint at the expense of your tech ;)