Plea for Stronger Components

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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Tampa_Gamer
Posts: 161
Joined: Mon Dec 27, 2010 9:02 pm

Plea for Stronger Components

Post by Tampa_Gamer »

Most ships seem to evaporate a few seconds after their shields go. I would like to see stronger components so that tactics such as redundant components and repair bots might actually contribute to the fight. As it is right now it simply seems to be a battle of the shields.

Of course if we had an external data file for the components that we could mod, I am sure the community would quickly resolve many of these types of balance issues with a unverisal "balance mod" similar to what was done for the Space Empire series. That would let the community resolve various play-balance issues, and allow the programmers to concentrate on bug-squashing, etc.
For those interested, forum thread link to post with a master list of all my DW mods: Link

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Data
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RE: Plea for Stronger Components

Post by Data »

Excellent suggestions, both for the general wishlist and the modders one.
+1
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
kenata
Posts: 28
Joined: Thu Dec 16, 2010 6:15 pm

RE: Plea for Stronger Components

Post by kenata »

I honestly would love to see the game move towards an xml based system for their systems. Like it would be awesome if all of the components and techs were defined in a simple XML format so that we could add, remove, and rebalance components and techs in the simplest possible manner.
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Ares106
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RE: Plea for Stronger Components

Post by Ares106 »

we can easily come up with and change all these components, but since this is primarily SP game, we will have to also modify the AI to use and deal with these changes.

Space empires for instance had a wealth of interesting components which could have led to some amazing complexity in tactics, nevertheless the AI would never take advantage of these, nor would they know how to deal with some of them, and instead resorted to building according to script instead of adapting.
Sithuk
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Joined: Fri Dec 17, 2010 4:18 pm

RE: Plea for Stronger Components

Post by Sithuk »

+1 to putting as much data into an easily modable form for the community to do the balancing.
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Data
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RE: Plea for Stronger Components

Post by Data »

That is indeed a sad story for any AI but even if we can have a highly adaptive AI there is still a trap in which it will always fall: it builds huge number of ships before any conflict so even after the first encounter (when it adapts) it still has to wait to lose a significant number of ships before spawning the adapted ones.

Maybe we should have an AI capable of retrofiting ships as well; very rarely did I see this in any of the strategy games that I've played.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Bingeling
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RE: Plea for Stronger Components

Post by Bingeling »

The AI does suggest retrofitting all ships and bases to a human player. It is strange if all its ships are retrofitted.

Retrofitting is a difficult decision, though. A mass retrofit of all makes you vulnerable. And single fleets may have a limited number of nice retrofit times. I tend not to retrofit during war, and how often is the AI at peace? [8D]
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