Feature Requests

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

Moderator: MOD_DW2

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apd1004
Posts: 180
Joined: Tue Aug 01, 2006 10:35 am

Re: Feature Requests

Post by apd1004 »

I'd also like to have a mouse trap option in addition to edge scrolling. I run 3 monitors (game in center, pdf's on second monitor, internet browser on third) and the only edge scrolling I get is vertically because of that.
apd1004
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Jeff Leslie
Akron OH, USA
basildazz
Posts: 1
Joined: Fri Mar 11, 2022 12:59 pm

Re: Feature Requests

Post by basildazz »

Beautiful upgrade on the original works, I am though, on one point duplicitous within myself for this expression. That is the confined quantities of ship parts I am restricted to installing onto my designed ships. In the original the only restriction was of course, the hull size. In my opinion this ability to test the grand automated galaxy simulation against, say, a fleet of merchant and imperial ships that have no weapons or shields, but x thousand ion drives, was parallel to my sense of fantastic experimentation and enjoyment. Of course not solely is this aspect synonymous to pleasure of immersion, just important.

I would therefore suggest that, three engine bays, two weapons slots, 10 misc bays be simply a culture/race modifier to part efficiency/output and re-release the marvellous freedom of the original game.
monk124us
Posts: 4
Joined: Fri Mar 11, 2022 1:48 pm

Re: Feature Requests

Post by monk124us »

I would like the option to click and drag the Tech order list, or a shift click to top, sometimes when you have 7 or more techs queued and you realize that you want something else to go first clicking the arrows up can be mundane.

the ability to click and select ships, I believe this was on Universe, if you have a bunch of ships, and you want select them, just clicking and dragging to select would be nice.

different Icons for fleets, specially when you combine your fleets in the same systems is hard to tell them apart, if i want to select fleet 1 i have to go to the fleet panel and selected that one because one cant tell them apart.
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

Resource cost
there appears to be a cost associated with each resource on the Resources screen, yet i can't find an explaination in the manual of what this is for. is it the cost to buy for use in construction? how is it calculated ( assuming via supply and demand) is this the same price charged in trade agreements, is this free to private ( after all they do the mining and logistics) It would be good to have a breakdown screen of details for each, allowing the user to set the buy / sell cost.
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

component factories
Highly likely to be out of scope, but Once a resource is collected it would be great to have another level of logistics, where by the raw resources are turned into components /goods / luxury. which themselves are used in construction. one of the things DW has always been better at than many other games is the fact resources must be transported to the place their used. construction of factories, would allow industrial hubs to be constructed, creating a supply chock points which if themselves out could cause huge damage to an empires abililty to function.

luxury goods supplied to a planet might apply buffs, food, increase growth, help terraform etc. while components might be needed/speed up ship repair / construction.

logistical chains and supply routes connecting these various resources together would now be possible, creating a far more engaging management layer. suggestion would be that this is an optional advanced game mechanic, but also the optimised way to play as the game progresses for larger ships / bigger planets as they grow.
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

Private /cooperation diplomacy
given you have very little control over the private sector, would be great to see this broken down into a number of firms ( mining, logistics, leisure etc) which would perhaps allow fine tuning of licenses for ships, usage of materials, and ship designs for specific quadrants or systems

It might also be fun to have diplomacy between these various companies, so as to get the resources slightly cheaper or more expensive from each depending on relationship with the state ( tax breaks, free ship construction, subsidiarise etc)
happy people and happy business leads to lower corruption and therefore more cashflow, cheaper construction and perhaps faster mining rates?
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BTAxis
Posts: 730
Joined: Tue Jun 04, 2013 5:04 pm

Re: Feature Requests

Post by BTAxis »

brokennoze wrote: Fri Mar 11, 2022 1:58 pm component factories
Yep, something like this would be awesome. Even a simple resource chain system could go a long way.
Lymark
Posts: 13
Joined: Fri Oct 15, 2021 2:25 am

Re: Feature Requests

Post by Lymark »

Requesting an extra option for explorers to take priority on planets over asteroids when auto-exploring.
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imperialWorldX
Posts: 52
Joined: Thu Mar 10, 2022 3:00 pm
Location: Canada

Re: Feature Requests

Post by imperialWorldX »

more lore and component description, facility description or maybe even a button to the galacticpedia like some others have suggested would be awesome.
The Emperor's Peace will be maintained.

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brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

resource scarcity option
One of the major points of this game is the resource system, however there seems no way to set scarcity of resources when starting a new game? maybe want to make a specific resource be extremely limited so as there are real finds and defence of said resource is paramount. perhaps i've missed this, but seems a pretty obvious addition if its not here already.
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Tanaka
Posts: 5099
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

Re: Feature Requests

Post by Tanaka »

Have never understood why we cannot just turn independents completely off?
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Arkblade
Posts: 92
Joined: Mon Mar 14, 2005 3:23 am

Re: Feature Requests

Post by Arkblade »

Character editor

Currently the DW2 editor seems to lack a "character editor".
- Placement of character anywhere
- Setting character skills
- Changing the portrait of a character

Since the game has character elements, it would be a great expansion of the game if these could be made possible just as in DWU.
Hanekem
Posts: 92
Joined: Sat May 22, 2010 6:45 pm

Re: Feature Requests

Post by Hanekem »

more things to do with independents.
Thus far it s to friend them for colony ship or go with troops, what about turn tem into protectorates or offer them protection?
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Iunnrais
Posts: 28
Joined: Sat Mar 12, 2022 3:00 am

Re: Feature Requests

Post by Iunnrais »

Ability to diplomatically split ownership of a system... you get this planet, I get that planet, etc.

Ability for two empires to start in the same system.

Heck, ability for two empires to colonize the same planet, peacefully. To start on the same planet, each with separate armies that do not HAVE to fight each other (but can at the click of a button, of course).

Why? Having immediate potential conflict in the prewarp era would be amazing. Also, you could have a cold war between two (or more) nations of a single planet to colonize the stars, who never fire a shot but economically jockey for power across the galaxy, system by system.
Banquet
Posts: 1190
Joined: Thu Aug 22, 2002 9:04 pm
Location: England

Re: Feature Requests

Post by Banquet »

Please provide a full 3d rotate around ships, planets, etc - as you already do in ship designer view.

When clicking on a ship, provide the view options (bridge, trailing, camera lock) in the info panel that pops up (there's plenty of room).

Most mice have middle button so allow us to config click to move, drag select and rotate on any button we want.

Give us the ability to pan around (at least 60 degrees) in the bridge view

There's a lot to love in DW2 graphically, it's way more of an improvement than I was expecting, but please let us enjoy the new graphics by giving us better tools to view and move around in the game world.

Thanks, more to follow as I play :)
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

Lymark wrote: Fri Mar 11, 2022 2:26 pm Requesting an extra option for explorers to take priority on planets over asteroids when auto-exploring.
totally. bump!
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Feature Requests

Post by zgrssd »

Lymark wrote: Fri Mar 11, 2022 2:26 pm Requesting an extra option for explorers to take priority on planets over asteroids when auto-exploring.
I would do one better - detailed exploration settings based on wheter this is in your territory, nearby or far outside.

For example, I might want to scan all asteroids in my territory, but might be less interested scanning them on the other side of the galaxy.
But when I claim more stuff, backfilling scans is important.
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