Distant Worlds; 4Ex Space Strategy; What do you think?

Wade.

Chieftain
Joined
May 26, 2007
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California, USA
Might be interesting. Sounds like potential for micromanagement hell, or a game that plays itself (MoO3).
 
Apparently you can automate many areas and focus on areas you enjoy but there are many desicions that arise that only you are to determine responses to.
 
Realtime - not promising...

Private Enterprise: the private citizens of your empire automatically take care of mundane tasks like mining resources, transporting cargo, migration between colonies, tourism and much more. This frees you from micro-management and instead allows you to focus on a macro-scale

Colonize: send out colony ships to found new worlds for your empire. Develop your new colonies by keeping them well-supplied with a steady stream of valuable resources.

Those items sound more than a little contradictory.

Going along the lines of GoodGame's comment, it could be both MM hell and a reincarnation of MOO3.

The 'anything is moddable' sounds nice, but does that mean they're going to cop out on default features, and expect the users to mod them in? If so, it's a bad business decision, since most users are'nt going to want to do their own modding.
 
See this about the pause and auto pause features that Distant Worlds has:

http://www.matrixgames.com/forums/tm.asp?m=2385911
-----

Also, from another thread:


Quote:
You don't like a pause feature yet turn-based games are sort of auto-paused after each turn. Distant Worlds will let you pause and jump to events and items that are completed in an annoucement section.
I would like to know if there is an auto-pause feature option for such events. If , not, I wish for one.

quote:

ORIGINAL: Wade1000
-an automatic pause option feature.
This would happen before any thing of cetain significance, which you can also choose in options, such as battles, meetings, discoveries, diplomatic messages, researched advances, etcetera.


Distant Worlds DOES have these autopause features.

http://www.matrixgames.com/forums/tm.asp?m=2391696&mpage=2&key=pause,turn,based?
 
People on their forum seem to like it, but I'd really love to get an opinion from someone here.
 
Everytime I hear about a new strategy game that looks intriguing and does not have multiplayer I get really disappointed. I want to get hooked to a game, learn to conquer it and then when the AI bores me to play human opponents.

Sometimes I buy these "single player only" games anyway but only if they are really awesome. Is this game awesome?
 
ORIGINAL: Erik Rutins

Hi everyone,

The v1.0.3 update is now in internal testing. If everything looks good, we will make it a public beta tomorrow and release it as official later this week. Here's the list of changes:

Items fixed/added in v1.0.3:

1. Memory usage extensively optimized and reduced. Large games now consume much less memory. Should resolve the crashes related to Out of Memory and crashes during save/load.
2. Added AutoSave feature - turn on in Game Options screen (O key), can set variable interval between saves from 10-60 minutes
3. Fleets now respond properly to manual control - will not automatically disband
4. Added new buttons in Fleets screen: Repair and Refuel selected fleet, Retrofit selected fleet
5. Names of damaged ships display as red in Ships and Bases screen
6. Added new button to Ships and Bases screen: Repair Selected Ship
7. Fixed Design screen issues (http://www.matrixgames.com/forums/tm.asp?m=2420971). Also reworked Designs screen as follows:
- Can filter designs to show: All, Non-Obsolete, Latest of each type
- Can toggle designs as obsolete/not obsolete directly from designs list
- Can mass upgrade designs from Designs Screen - multi-select designs and click Upgrade button
- Allow retrofit to any non-obsolete design for a given ship type (right-click menu)
- AI ship design will no longer auto-obsolete manually created designs
8. Fixed Trade negative money with another empire (http://www.matrixgames.com/forums/tm.asp?m=2418787)
9. Fixed crash when attack abandoned ship (http://www.matrixgames.com/forums/tm.asp?m=2418633)
10. Fixed drawing crash (http://www.matrixgames.com/forums/tm.asp?m=2419321&mpage=1&key=�)
11. Fixed Design values for Recreation center and Medical center components (http://www.matrixgames.com/forums/tm.asp?m=2417704)
12. Fixed bug where could build advanced designs without proper tech (http://www.matrixgames.com/forums/tm.asp?m=2419094)
13. Ships evaluate space monsters as stronger threats, keeping their distance from them when attacking (http://www.matrixgames.com/forums/tm.asp?m=2420346)
14. Fixed UI issues after history events from Zenox (http://www.matrixgames.com/forums/tm.asp?m=2419586)
15. Fixed exploration ships sometimes getting stuck, especially when manually assigned to explore a system
16. Refueling bug fixed where ships prefer not to refuel at colonies with incomplete space ports (http://www.matrixgames.com/forums/tm.asp?m=2422103)
17. Can now continue playing after you lose a game, but only if you have not been completely conquered (no colonies left) (http://www.matrixgames.com/forums/tm.asp? m=2420055)
18. Fixed crash research program sometimes not stopping (http://www.matrixgames.com/forums/tm.asp?m=2419493)
19. Ensure Resupply Ships properly deploy and refuel themselves from own supply (http://www.matrixgames.com/forums/tm.asp?m=2420208)
20. Fixed stalled construction problems - construction now much less likely to stall
21. Added Resort Bases to build menu (were missing previously) (http://www.matrixgames.com/forums/tm.asp?m=2418554)
22. Bombard weapons and Torpedo weapons now properly used in designs when upgrading (http://www.matrixgames.com/forums/tm.asp?m=2420919&mpage=1&key=#2420919)
23. Fixed positioning of information in Selection Panel (http://www.matrixgames.com/forums/tm.asp?m=2419234)
24. Canceling a retrofit mission for a ship no longer prevents reassigning another retrofit mission (http://www.matrixgames.com/forums/tm.asp?m=2424223)
25. Fixed retrofitting issues (http://www.matrixgames.com/forums/tm.asp?m=2424082)
26. Fixed crash in Trade screen (http://www.matrixgames.com/forums/tm.asp?m=2426018)
27. Rebalanced and reduced colony income for large empires - corruption stronger when grow very large

Also, while this patch contains a lot of stuff, there's still more that we haven't got to yet. So we'll be continuing to work on the remaining issues and improvement areas. But we though it best to get this update released as soon as possible, especially with the important memory fixes.

Some features we're planning to add soon:

- support for mass retrofitting from Ships and Bases screen
- allow toggling which ship and base icons are displayed when zoomed out to sector/galaxy view (especially useful late game when want to focus on war and fleets)
- tweaks for fleet AI to help them stay together better and be even more relentless as they pursue you

http://www.matrixgames.com/forums/tm.asp?m=2427666&mpage=1&key=&#2427675
 
Check out the Distant Worlds alien races.

http://www.matrixgames.com/forums/tm.asp?m=2386321 ('Distant Worlds: Introduction of the alien races.')

Is there actually anything to distinguish them apart from +x, +y, -z and perhaps a little gimmick? Do they, for example, have different ships (not just different graphics, but function differences)? Are there tech differences beyond the one or two bonus ones listed there? Maybe I've just been spoilt by SotS and it's properly distinct races but those look generic and boring.
 
I think it is a great game. I'll be giving it a review on eurogamer soon. My Space Rangers 2 review sat well, so hopefully this will do good things too!
 
I'm going to bump this another expansion coming this winter.

When the game comes out there will be discounts on DW, expansions and early bird deal on new expansion and finally a bundle deal too.

http://www.matrixgames.com/forums/tm.asp?m=3206160

Distant Worlds Shadows

Hi everyone,

Ok, here's the promised preview of what we are working on. We are still trying to get this finished for this year, but our priority is to make sure it's as good as we all want it to be, so I can't give you an exact release date yet.

The title comes from the "Age of Shadows".

<WARNING: SOME ORIGINAL DISTANT WORLDS STORY SPOILERS AHEAD>

In the original Distant Worlds, you play in a galaxy where civilizations have recently rebuilt themselves and returned to space in a galaxy that was nearly destroyed at the end of the last war against a great intergalactic foe. The time immediately after that great was was known as the Age of Darkness. During this time, there was very little left of the previous galactic civilizations. In addition to a few survivors on planets and colonies here and there, a very few survived on ships and remote stations. Many who survived the end of the war did not survive long into the future, but others managed to find a way. Generation after generation passed, even among the long-lived species.

In these early days, the survivors who had escaped the near-extermination of galactic life with some technology intact, especially those who still had working stations or ships and knowledge from the old empires, were in a better position than most on the planets, where the devastation and regression to a near-primitive state had been nearly complete and in many cases the plagues of the past war still periodically returned. Space seemed a much safer place to many.

During the Age of Darkness, these space-based survivors who still had the means (although in many cases limited and often decreasing with each generation) to travel space searched the galaxy for other remnants of civilization and the means to keep their technology working. In some cases, they formed beneficial relationship with those who were left here and there on the planets, even helping them to develop and rebuild. In other cases, they raided the planets and their remaining populations and took what they needed as plunder. Often, it was a bit of both.

Eventually, the balance of power began to shift. The space-based survivors had developed their own empires of sorts, usually as traders, warlords or pirates. Despite their access to some of the old technologies, their numbers remained few and the planets began to exert greater control over their own destinies. Some had even developed populations and civilization to the point where they were able to contest control over their local space. This is the Age of Shadows, in between the Age of Darkness and the Distant Worlds galaxy as you have known it to date.

What were previously "pirates" are now independent space-based factions that can pursue a variety of playstyles, ranging from trade, war and espionage to pure chaos and plunder.

</END STORY SPOILERS>

Note, I still can't tell you _everything_ but here are some substantive highlights:

- Play as an independent space-based faction, a very different play experience from the existing "Empire" gameplay.
-- Choose from several playstyles, including Smuggler, Pirate and Mercenary.
-- Compete in victory conditions against other space-based factions.
-- New Pirate Leader and Pirate Captain characters
- Choose to play in the existing Distant Worlds timeline or the pre-hyperspace "Age of Shadows"
- Assault pods and ship to ship or base boarding actions, including ship and base capture
- Gravitic Weapons and Tractor Beams
- New expanded Ground Combat with new troop types and an animated ground battle resolution screen
-- Infantry, Armor/Mech, Special Forces, Planetary Defense Units (multi-layered)
-- Resolution of the multiple stages of a planetary assault
-- Expanded troop experience
-- New Ground Combat technology tree
- Expanded and improved Area Weapons
- New planetary facilities
- Improved AI and new comprehensive difficulty settings

I hope that helps.

Regards,

- Erik

Here are the reviews on the older expansions from latest to oldest.

Game Reviews- Distant Worlds Legends http://www.spacesector.com/blog/2011/12/distant-worlds-legends-review/#comment-282196

Distant Worlds: Return of the Shakturi Review- http://www.spacesector.com/blog/2011/10/distant-worlds-return-of-the-shakturi-review/
 
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