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I've recommended to the designers that they change code and make each of the four models their own 'role.' Send 'em a +1...
The most recent design will be what any ship with auto-retrofit will go into when not part of a fleet (unless the fleet's specified design is "most recent"). Thus it is practical to make patrol ships the most recent design. This is easily kept up by copying the patrol design after updating other designs for the hull size and saving it. Or upgrade it last.
Using automated fleet formation will often throw other designs into a fleet, which will eventually be retrofitted to the fleet's specification.
Wait until you conquer another civ, when you have over 1000 and more, different blueprints in your ship designer, and many will not upgrade and if they do, you have to delete the design ONE BY ONE, or search on the map to retofit them also one by one ...
the worst is, that at least , deleting ALL "0" used blueprints , would be easy to code, but we still have this since the the first day of DW 1 and the dev gives a sh... , seems he isn't playing his own game, or he would already have changed YOUR ISSUE, which could be easy solved with a "LOCK THIS DESIGN" button, with roles and the 0 used blueprints one, with a DELETE ALL not used and locked BUTTON also ...
The civilian economy side was a cool little ant farm to watch for the first hour or so, but I've barely looked at it beyond clicking "confirm" when I get asked to build a new mining station since then. Once the "wow" factor wore off it became pretty obvious why 99% of other games just abstract that stuff. Honestly, I barely even bother looking at my 60+ planets anymore.
Far as the tedium and nerds-only aspect goes, I came here from Aurora, and I think Aurora has better QoL in a lot of areas, which is saying something.
Its possible down the road with enough time and effort to take terms like DESTROYER and convert that into not just a size type of ship concept and automated it with a greater number of ROLES like Command Destroyer (more defenses - maybe more specialized weapons like Tractor Beams - Ion Cannons etc) - Attack Destroyer (Maybe even "glass cannon" Destroyer) - Assault Frigate or Destroyer (has Assault Pods for Enemy Ship or Starbase "capturing") - Escort Destroyer (has Starfighter bays verses glass cannons that have none). Limiting ROLE to currently be ship types simplifies the number of ROLES and the number of Fleets Types and simplifies the complexity of FLEETS. Assuming Stride Gaming Engine allows this you can expand the concept of ROLES to be more than size of ship and make more FLEET automation combos. Well and still run "acceptably" on older 3-5 ?? year old computer hardware.
its quite likely there was a design decision to start with simple automation now and focus on game development of the basics of making a game somewhat like Distant Worlds 1 with some added complexity. Not knowing how the Stride Gaming Engine would run on older computer hardware with more comp;ex automation.
Normally Game Automation (better ship or station design templets, what do you do when you capture a ship or a station or inherit ships, stations, or planets in a successful war), computer AI development (how does a computer player actually play the game) only happen well when players are done changing the features they like added or modify the UI design or otherwise change the original game design plan (For DW2 probably was start with DW1 design and add some features and new technologies when adapting from 2D environment to quasi 3D environment and make sense on a 64 bit multi-core new gaming engine (and there wasn't enough time and resources to make your own gaming engine) that can still run on older 5 years ?? gaming hardware and not charge $100 a game like all the pieces of DW1 together cost back in the day
Never heard of Aurora
https://www.pcworld.com/article/478074/aurora_an_intense_game_of_intergalactic_exploration_and_expansion.html
i have the patience to play a game with that level of detail with any level of intelligence. But sounds interesting - it sounds like over time they taken that greater level of complexity than DW2 is likely to be focused on and figure out ways to make the complexity of the game data easier to understand and designed the UI such that it was easier to find and monitor the extra information.
With enough time and resources, DW2 can be made more automated and less micro-management required, Erick has stated in his demonstration videos that is his intention to do. It can be very time consuming to do that up front then keep changing the game automation and computer game play AI every time you implement a new feature or implement a change that paying customers demand need to be implemented.
A game with a lot of detail and complexity is never going to be highly accessible for that reason. You can't have the DW goal - lots of player freedom and choices - and accessibility at the same time. You can have one of those, but not both.
About fleet invasion i will use the same fleet ship design that i use for my other fleets.When its come to OTHER template ship that you want to see inside the same fleet there 2 ways to do it.First what i do if i want bombard a planet is i start creating design(duhhhh) of ship that will bombard and i simply make a fleet of them using a new fleet template.When you lauch your invasion you can send both of them on the target.One will invade and the other bombard.
If you want to see let say 2 type of destroyers in the same fleet here a trick.If you create a fleet of 20 ships divided fleet template by 2.So now you want to create a fleet template using X quantity of ship design you want in and in the second fleet template you use your other designed ship template.Produce both fleet using your fleet creation bottom and once both fleet are out.....Well fusion them into 1 fleet and make sure to remove auto retrofit design for those design.The only micro you gotta do is when its come to retro fit them you gotta select them one by one and not use the retro fleet bottom.At least you can mass produce them and send them to fight relatively fast.
Tested on VERY HARD GAME.
PS:As you progress in tech and expand your empire you will see the number of template for military ship decreasing.By end game you should have 1 template of each class because design are soo big and you can put so many stuff that you don't need 2 design for the same (class).
Though its an annoying thing to say, the very idea of expanding the ship designer in the ways proposed are ways to make the automation easier for more play styles. If someone were doing everything manually, this topic wouldn't even be a concern.
Can we ANNEX other Empires into our Empire? (You certainly seem to be saying that it can be done).i.e. absorb them into my Empire without invading and conquering them?
Right now I am playing a game of 1.0.5 as a Human Republic, and I have met another Human AI Empire. They want to make lots of agreements with me, Galaxy Map, Territory Map, Migration and Non Aggression. The problem is that I am a lot bigger than them and know a lot more than they do. So they will get a lot more information from me than I will get from them. I am reluctant to make one sided agreements with them unless I can eventually annex them into my own Republic.
How easy/hard is it to do that and how long can it take (IF it is possible)?
Regarding their Mining Stations and Civilian Ships, with the way the civilian economy and ships work and redesign/upgraded, they should upgrade into your own Active designs for the same classes of stations or ships, rather automatically. Just make sure you make all of their designs Obsolete, and they should upgrade into your own Active Designs.
Interesting - didn't know you could specify designs now. That's great. Still, letting them auto-retrofit up the design chain would be nice. Maybe one day.