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RE: Distant Worlds 2 - Dev Diary #5

 
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RE: Distant Worlds 2 - Dev Diary #5 - 10/6/2021 8:22:54 PM   
WiZz

 

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Do you plan to do something with usual player's abuse with ancient ships? You find full field of broken ancient ships, repair them and get fleet of advanced ships for free. Then you just steam roll any AI player. In worst cases even Guardians.

(in reply to ncc1701e)
Post #: 31
RE: Distant Worlds 2 - Dev Diary #5 - 10/6/2021 8:44:06 PM   
SirHoraceHarkness


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Yeah you can do a constructor ship rush to a debris field and end the game quick if you did a prewarp start. This become less effective though as the starting tech for each empire is increased to the point they are of more use as a tech bonus. I tend to not do that though and instead use them for the tech bonus since I always prioritize plasma thunderbolt weapons and ignore everything else in that section past the very first armor tech. This always has me far outgunning the AI no matter what settings I run. Sure the ships are not quite as durable but early and mid game the AI typically doesn't have very large fleets to begin with so attrition tactics favor me.

(in reply to WiZz)
Post #: 32
RE: Distant Worlds 2 - Dev Diary #5 - 10/7/2021 3:29:43 AM   
wetpig

 

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Looks good to me.

I like the idea of having scout ships do the initial first sweep of a system then having survey ships do the in depths scans, the change allows for a little more strategy when it comes to scout designs IMO.

edit: that was meant as general reply to thread not the above post.

< Message edited by wetpig -- 10/7/2021 3:31:23 AM >

(in reply to SirHoraceHarkness)
Post #: 33
RE: Distant Worlds 2 - Dev Diary #5 - 10/7/2021 6:44:44 AM   
SirHoraceHarkness


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What would be fun is if the scout doesn't trigger a defensive attack or booby trap and it waits for the archeology ship to show up then the trap is sprung. Would mean you might want to escort it with a small to large fleet depending on how valuable the find is and stick around as it does its scans.

(in reply to wetpig)
Post #: 34
RE: Distant Worlds 2 - Dev Diary #5 - 10/7/2021 7:34:39 AM   
Galaxy227


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Great diary. Really looking forward to exploring a newly generated, three-dimensional galaxy later this year

I had a thought while viewing the galaxy map in the above screenshots. Most would agree DW2 could greatly benefit from having multi-star systems. The galaxy would certainly feel more diverse, and there could even be some interesting mechanics tied into multi-star systems. Additionally, in our universe "...up to 85% of stars are in binary systems." (source). I'll admit upwards of 85% sounds exaggerative, but the complete lack of multi-star systems in DW2 still leaves me curious. Shouldn't it be much easier to implement binary & trinary star systems, considering objects no longer orbit stars in DW2? Are multi-star systems a possibility after launch? If not, would it be possible to mod in multi-star systems ourselves?

My questions aside, I'm glad to see DW2 chugging along closer to release. Looking forward to the next diary!

(in reply to Mantuvec)
Post #: 35
RE: Distant Worlds 2 - Dev Diary #5 - 10/7/2021 4:41:18 PM   
RgZera

 

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I dont think i can wait much longer for this game. Im going crazy knowing all the fun things we will be able to do and we cant yet... Also i have so many ideas for mods already.

(in reply to ncc1701e)
Post #: 36
RE: Distant Worlds 2 - Dev Diary #5 - 10/8/2021 1:42:59 AM   
Teyren

 

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quote:

ORIGINAL: Mantuvec

Exploration levels in the initial release go up to about 100. There’s clearly a lot of room for things to hide between 20 and 100 and as a result, some exploration will continue, even in already known areas, well into the game.

How do you raise the exploration level? Well, in Distant Worlds 2 there are a few ways to do this:

  • An exploration ship with a planetary scanner (the most advanced types go up to around Exploration Level 50). Planetary scanners are the quickest way to explore a planet.
  • An exploration ship with a planetary survey module (these can go up to the maximum exploration level). Surveys take longer to explore a planet, but can explore it more thoroughly.
  • A mining station at the planet. Over time, a mining station can raise the exploration level up to around 30.
  • A colony at the planet. Depending on population, a colony will increase the exploration level over time, eventually up to the maximum possible level.



  • A expansion of exploration mechanics is so exciting to hear. I do have questions regarding already though regarding exploration, when an exploration triggers discoveries does it record what made the discovery (such as whether it was a survey ship, mining station, etc.) It'd be interesting for modders to have the ability to make different results for who exactly is making the discovery, a mining team would likely find more direct and practical uses for a artifact than a survey team.

    (in reply to Mantuvec)
    Post #: 37
    RE: Distant Worlds 2 - Dev Diary #5 - 10/8/2021 4:38:42 PM   
    Hanekem

     

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    Very interesting.
    I do have some questions how it will go operatively, I mean say an explorer with survey module and sensor jumps to system 4831
    it does a cursory survey over the whole system and then goes to do detailed surveys of each planet? or goes to each planet and starts doing a max survey possible?
    Could we configure how much scout(s) will survey a particular system? or planet?

    (could we have a scout ship that is mostly about mapping planets and another class that is mostly a survey ship?)

    (in reply to ncc1701e)
    Post #: 38
    RE: Distant Worlds 2 - Dev Diary #5 - 10/12/2021 9:39:43 PM   
    OnePercent

     

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    I am in love with the new textures used for the galaxy map view, it's no longer "harsh" contrast between galaxy backdrop and the empire border colour and influence range!

    Might I make a suggestion? would it not be possible for the background galaxy position of each star to be considered when generating the local nebula clouds when in system view? or even just having the same procedural nebula generator but also including a snapshot of the local galactic plane and relative position of where the star is.

    The space game freelancer had a similar feature, whereby depending on where the player was on the world map, the skybox would change accordingly based on each instance within that world map depending on the location; so if there was a specific nebula to the west, and the player was on the east side of the world map approaching the west from instance to instance, the nebula would get noticeably larger until the player was inside that nebula and the whole skybox would change accordingly.

    Why might I suggest this? I believe it would improve the aesthetics of the game, because it would add continuity to each star system, rather than having a random rainbow color for each systems nebula. (or the galactic dust if the system is not near a local nebula and you just see the galactic plain and core)

    < Message edited by OnePercent -- 10/12/2021 9:45:46 PM >

    (in reply to Mantuvec)
    Post #: 39
    RE: Distant Worlds 2 - Dev Diary #5 - 10/12/2021 11:43:30 PM   
    Moltrey


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    Great stuff Eric.
    Thanks for the larger pics, they do convey quite a bit more.

    Ahh... exploration. The cornerstone of 4x games. As Grandfather Sid Meier once said (paraphrasing): "Great game design is all about giving players interesting choices."
    Couldn't agree more!

    Can't wait guys.

    (in reply to OnePercent)
    Post #: 40
    RE: Distant Worlds 2 - Dev Diary #5 - 10/28/2021 7:24:56 PM   
    zgrssd

     

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    quote:

    How do you raise the exploration level? Well, in Distant Worlds 2 there are a few ways to do this:

    An exploration ship with a planetary scanner (the most advanced types go up to around Exploration Level 50). Planetary scanners are the quickest way to explore a planet.
    An exploration ship with a planetary survey module (these can go up to the maximum exploration level). Surveys take longer to explore a planet, but can explore it more thoroughly.
    A mining station at the planet. Over time, a mining station can raise the exploration level up to around 30.
    A colony at the planet. Depending on population, a colony will increase the exploration level over time, eventually up to the maximum possible level.

    Some questions:
    1. Will there be something like a "Exploration Station"? Or "Exploration Mission" for colonized Planets?
    A way to buff Exploration (all the way to 100) even if we do not have the population or ship modules to reach 100 normally?

    Just in the case we miss the tech and a critical resource, but hope to find something to help us in our own space.

    2. Will we be able to prioritize what Exploration Ships with Planetary Scanner and Survey Modules will do?
    Sometimes I might want a planet to be scanned and surveyed to the max, no mater the time.
    Sometimes I want as much space Scanned as possible, only surveying if there is nothing else left to do.
    Sometimes I want to survey in my owned space first, to find rare things I already have control over.

    (in reply to Mantuvec)
    Post #: 41
    RE: Distant Worlds 2 - Dev Diary #5 - 10/28/2021 11:37:44 PM   
    elliotg


    Posts: 3583
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    quote:

    ORIGINAL: zgrssd

    quote:

    How do you raise the exploration level? Well, in Distant Worlds 2 there are a few ways to do this:

    An exploration ship with a planetary scanner (the most advanced types go up to around Exploration Level 50). Planetary scanners are the quickest way to explore a planet.
    An exploration ship with a planetary survey module (these can go up to the maximum exploration level). Surveys take longer to explore a planet, but can explore it more thoroughly.
    A mining station at the planet. Over time, a mining station can raise the exploration level up to around 30.
    A colony at the planet. Depending on population, a colony will increase the exploration level over time, eventually up to the maximum possible level.

    Some questions:
    1. Will there be something like a "Exploration Station"? Or "Exploration Mission" for colonized Planets?
    A way to buff Exploration (all the way to 100) even if we do not have the population or ship modules to reach 100 normally?

    Just in the case we miss the tech and a critical resource, but hope to find something to help us in our own space.

    Colonized planets will keep slowly exploring up to the maximum level. No need for anything extra. It just happens a lot slower than with an exploration ship. However you can also scan or survey a colonized planet with an exploration ship.

    quote:


    2. Will we be able to prioritize what Exploration Ships with Planetary Scanner and Survey Modules will do?
    Sometimes I might want a planet to be scanned and surveyed to the max, no mater the time.
    Sometimes I want as much space Scanned as possible, only surveying if there is nothing else left to do.
    Sometimes I want to survey in my owned space first, to find rare things I already have control over.

    Yes, you can control when to send a survey team in your empire policy settings. So if exploration scanners get you to a certain level, but you detect hidden items in the scan, you can then send a survey team (takes longer, but uncovers more deeply hidden items).

    You also have Scout missions versus Explore missions for your exploration ships. Scout means just quickly visit systems to get a basic idea of planet types, whereas Explore means a detailed scan of all items in a system. The automation settings for exploration ships include Auto-Explore and Auto-Scout settings (in addition to the default Fully Automate and Manual Control options).

    (in reply to zgrssd)
    Post #: 42
    RE: Distant Worlds 2 - Dev Diary #5 - 10/29/2021 12:24:37 AM   
    SirHoraceHarkness


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    quote:

    ORIGINAL: elliotg

    You also have Scout missions versus Explore missions for your exploration ships. Scout means just quickly visit systems to get a basic idea of planet types, whereas Explore means a detailed scan of all items in a system. The automation settings for exploration ships include Auto-Explore and Auto-Scout settings (in addition to the default Fully Automate and Manual Control options).


    Ah very nice with the extra granularity. So in your opinion would you say that generally the pace of the game has been slowed down over dwu? As in it takes longer now to fully expand and exploit any given map size and star density and get through all the techs to reach endgame but still have surprises left even then due to the difficulty of finding them? One of my minor gripes in dwu was that you and the opposing ai empires could tech out and fully explore the entire map long before you could wipe each other out and it got a bit boring end game.

    (in reply to elliotg)
    Post #: 43
    RE: Distant Worlds 2 - Dev Diary #5 - 10/29/2021 1:16:20 AM   
    elliotg


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    quote:

    ORIGINAL: SirHoraceHarkness


    quote:

    ORIGINAL: elliotg

    You also have Scout missions versus Explore missions for your exploration ships. Scout means just quickly visit systems to get a basic idea of planet types, whereas Explore means a detailed scan of all items in a system. The automation settings for exploration ships include Auto-Explore and Auto-Scout settings (in addition to the default Fully Automate and Manual Control options).


    Ah very nice with the extra granularity. So in your opinion would you say that generally the pace of the game has been slowed down over dwu? As in it takes longer now to fully expand and exploit any given map size and star density and get through all the techs to reach endgame but still have surprises left even then due to the difficulty of finding them? One of my minor gripes in dwu was that you and the opposing ai empires could tech out and fully explore the entire map long before you could wipe each other out and it got a bit boring end game.

    Yes, most things take longer, e.g. travel is a bit slower with multi-jump travel and navigating around nebulae. And as outlined in this dev diary, exploration takes time in addition to the travel between locations.

    There are also more gating mechanisms to various things. For example, to reach higher techs you need research bonus levels in the relevant category. You get these mainly through exploration, i.e. finding a special research location and building a research station there.

    < Message edited by elliotg -- 10/29/2021 1:17:13 AM >

    (in reply to SirHoraceHarkness)
    Post #: 44
    RE: Distant Worlds 2 - Dev Diary #5 - 10/29/2021 3:56:46 AM   
    Tanaka


    Posts: 4295
    Joined: 4/8/2003
    From: USA
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    quote:

    ORIGINAL: WiZz

    Do you plan to do something with usual player's abuse with ancient ships? You find full field of broken ancient ships, repair them and get fleet of advanced ships for free. Then you just steam roll any AI player. In worst cases even Guardians.


    Yeah this is my biggest request is that these game changing discoveries be made optional. Nothing worse than a great game ruined by something OP and unstoppable...

    < Message edited by Tanaka -- 10/29/2021 3:57:09 AM >


    _____________________________


    (in reply to WiZz)
    Post #: 45
    RE: Distant Worlds 2 - Dev Diary #5 - 10/29/2021 5:12:27 AM   
    SirHoraceHarkness


    Posts: 390
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    quote:

    ORIGINAL: elliotg


    There are also more gating mechanisms to various things. For example, to reach higher techs you need research bonus levels in the relevant category. You get these mainly through exploration, i.e. finding a special research location and building a research station there.


    Neat. So will the AI be aware of these locations once discovered and contest you for it if its not in your empires direct territory? As in be more willing to pull off limited conflict short of open war to take over a very wanted site? Possibly the pirates wanting a slice too? I always thought that out of empire bounds mining and bases should be under a different diplomatic rule set since you are in 'international waters' so to speak and not subject to the same level of diplomatic blowback if you take over or blow up some distant backwater station.

    (in reply to elliotg)
    Post #: 46
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