Distant Worlds - 4x Space game (Real Time)

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zinfamous

No Lifer
Jul 12, 2006
111,851
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I don't understand why these sorts of games can't be ported to a better setting?

Like the ancient or medieval world. The game wouldn't be all over the place, and it would actually be engaging. Just doesn't make sense.

well....we already have Civ. And I doubt anybody would really care about seeing someone else attempting to publish that came.

I understand the lack of balance and chaos created with such a large and rather unorganized play space....but I'm thinking that's what these games are for. The people that like this want the space setting (Trekkies, or similar), and the chaos.

I don't know...probably why I haven't picked this up in a few weeks. I still like it, but I'm still on the 1.03 update, and hope to finish the last game that I started before going ahead with the 1-2 updates that I will have skipped by then.
 

zinfamous

No Lifer
Jul 12, 2006
111,851
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In a medieval game it wouldnt really be fun to research the stock, the bow, the wheel, the cog, the spring, and the bolt, just to have a freaking crossbow.
But researching materials, energy, and systems to make a star destroyer is a lot more fun.


yeah, this is probably what I want to see improved most with this game in future updates. The research tree is waaaay too thin. The only fix that they have offered so far (afaik), is to extend the research time of each component. Rather lame, if you ask me. Only a handful of updates per component. If you start out of the gate pumping research, you're done way too soon.

Also, need more classes of ships (fighters, especially), and better-balanced upgrades. The stats of each "upgrade" leads a lot to be desired. Simple tweaks in efficiency, little to no gain in actual power. Laser weapons are currently useless and nothing more than a complete waste of space and resources in ship design, actually, when you compare to torpedoes.

But...I still haven't played in some time. I should probably check things out, see if this has gotten (or is soon getting) better.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
yeah, this is probably what I want to see improved most with this game in future updates. The research tree is waaaay too thin. The only fix that they have offered so far (afaik), is to extend the research time of each component. Rather lame, if you ask me. Only a handful of updates per component. If you start out of the gate pumping research, you're done way too soon.

Also, need more classes of ships (fighters, especially), and better-balanced upgrades. The stats of each "upgrade" leads a lot to be desired. Simple tweaks in efficiency, little to no gain in actual power. Laser weapons are currently useless and nothing more than a complete waste of space and resources in ship design, actually, when you compare to torpedoes.

But...I still haven't played in some time. I should probably check things out, see if this has gotten (or is soon getting) better.

I've always found that Lasers are better, but to be honest, they both miss quite a bit.
 

zinfamous

No Lifer
Jul 12, 2006
111,851
31,343
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I've always found that Lasers are better, but to be honest, they both miss quite a bit.

the range is just so piddly compared to the torpedoes.

I just throw 6-8 torpedoes on my cruisers and take out just about anything before they even come into range.
 

triggerpappy

Member
Mar 29, 2010
49
0
0
I love 4x space games but I am debating getting this one. I love Sins and I am afraid this one has too much design and micro management. I did love Space Empire 4 and 5, this one seems similar where you can have the AI manage aspects of your empire.
 

Scrodes

Member
Oct 10, 2007
89
0
61
I kind of wish this was on steam. I like having all my downloadable games in one place.
 

zinfamous

No Lifer
Jul 12, 2006
111,851
31,343
146
I love 4x space games but I am debating getting this one. I love Sins and I am afraid this one has too much design and micro management. I did love Space Empire 4 and 5, this one seems similar where you can have the AI manage aspects of your empire.

you can actually simulate every damn detail if you want.

the problem is, the AI isn't well-tuned to the economy, so there is a bit of initial setup and re-design that you have to do at the start of every game to make sure an AI economy doesn't bankrupt you.

...but I don't know if they've fixed the AI over the previous updates (mechanics were modified, but AI not so much, iirc)
 

zinfamous

No Lifer
Jul 12, 2006
111,851
31,343
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what do you do?

read some of the tips on their forums. You have to micromanage the constructors a bit so that they don't build mines on every damn planet that is discovered. It will wreck you down the line with maintenance costs.

I also re-design some ships to make them a bit more efficient: scouts with a wee bit of defense, more fuel; research stations, star bases, spaceports often get specialized research areas when I'm through (dedicate each to weapons, industry, energy, etc). not that it is really necessary, though.

I also stick a few beam weapons on my mine design. this allows them to hold off weak pirate ships for some time.

The problem is that you have to do this every time. I wish there was a template or profile that you could save for all of your custom designs and load it up for each game.