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Distant Worlds: Return of the Shakturi - Released

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wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Is the tutorial updated to the latest version? maybe it doesn't need to be...

i'd have to do some extensive re-learning to get back into figuring out the new economy and interface.


Have they added a template feature? The one thing that I really wanted was a template folder where I could save all of my custom builds within the entire game, so that any new game, I could load from that folder (maybe have several different folders). I remember game starts involved a lot of restructuring of explorer ships and mining stations to make things more efficient not only for my play style, but the default designs were kind of broken considering the state of that economy--specifically, I remember how the default design for the mining station would quickly bankrupt you, especially if you didn't also direct the AI to ignore building new stations everywhere you go. perhaps this is now unnecessary--if economy is fixed in subsequent updates; or default designs have been fixed--but it would still be awesome to be able to save those custom ships/base designs so you don't have to re-design them at the start of every game. :/

I believe that option has always been available from the Ship Design screen (before you get into editing the ship). The thing is, if your Techs are different the save designs might be invalid.

Mining Stations are paid to be built by the State, but the maintenance upkeep is levied against the Private Sector.
You can basically build as many Mines as you want as long as you don't kill the Private Sector.
Taxes and Population are the primary determining factor for income.

Are you sure you're not talking about Spaceports?
Those are paid for and maintained by the State.
Early on I only build a small Spaceport if there is a Luxury I have to have (rare one).

Oh, don't forget the number of Luxuries affects the Economy too - I believe it's the primary trade item for the Private sector.
 

zinfamous

No Lifer
Jul 12, 2006
111,864
31,359
146
Wow thanks for that detail!

So you can customize your ships - it sounds like it is a slot-based system, right? Like Space Empires V or EVE? Have you ever played Space Empires V? So basically ship has x number of slots and a certain weight/capacity limit which depends on hull size, and you can keep adding components to your design until you reach the limit or you are happy with what you got (and dont want to make something too expensive)

Is there any balance to hull sizes? Or is bigger always better? I like how some games give certain advantages to capital ships while small frigates still maintain an advantage in other areas (speed, hard to hit, whatever)

How many resources are in the game?

Do you construct components/trade goods that you can use to build ships or trade with other empires?

from what I recall, bigger is certainly not always better, for the same reasons you mention: speed, especially, and cost. The differences were quite noticeable when I played.

Wanderer could answer better than I, though.
 

zinfamous

No Lifer
Jul 12, 2006
111,864
31,359
146
I believe that option has always been available from the Ship Design screen (before you get into editing the ship). The thing is, if your Techs are different the save designs might be invalid.

Mining Stations are paid to be built by the State, but the maintenance upkeep is levied against the Private Sector.
You can basically build as many Mines as you want as long as you don't kill the Private Sector.
Taxes and Population are the primary determining factor for income.

Are you sure you're not talking about Spaceports?
Those are paid for and maintained by the State.
Early on I only build a small Spaceport if there is a Luxury I have to have (rare one).

Oh, don't forget the number of Luxuries affects the Economy too - I believe it's the primary trade item for the Private sector.

I just remember that the regular mines would be built all over the place, and spammed beyond use. AI would build them on non-important resources and make tons upon tons of redundant mines. Also build into rival territory, thus created uncomfortable situations with neighbors.

i remember that as the glut of mains would effect maintenance cost in the private sector, it still influenced your overall economy somehow, correct?

bear in mind, My experience is still limited to the 1.0.3 build, or something like that.
:D
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Wow thanks for that detail!

So you can customize your ships - it sounds like it is a slot-based system, right? Like Space Empires V or EVE? Have you ever played Space Empires V? So basically ship has x number of slots and a certain weight/capacity limit which depends on hull size, and you can keep adding components to your design until you reach the limit or you are happy with what you got (and dont want to make something too expensive)

Is there any balance to hull sizes? Or is bigger always better? I like how some games give certain advantages to capital ships while small frigates still maintain an advantage in other areas (speed, hard to hit, whatever)

How many resources are in the game?

Do you construct components/trade goods that you can use to build ships or trade with other empires?

It's not really a slot system.
There are certain items (life support, habitat, etc.) that all ships must have.

There are Planetary built ships - Spaceports, Colony ships, Resupply ships, Construction ships, maybe a few other.

The other ships types (most) are built at your Spaceports.
The size ship that can be built is determined by your Tech level - higher Techs allow for larger ship sizes.

Each component has a size value.
For example one type of Shield is 10 (there are other sizes), so that will take up 10 points of your current buildable capacity.
Depending on how many components you put into the ship design, that is what size the ship will - say a Destroyer at 277. With a different mix of components it could be 26x, 28x, or whatever.

You have different base missions for each design.

An Escort primarily performs escort duties to protect Freighter traffic, though it can do a little more.
Frigates primarily are for patrolling to protect against Pirates or aggresive ships.
The others have primary duties as well.

Keep in mind, each component in a ship requires a certain number of resources (you can view this in the design screen) which determines the cost and maintenance.

So size affects cost, maintenance, and fuel usage.

Yeah, big is better, but it's not feasible.
The Galaxy is anywhere from 100 to 1400 Star Systems, with potentially multiple planets in each System - I think the max planets is 50,000 . . . . yeah.

There is no way you could just build Capital (or Cruisers, on even Destroyers) to perform all the escort, patrolling, and what else you need to do to cover your planets, mines, ships (Freighters, Mining ships, Passenger ships, etc.), and bases.
The maintenance cost will just eat you alive.

I usually run a 250 Star System, and it's not uncommon for me to have well over 400 - 600 ships, and I still get harassed by Pirates (on low Pirate setting).

Resources:
There are two types - Strategic and Luxury.

There's easily more than a dozen of each, I can't remember them all right off.

Strategic resources are what's used in the construction of components.

Luxury resources are the primary trade good for the Private economy, and they promote happiness. You need at least 10 different Luxury resources for optimal happiness.
Some Luxuries are fairly common, others moderately common, and yet others are fairly rare.
There are three Luxury resources that are unique, and give a nice bonus.
 
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wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
I just remember that the regular mines would be built all over the place, and spammed beyond use. AI would build them on non-important resources and make tons upon tons of redundant mines. Also build into rival territory, thus created uncomfortable situations with neighbors.

i remember that as the glut of mains would effect maintenance cost in the private sector, it still influenced your overall economy somehow, correct?

bear in mind, My experience is still limited to the 1.0.3 build, or something like that.
:D

Yeah, a lot changed changed from 1.0.3 through all the iterations to 1.0.6.

For one there's a setting to prevent other Empire from building/colonizing an inhabited system.
It's about 95% effective, the failing being when you both already have a Colony ship enroute to colonize a system - understandable.

I think population is the biggest factor.
As long as you can keep the Private sector from being buried in red you should be okay.
It's not uncommon for me to have over a hundred of each type of mine with no issues.

More Mines = more Freighters = more Private ships built = more bonus income.
And,
More Colonies = more Freighters = more Private ships built = more bonus income
Also,
More Colonies = more population = more taxes & more Resort income.

Another oddity I've found is if you don't have enough ships to perform escort duty or patrolling it seems that Freighter traffic is a little reluctant too do their job.
I build a bunch more Escorts, and you would think the maintenance costs would drag my Economy down.
It doesn't, it does just the opposite - just don't go overboard.

Another thing is that the additional Military ships increase fuel consumption so the Private sector moves more fuel.
On top of that, I suspect the Military maintenance costs go to the Private Economy income . . . . so that in essence you see a portion of that coming back in the form of taxes.

I haven't confirmed this last bit, but it seems to make sense.
 
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Martimus

Diamond Member
Apr 24, 2007
4,490
157
106
Yeah, a lot changed changed from 1.0.3 through all the iterations to 1.0.6.

For one there's a setting to prevent other Empire from building/colonizing an inhabited system.
It's about 95% effective, the failing being when you both already have a Colony ship enroute to colonize a system - understandable.

I think population is the biggest factor.
As long as you can keep the Private sector from being buried in red you should be okay.
It's not uncommon for me to have over a hundred of each type of mine with no issues.

More Mines = more Freighters = more Private ships built = more bonus income.
And,
More Colonies = more Freighters = more Private ships built = more bonus income
Also,
More Colonies = more population = more taxes & more Resort income.

Another oddity I've found is if you don't have enough ships to perform escort duty or patrolling it seems that Freighter traffic is a little reluctant too do their job.
I build a bunch more Escorts, and you would think the maintenance costs would drag my Economy down.
It doesn't, it does just the opposite - just don't go overboard.

Another thing is that the additional Military ships increase fuel consumption so the Private sector moves more fuel.
On top of that, I suspect the Military maintenance costs go to the Private Economy income . . . . so that in essence you see a portion of that coming back in the form of taxes.

I haven't confirmed this last bit, but it seems to make sense.

This post makes me really want to play this game. At the same time I don't want to buy it from Digital River, so I will continue to wait until a better digital distribution method is available.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
This post makes me really want to play this game. At the same time I don't want to buy it from Digital River, so I will continue to wait until a better digital distribution method is available.

I just took a look to see where they were at on distribution.

They're not using Digital River now, they're going through a service called Plimus.

Also for $10 more you can get the Digital + Hard copy version, which is what I did when I first bought it.

Here's a link to their announcement on site changes:

http://www.matrixgames.com/forums/announcement.asp?id=13
 
Oct 30, 2004
11,442
32
91
Does this have online multiplayer or is it single player against AI only? What is the online multiplayer like?

Sins of a Solar Empire is radically better in online multiplayer against human opponents; I couldn't imagine playing it in single player or against AI. I would expect that Distant Worlds feels the same way.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Does this have online multiplayer or is it single player against AI only? What is the online multiplayer like?

Sins of a Solar Empire is radically better in online multiplayer against human opponents; I couldn't imagine playing it in single player or against AI. I would expect that Distant Worlds feels the same way.

This is single player versus multiple AI.

I'm not sure if they eventually plan a multiplayer farther on down the road or not.
 

zinfamous

No Lifer
Jul 12, 2006
111,864
31,359
146
I tried to start this up again last night, but was not prepared for the re-learning curve that I had to endure.

I was a bit toasted, so didn't want to click through all the tutorial windows. mebbe I'll try again in a bit, after reading through your tips, again. lol.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
I tried to start this up again last night, but was not prepared for the re-learning curve that I had to endure.

I was a bit toasted, so didn't want to click through all the tutorial windows. mebbe I'll try again in a bit, after reading through your tips, again. lol.

LOL.

Yeah, every patch from 1.0.3.0 onward was almost like a new game.

There's a lot to wrap your head around, and I expect the Expansion to be even more so with the new UI and units.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
They've authorized a bit of a preview for some of the UI and Feature changes in this thread:

http://www.matrixgames.com/forums/tm.asp?m=2643934


Be forewarned, there are some large pictures in this thread that you'll have to scroll to see all of.

Also, this thread is not yet complete, there's a bit to add yet (probably tomorrow for completion).
Most of this is game setup options, but there is a bit on gameplay related options as well.

Current target for release is looking to be next week.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
mediocre company that's been putting out a bunch of half assed shit. best thing is that recently the gallery of fanboys that normally waddle among their own forums has started questioning the quality of their stuff.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Lupi,

You're getting as grouchy as I am in your old age ;)

Matrix is primarily the distributor, each game generally has it's own developer.
DW for instance is done by Codeforce, which is basically a couple of guys.

It's not a FPS, RPG, MMO, etc.
It's more of niche SF War game (4x) for those interested in this type of thing.


Anyway, I ran across this demo video for a quick look at this game for those interested:

http://www.youtube.com/watch?v=qwQT0vq8W9g



.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Planned release is for tomorrow afternoon EST (12/16).


Here are the current pricing plans with a special two week deal for existing DW owners:

Here's the plan:

We are in final QA, so barring any critical issues, Return of the Shakturi should release by this Thursday. It will be priced at $24.99 for the Download and requires the original Distant Worlds.

We will also have a bundle where if you buy Distant Worlds and Return of the Shakturi together, you get a 20% discount on Return of the Shakturi, making it $19.99. With the current sale price on Distant Worlds, this is an oustanding package for the amount of gameplay you get.

We will also make that bundle pricing available to existing customers for the first two weeks after release. That means that for everyone, the starting price of Return of the Shakturi will be $19.99. This way if you already own DW, you can get Return of the Shakturi at the bundle price as if you were buying the package now. After that initial period, the non-bundle price of Return of the Shakturi will return the standard $24.99 level and after the Holiday Sale, the price of DW will return to its normal level too. The next few weeks will definitely be the best time to buy in, both for existing customers and those who are thinking about jumping in.

http://www.matrixgames.com/forums/fb.asp?m=2650235


.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
Wow... they're asking a bit much.

Meh, $20 for the expansion (intro price), which is darn near a whole new game at this point with all the changes that have gone into it.
If this was EA or Blizzard it wouldn't be a thought, but yeah, they're a smaller Developer so I understand your thinking.

If you don't have the original (which you need) that's on sale through the intro period as well.
You can pick up the whole package (original + expansion) for about $46 right now.

That's less than I paid just for the original when it came out.


They've already talked about at least two patches to add some things and fix whatever bugs show up.

So far there are only two bugs that I'm aware of:

1. For Win7 you need to run the game as Administrator due to a late addition installer they implemented - pretty much a non-issue.
2. Adding Stars and Planetary systems in the Editor isn't working correctly right now. The rest of the Editor is fine, just this aspect of it. The Editor is a nice feature, but it's not really needed.

They're already aware of both and they're planned to be fixed in the first patch I believe.

The first patch is also supposed to add some more modding capability and modding documentation as well.

Not sure what else is planned other than a few requested tweaks to some of the sub-interfaces.


Right now, the game's pretty darn good as far as I'm concerned, but I realize everyone has their preferences.

Plan on some long games - especially on the larger Star games.
I usually run 250 Star systems games and they can run from days to a couple of weeks - right up my alley :)

.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
For those playing this, the first Beta patch has been released, which for all purposes looks like it'll probably be the official version:

http://www.matrixgames.com/forums/tm.asp?m=2663554


Since the time of my last post it looks like a few more bugs were found, but they've already been fixed.

Short highlight list (more under each topic in the link):

- Modding support has been expanded.
- Editor features fixed and additional features added.
- Community requested Empire Policy has been added.
- Interface additions and adjustments made.
- Game balance tweaks.
- Game performance tuned.


Next patch (more of the above - features, tweaks, etc.) is planned after the first of the year, the Dev is going on a much deserved vacation.

.
 

wanderer27

Platinum Member
Aug 6, 2005
2,173
15
81
So it looks like making the 1.5.0.1 Beta got a little delayed in becoming the 1.5.0.1 Official - it's out now.

Also out it the 1.5.0.2 Beta :

Change List
v1.5.0.2 Beta – January 12, 2011


* Troops and Invasions

o AI now attempts to assign fleets or strike forces to defend critical colonies when you are at war (automated fleets when Fleet Formation is also automated)
o improved troop levels so that there are normally sufficient troops to defend colonies
o orbital bases (space ports and defensive bases) now damage invading troops if not cleared prior to invasion
o planetary shield facilities now damage invading troops
o doubled time duration to conquer colony (troops fight at half previous speed)
o increased colony unhappiness factor 'At War With Our Race' so that invading and taking over a large world of an enemy is now more likely to result in a rebelling population
o colony rebellions now raise more militia troops, especially when at war with the dominant race of the colony
o increased population deaths from colony invasions, especially at larger colonies

* Bug fixes

o fixed bug where auto-retrofit message allowed upgrading to larger ship sizes than tech currently allowed
o fixed bug where ships not completing construction or retrofit because could modify designs while ships under construction
o fixed bug in Expansion Planner and Empire Navigation Tool where some items not shown in green when in your system
o fixed exploit where filtering in Expansion Planner allowed you to exclude unknown resources and unexplored super ruins
o fixed bug where Research locations were disappearing in Empire Navigation Tool when system was colonized
o fixed rare crash when viewing construction ship in Ships and Bases screen
o fixed rare crash when fleet moved to location
o fixed crash when view new colony without population
o fixed other rare game crashes
o fixed rare crash when pirate base destroyed
o fixed bug where newly built colony ships were start off without fuel
o fixed bug where empires with Mutual Defense Pacts were sometimes attacking each other
o fixed bug where ships were sometimes invisible
o nearest construction ship now properly gets repaired abandoned ship in debris field
o fixed bug where Shakturi were sometimes not appearing in game
o fixed 'ghost' navigation directions (ping) without item at location
o fixed bug where ships were sometimes doing same action twice
o fixed bug where ships were sometimes still blockading colony after it was conquered

* Other

o rodent races now properly disike insectoid races in biases.txt file
o doubled capacity of passenger transport components to increase migration rates between colonies
o added more weapons to default small space port design
o dramatically lowered damage from bombardment weapons
o blockading fleets now properly respond to attacks, even when not at war with attacker
o 'Latest components' in Designs screen now properly obtaining latest components - may have more than one component in each area if equal tech level
o Ancient Guardians no longer investigate ruins or investigate and acquire abandoned ships and bases

http://www.matrixgames.com/forums/tm.asp?m=2687222


I have to say, I don't think I've ever seen a Developer with this kind of support before.

I'm sure I've never seen an Official and a Beta Patch released at almost the same time.

.