Recent Posts

Pages: 1 ... 6 7 [8] 9 10
Game/Book Reviews / Re: Distant Worlds 2
« Last post by vorpal+5 on March 18, 2022, 03:49:21 AM »
Same conclusion really. I know I should refrain from playing it right now and wait, but I'm a bit impatient so I still try to enjoy it, but frustration is rising. Currently banging my head against the non sensical civilian freighters behaviors. Give me manual control and repeat+conditional orders and I'll show you what efficiency is!  ;D
Game/Book Reviews / Re: Distant Worlds 2
« Last post by Froggiest1982 on March 17, 2022, 06:18:14 PM »
It's a great framework.

But to be honest it needs 2 or 3 patches to fix bugs and stability, 1 major QOL patch, and add-ons, lots of them.

The good news is that they are working on all of the above.

My take is that you should try it for a good 100 hours or 2 separate playthroughs, then probably come back to it in 6 months / 1 year time.
Game/Book Reviews / Re: Distant Worlds 2
« Last post by Droll on March 17, 2022, 01:40:37 PM »
It's finally out!

I'm a bit on the fence about judging it right now though. Clearly DW2 saw an insane amount of work, but the sheer scope of it shows on release, the "paint is not dry" on many things. If you can wait, then wait some patches could be a quick conclusion.

The "paint is not dry" is quite apt. I'm having stability problems right now as my game has crashed multiple times. Usually when the game starts to slow down.

I would also say that performance is a problem, I used to have research tree lag which seems to be fixed now but otherwise there is a bit of mid-game lag even with just a total of <1000 civilian freighters.

The fundamentals of the game though? Jorgen_CAB was right, its all pretty much there.

The ship designer is the main change with the whole component bay business. It is certainly less flexible but not by that much. Ship hull size remains the primary limiting factory and not the component bay types. My only real complaint is that military hulls seem to be very limited on sensor mounts until you start getting proper capitals like cruisers. Idk why its impossible to mount both targeting and countermeasures with a proximity sensor. Oh and you can design your hangar strikecraft in DW2 which is new.

One thing I will say about the ship appearance at least for the humans is that their gun turrets are ugly. I do not like the "orb with noodles sticking out" model and wish that gun turret models looked a bit more substantial, kind of like wet navy turrets that we have had throughout modern naval history. It just doesn't look like the turrets are properly attached. Missile weapons look quite fine though.

It would also be nice if the ship colors adhered to your empires map color. For example, human ships have the grey/blue scheme regardless of what empire color you have. In my example I would hope for them to be something like grey/red as red is the map color for my empire.

Finally, I sincerely hope that they intend to revisit the game editor. Right now, the game editor in Distant Worlds 2 is very limited compared to what DWU had which could affect characters, research tech etc. Many of those things cannot be done through the in-game editor for DW2.

Edit: I should also mention that fleet templates are a thing now and they are great. It makes managing multiple design types for a role easier (I have missile based variants alongside the gun variants for example).

Planet colonization is also better now, you cant magically have humans live on a volcanic planet with tech now unless the planet is super high quality and even then the humans wont do too well on it. This means that multi-species empires are going to have a distinct advantage when it comes to colonizing varieties of planets.

It also means that low quality does not mean uncolonizeable. Certain races can have very strong suitability on low quality worlds like volcanics and very poor suitability for high quality continental because of racial bonuses/penalties.
Game/Book Reviews / Re: Distant Worlds 2
« Last post by vorpal+5 on March 17, 2022, 10:17:45 AM »
It's finally out!

I'm a bit on the fence about judging it right now though. Clearly DW2 saw an insane amount of work, but the sheer scope of it shows on release, the "paint is not dry" on many things. If you can wait, then wait some patches could be a quick conclusion.
Space News / Re: New planet around Proxima Centauri
« Last post by TallTroll on February 11, 2022, 07:13:26 AM »
>> Maybe JWST will allow that.

Sadly not, although it will be a great improvement over Hubble. To get a proper look even at the Centauri system, we'll need a space based interferometer with a synthetic aperture in the tens of km at least, and preferably a couple of hundred (although that's getting more into tracking weather on those planets, and extending our "vision" out to a few light years by that stage). As remarkable as the JWST is, it still falls way, WAY short of anything that might properly be described as "good". If you  put it on a 0 - 10 scale, with 0 being Galileio finally being able to make observations not available to the Mk1 eyeball, and 10 being a Type II Kardashev civ being able to observe all objects in the Milky Way in all wavelengths and gravitational waves in more-or-less real time, the JWST is maybe a 1. Maybe.

On the flip side, look at how much we've learned already, even without the benefit of good equipment, and most observations having to have been made through the murky gunk of Earths atmosphere. Once we have some actually good observational data to work with,. who knows what we'll find?
Space News / Re: New planet around Proxima Centauri
« Last post by Garfunkel on February 11, 2022, 01:16:02 AM »
I wonder if at some point soon we'll have a 100% accurate view of both Alpha and Proxima Centauri? Maybe JWST will allow that.
Space News / New planet around Proxima Centauri
« Last post by gpt3 on February 10, 2022, 06:10:28 PM »
Looks like Proxima Centauri is now up to three planets (Proxima b, Proxima c, and Proxima d).
Anyone want to catalogue their sizes/masses/orbits so that we can Spacemaster them into our games?
Game/Book Reviews / Re: ΔV: Rings of Saturn
« Last post by gpt3 on January 12, 2022, 11:41:08 PM »
Enceladus Prime (EP), the "home base" space station in ΔV, is my new headcanon for how Civilian Mining Complexes work in Aurora.
  • EP is owned and operated by the Enceladus Corporation. Aurora CMCs have a unique corporate entity per colony.
  • Trans-Newtonian Elements tend to accumulate in gravity wells; one of ΔV's quests investigates why Saturn's rings contain planetary-core-like mineral deposits. Presumably my bureaucrats decided to assign all of those minerals to Enceladus for database convenience.
  • EP's ~175k population is almost entirely dedicated to supporting the mining industry. This explains why CMC workforces, like automine crews, are irrelevant from the perspective of central government economic planners.
  • The bulk of the actual extraction work is done by freelancers using Newtonian spacecraft and conventional mining. This explains why CMCs don't drain national TNE stockpiles.
  • Corporate security is provided by Vilcy security contractors; I imagine that some of them also man the civilian garrison.
  • Miners can fight each other at ~1 km range using visible light lasers and railguns, but actual military ships fight each other at 2-3 light-second range using XASERs. First, 600k-900k km is a doable combat range for Aurora ships using x-ray lasers. Second, this explains why common pirates are a non-issue for the central government. Third, this also explains why even the lowliest spoilers can effortlessly curbstomp civilian ships and populations.
  • The developer mentioned on Discord that EP is a converted shipyard. I wouldn't be surprised if my civilians recycled waste from shipyard and ship refits. After all, the major interstellar shipping companies never seem to have any problems getting their hands on TNEs.
Game/Book Reviews / Re: ΔV: Rings of Saturn
« Last post by Gabrote42 on January 11, 2022, 08:43:38 AM »
I tried the demo but I can't make it work - at first nothing worked but after disabling my gamepad, some controls started working but the tutorial seems to be getting stuck and/or some controls aren't working for some reason. Probably just something on my end but oh well.
Too bad. Please tell the creator! He always encourages people who have these problems to tell him so he can work on solving them
Game/Book Reviews / Re: ΔV: Rings of Saturn
« Last post by db48x on January 05, 2022, 10:23:56 AM »
That’s sad. I don’t have a controller, so I’ve never tried it with one. Keyboard+mouse works great though.
Pages: 1 ... 6 7 [8] 9 10
SMF spam blocked by CleanTalk