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Author Topic: Distant Worlds 2  (Read 81211 times)

Undercovergeek

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Reply #465 on: August 28, 2022, 08:34:35 AM
indeed

as with a lot of things - particularly DW2 - if you want to enjoy the game there are few things you have to do to help it along until the devs get there - im certainly not refusing to play it because i have to click a few extra buttons



Yskonyn

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Reply #466 on: August 28, 2022, 10:13:04 AM
Oh sorry, Martok. Not my intention at all. I seemed to recall you did have issues with the UX.
Please accept my apologies.


ojsdad

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Reply #467 on: August 28, 2022, 11:51:31 PM
I've been enjoying my most recent game. Had a neighboring empire DOW in my so I took one of there planets. Now I have to decide what to do with, or more procisly, it's population. Need to figure out to manage pops now.

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ojsdad

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Reply #468 on: August 30, 2022, 12:58:57 PM
I can see where you can set toggle Population Policy to Auto or Manual on a planet.  But where do you go to actually manage it.  I'm not finding it anywhere. 

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Undercovergeek

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Reply #469 on: August 30, 2022, 01:58:03 PM
There is a bar on planet info that tells you the population and says something like all human, or human and others - next to that is a white box - if you click on that it brings up a small panel allowing you to switch off and on migration policies



ojsdad

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Reply #470 on: August 30, 2022, 05:44:53 PM
Thanks UCG.  Not sure if there is where you meant, but I did find it.  Of course, it's somewhere that is completely obvious  >:D

This first pic is where you set the policy.  The second one is where you determine if a planets policy is automated or manual.  No clue why they're in two totally different screens. 

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Undercovergeek

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Reply #471 on: August 30, 2022, 06:00:22 PM
That’s the one



ojsdad

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Reply #472 on: September 01, 2022, 06:20:15 PM
So, when I started my current game, I saved it at the very beginning, which is a pre warp game.  After playing for awhile, I decided to reload and apply what I had learned.  I've noticed though that the pirates are not offering my deals for knowledge of systems or locations, and my spies are not active against anyone, they are just staying in counter intelligence.

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Undercovergeek

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Reply #473 on: September 01, 2022, 06:28:30 PM
I know they’ve changed spies

I always manual them

Don’t know about the pirates buddy



Martok

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Reply #474 on: September 03, 2022, 04:18:31 AM
Public beta for v1.0.6.8 has dropped: 


Quote

CRASH FIXES
- fixed game not starting for some players who had other software that improperly mapped the wrong versions of shared files (freetype.dll)
- fixed crash when determining random docking position for ship
- fixed crash when drawing empire economy
- fixed crash when showing some tour screens

RESEARCH
- research project bonus requirement amounts now scale with galaxy size - larger galaxies have higher research bonus threshold requirements due to being easier to find the necessary research bonus locations
- fixed research projects sometimes incorrectly showing up on tech tree when no parent paths (when using randomized research)
- fixed higher level research projects sometimes improperly being researchable even when have no path to them from base of tech tree
- fixed tech trading sometimes excluding research projects that you do not have access to (e.g. projects that your tech tree has no path to, even though other faction has researched the project). Note that tech trading does properly exclude projects based on your tech level in a research area, but this fix now deliberately includes projects that you may not have a path to (when appropriate for your tech level). Note that this fix also applies to some other situations where you can acquire tech, e.g. when conquering an enemy colony, when using spies to steal tech.
- fixed some research projects not generating with all required prerequisite paths
- slightly reduced research priority for diplomacy techs
- slightly reduced research priority for some planetary facilities, especially research facilities
- ensure pirate factions exclude some research projects at game start that they value lower (colonization, facilities, diplomacy), thus not being available to trade or steal from them

MILITARY BALANCE
- slightly adjusted construction balance for military ship types: generally fewer escorts and more larger ships
- increased military ship building levels

FLEETS
- further tweaked default fleet templates: larger Attack and Invade fleets
- automated generation of invasion fleets now also checks whether have enough existing troops or spare troop maintenance to supply troops from army template for new fleet

COLONY INVASIONS
- troop transports in invasion fleets that are invading an enemy colony now attempt to better coordinate assault pod launch (troop drop) so that close together instead of piecemeal landing. Also indicate when waiting for extra invasion forces in mission description in Selection Panel
- fixed bug where a ships intercept weapons were sometimes incorrectly being used to bombard an enemy colony even when only assigned attack mission against colony (not bombard)

PLANETARY MANAGEMENT
- slightly adjusted planetary facility building levels, colony population and development should be larger before some facilities are built
- reduced population level for building a small spaceport at a colony in default policy settings
- increased target tax rate for medium-sized colonies to +20 (from +10) in default policy settings to encourage faster growth

EXPLORATION
- fixed new bug where exploration ships were sometimes stopping exploration beyond home system
- slightly reduced tech level of ships in most debris fields
- ensure abandoned ships and bases do not use excessive race-specific tech

UI IMPROVEMENTS
- fixed mined and known locations amounts sometimes being out-of-date in Resources list
- fixed missing callout lines and tooltips in summary panel (bottom-middle of screen)
- fixed height of text panel in Tour screen sometimes being too short
- fixed some scrollable text panels missing their vertical scroll bar when text is higher than panel

OTHER
- ensure pre-expanded empire colonies (at game start) have good suitability levels
- added setting to Game Settings screen for opt-in/out of auto-sending anonymized error reporting
- auto-delete game settings to ensure new default policy settings are applied in new games




"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


ojsdad

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Reply #475 on: September 06, 2022, 08:55:36 PM
1.  Space combat seems to be a little better than in DWU, but still not really seeing fleets fight beyond a mob.  Still seeing escorts charge in a few times by themselves, and not as a group
Stellaris still has a massive edge in this area

2.  You can see the racial make up of a planets population, but I yet to find where you can see this at the empire level.
There is also not policy setting for not allow specified races from colonizing.  In the first game, I have incorporated an independent colony of Ackdarian.  That was good as they could colonies ocean worlds for me.
Later, I met up with an empire of Ackdarians.  Next thing I knew, I had colonizes of them revolting with no warning that they were not happy

3.  In the other game, I invaded two IC's with Gizurean.  They really don't get along with humans.  But when I went to colonize some desert or volcanic worlds, the colony ships was using them.  Why would I want a race that doesn't like humans to colonize a large number of planets within my empire.  You cannot designate which race to use to colonize a planet

4. Space monsters are everywhere, even on the default setting

5.And pirates are way to easy to bribe for protection.   Never seen one charge more than 125 credits

6.  Even with over half of my colonies in negative revenues, I'm still gaining large amounts of cash, simply because my civilian economy is so strong

Here at ACD, we all pee the same color.


Martok

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Reply #476 on: September 09, 2022, 04:26:44 AM
Beta for v1.0.6.9 is now available (small update): 


Quote

Changes in 1.0.6.9 (September 8th, 2022):

CRASH FIXES
- fixed a new crash when generating new game with research settings of 'All Projects Visible' and 'Fixed Research Paths'
- fixed rare crash when fleet checks whether should invade colony
- fixed rare crash when displaying trade offer with independent colony locations

RESEARCH
- fixed a new missing project paths issue on tech tree when generated using settings 'Only Next Projects Visible' (level 2+ was missing)
- altered how research project prerequisites work: now often only require a subset of all the prerequisites for a project instead of all prerequisites as previously. This fixes the issue where race-specific techs added to the required prerequisite paths instead of just being a part of them.
- reduced scaling of research project bonus requirement amounts based on galaxy size (now scales less than in the previous beta)





Erik also had this to say regarding research and the tech tree: 

Quote
There will be additional data changes to the research tree in the future as we have also heard the feedback that customers would prefer fewer missing techs or truncated trees when set to Random research. We plan to add more fallback paths so that Random research mainly involves different research paths with only a few missing techs that have to be gained through other means (such as espionage, trade, exploration or salvage).



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


Martok

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Reply #477 on: October 10, 2022, 09:07:05 PM
Distant Worlds 2 is coming to the Epic Games Store: 


https://store.epicgames.com/en-US/p/distant-worlds-2




I have to admit, I would not have predicted this.  But if there *was* any one game Slitherine would use as a test-bed for selling on Epic, DW2 probably is one of the better choices for it. 



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike


ojsdad

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Reply #478 on: October 16, 2022, 04:02:01 PM
@Martok, if nothing else, watch starting at the 20 min 35 sec mark


[/youtube]

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Martok

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Reply #479 on: October 16, 2022, 04:33:45 PM
Beta 1.0.8.0 is now available.  I'm guessing this version will go live as the next official update sometime later this week. 


Quote


1.0.8.0 Public Beta Update Available

Post by Erik Rutins » Fri Aug 26, 2022 3:00 pm
Hi everyone,

Please try this new beta and let us know if it helps your game.

To facilitate frequent beta iterations as needed, this beta is only available for now on Steam ( 1079 is not on GOG). All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.

On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing "beta - v.1.0.8.0" from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see 1.0.8.0 listed as your version in-game on the bottom right.

On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking "Beta - v1.0.8.0" from the Beta channels drop-down list and allowing GOG to update.

As a reminder, DW2 version 1.0.5.0 and later requires .Net 6.0. It should automatically be installed by both GOG Galaxy and Steam clients. However, If it fails or the game doesn't run. You can download and install IT from here: https://dotnet.microsoft.com/en-us/down ... -installer

IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option below to switch back to DirectX 11. Integrated new command line option to use DirectX11, which resets any registry settings to use DXVK. To use add /use-dx11 as a command-line argument to DistantWorlds2.exe

Changes in 1.0.8.0 (October 14th, 2022):

CRASH FIXES
- fixed crash that sometimes occurred when declaring war

DIPLOMACY AND REPUTATION
- rebalanced all reputation impacts from various events
- capped maximum and minimum reputation levels
- reputation impact from events is halved when above or below high or low thresholds, meaning that extreme reputation levels, once achieved, are slower to shift
- less concern over others' reputations when you and other faction both have positive or negative reputation levels, i.e. more concerned when other faction has opposite reputation to you as well as a significant reputation gap
- updated Empire Reputation Galactopedia article to include explanation of Slavery and Extermination colony population policies
- ensure all techs valued properly in trade deal screen (none should be zero unless truly worthless to other faction)

START NEW GAME SCREEN
- ensure player starting relation level for other empires (Start New Game screen) excludes pirate protection and selects correct trade treaty (RTA, LTA, FTA)
- in Start New Game screen now use tooltips to indicate when large galaxies may cause performance issues on less capable systems

UI IMPROVEMENTS
- made it clearer in user interface when undertaking an action that will very negatively affect your reputation: Bombardment, Slavery and Extermination colony policies, declaring war in wrong situation (insufficient justification, too soon since last war, existing Non Aggression treaty, existing Defense treaty), invading independent colonies, invading colonies when not at war, destroying colonies
- Control Center now pauses list updates while hovering over list items (list items retain order) to avoid having to deal with list changes while trying to take a list action
- now immediately updates right-click mission for hovered item when select an item via hotkey (no need to move mouse), e.g. allow immediate right-click attack of hovered enemy target when select fleet via hotkey

EXPLORATION
- ensure range for discovering lost colony exceeds exploration range so that exploration ships always discover

OTHER
- avoid using reserved spending to build planetary facilities when automation is Suggest. Instead wait until have funds then suggest to player






"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike