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Author Topic: Distant Worlds (4x RTS)  (Read 128837 times)

Calhoun

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Re: Distant Worlds (4x RTS)
« Reply #240 on: May 23, 2010, 10:34:16 am »

EDIT: Hilarious, My allies will give me about 11k for 10k. This seems like a pretty big bug with trade value/relationship status.
Are you playing the latest version? That is a known bug and should have been solved.

I was playing 1.03 during that game. Though, after another crash after a loooong time without saving, I'm about to restart and play with 1.04.
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

sluissa

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Re: Distant Worlds (4x RTS)
« Reply #241 on: May 23, 2010, 12:07:36 pm »

Then i get a crash.

So i think, "Good thing i just saved!". Reload my save, Same crash. So now i've gotta start all over again. Bummer. I was just starting to get into a phase of rapid colonization. Oh well.


I just had a crash, similar to what you mentioned. It's not long after an autosave occured, and it seems to keep happening. Suppose I"ll restart, I wasn't too far into the game.

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Calhoun

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Re: Distant Worlds (4x RTS)
« Reply #242 on: May 23, 2010, 12:41:08 pm »

I've had a few Non-crash crashes too. One crash where the main window just became a white box with a red cross in it. However i was still able to navigate all the menus, so i saved and reloaded, everything worked fine. And one crash where i got the Application has crashed message from Windows, but nothing CHANGED for the game. and i was still able to play, though i saved just in case, and reloaded.

So far, the instability is my biggest complaint.
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #243 on: May 23, 2010, 01:00:21 pm »

I know this doesn't help you guys but I have never experienced these issues. In fact the game has only crashed once for me since I bought it months ago, and that was the release version
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Calhoun

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Re: Distant Worlds (4x RTS)
« Reply #244 on: May 24, 2010, 10:59:18 am »

I'm still having loads of fun, though, it seems that, at the co-ordinates everyone, their brother, their mother, and their ancient ruins are showing me, is NOTHING. I've sent countless ships to the exact co-ordinates. It also seems to be a popular area for me to get a white box with the red cross crash. Still, I'm not too worried about it, I've just finished totally annihilating my major competitor. I'll hit the victory condition of 50% population soon enough.
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

de5me7

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Re: Distant Worlds (4x RTS)
« Reply #245 on: October 08, 2010, 12:29:21 pm »

just picked this up (need 4x fix whilst i wait for further star ruler dev)

so far i think its pretty rad

i have a question tho. Ive left my colony tax management on auto. I just check my colonies list. All bar my homeworld are on 1% (or it might be 0%) tax rate. Is there a reason for this? e.g. low tax = faster growth or summit, or is the auto tax management just rubbish?

despite it being pretty good, i think its over priced. I payed 25wigwams, the last game i bought for that kind of price was C&C tiberian sun (the original one).
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hemmingjay

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Re: Distant Worlds (4x RTS)
« Reply #246 on: October 08, 2010, 12:57:13 pm »

despite it being pretty good, i think its over priced. I payed 25wigwams, the last game i bought for that kind of price was C&C tiberian sun (the original one).

This is offensive gibberish imho. game development is an expensive affair. We are lucky to get a new idea like this in any state of development, let alone a supported title like this. This game isn't old so i think $25 is a f-ing bargain!

as always you are entitled to your opinion, i just sincerely disagree.
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ductape

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Re: Distant Worlds (4x RTS)
« Reply #247 on: October 08, 2010, 12:57:22 pm »

This game is solid and I am glad to see this thread bump up again. We are about to see an expansion, the extent of which is unsure. I frequent the Matrix forums since this game came out, and I expect to see full modding support and lots of other cool features.

Tax automation shouldn't be a problem, i have never managed my taxes manually. In a lot of games, all I manually control is fleets. Then sometimes I will do ship design and sometimes colonization. I will put a lot of stuff on SUGGEST instead of automate also.

I recommend reading up on the Matrix forums, lots of tips there. It's a great game, worth $25 easy, and the updates will keep coming.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #248 on: October 08, 2010, 12:58:46 pm »

despite it being pretty good, i think its over priced. I payed 25wigwams, the last game i bought for that kind of price was C&C tiberian sun (the original one).

This is offensive gibberish imho. game development is an expensive affair. We are lucky to get a new idea like this in any state of development, let alone a supported title like this. This game isn't old so i think $25 is a f-ing bargain!

as always you are entitled to your opinion, i just sincerely disagree.
25 bucks is somewhat high, but I'd rather pay 25 bucks for a well made and supported title like this than some crap like Academagia.
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Cheese

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Re: Distant Worlds (4x RTS)
« Reply #249 on: October 08, 2010, 01:03:03 pm »

What's actually good about this? The features page doesn't speak to me. How awesome is the ship design?
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de5me7

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Re: Distant Worlds (4x RTS)
« Reply #250 on: October 08, 2010, 01:43:59 pm »

despite it being pretty good, i think its over priced. I payed 25wigwams, the last game i bought for that kind of price was C&C tiberian sun (the original one).

This is offensive gibberish imho. game development is an expensive affair. We are lucky to get a new idea like this in any state of development, let alone a supported title like this. This game isn't old so i think $25 is a f-ing bargain!

as always you are entitled to your opinion, i just sincerely disagree.

£ not $ so double up (not quite double  £25=$40)(probs shouldnt have used to term wigwams, perhaps wonga is better.)

most retail games in the uk hit the market at £30, (if its by activision £40) then drop to about 20 after 2months or so. This game was released in May? (not 100% sure of this) but its more than 3 months old. Yes it is being updated.

Star ruler is £13, its less finished, but in my view a superior game. Ai wars is £11, and has similar production values in terms of visuals and engine.

I guess it depends how you value a game. Distant worlds doesnt have the highest production values out there, althought they are decent enough. The graphics are sprite based, theres minimal animation, its 2d, the engine is not revolutionary, perhaps its because im used to the most expensive games being high graphix. When it comes down to it i expect; games that are not from major devs, with huge dev teams and very high production values, to cost less than £30, and i expect the price of games to drop down to about £10 over the course of a year. I dont think Matrix games have shifted their prices at all (ive been waiting). In the end i bought it anyway. My advice to others would be, wait a bit longer.

id value this game at £15-20 personnally. But games are valued at what people will pay / business model etc. Matrix games isnt so much an indiw as a specialist store, like battlefront.com, or shrapnel games (shrapnel games are sooo expensive). Specialist games tend to be more expensive than games that regard them selves as indie (such as star ruler, Ai wars, and gratuitous space battles).

be curious to know which business model works better for 4x.
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I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
Swans, too. Swans are complete bastards.

Calhoun

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Re: Distant Worlds (4x RTS)
« Reply #251 on: October 08, 2010, 02:12:50 pm »


£ not $ so double up (not quite double  £25=$40)(probs shouldnt have used to term wigwams, perhaps wonga is better.)

id value this game at £15-20 personnally. But games are valued at what people will pay / business model etc. Matrix games isnt so much an indiw as a specialist store, like battlefront.com, or shrapnel games (shrapnel games are sooo expensive). Specialist games tend to be more expensive than games that regard them selves as indie (such as star ruler, Ai wars, and gratuitous space battles).

be curious to know which business model works better for 4x.
It is important to make the currency distinction. I also felt it was a bit high.

Funny thing about one of shrapnel games' games Brainpipe. It's $15 from the shrapnel games storefront, $10 on Steam.
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

de5me7

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Re: Distant Worlds (4x RTS)
« Reply #252 on: October 18, 2010, 12:10:39 pm »

i have a question about research

in my research screen my max potential research is 187k, my actual research rate is 43k, this 43 has risen from 37 over the past half an hour or so of game play. How do i push my research rate towards its max potential? Ive build a crap load of research stations, and as far as i can tell they just raise the potential.
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I haven't been able to get any vomit this release. Not any I can pick up, at any rate.
Swans, too. Swans are complete bastards.

ductape

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Re: Distant Worlds (4x RTS)
« Reply #253 on: October 18, 2010, 01:03:51 pm »

research stations definitely increase the rate of research, not just the max potential. Try waiting a few clicks and see if things change.

the folks on the matrix forum are really helpful and probably know a lot more. I am not saying to not post questions here, I just don't know if it will get answered.

I am also Ductape on that forum, we are all waiting anxiously for the update. I am sure it will include modding support (knock on wood).

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Sinned

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Re: Distant Worlds (4x RTS)
« Reply #254 on: October 18, 2010, 02:27:00 pm »

Played this in the past. Had a few updates I see, so I tried downloading it again but I seem to have forgotten my password, bleh.

All their retrieve login pages are resulting in page errors and others are complaining about it as well in the forums. Hope this gets fixed asap. So far Matrix games are not responding to the issue. (or I missed it.)

To bad, I was looking forward to trying out some of the new patches.
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When you find yourself in the company of a dwarf and an ill-tempered Dragon, remember, you do not have to outrun the Dragon... just the dwarf.
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