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The Universe is Yours!Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Universe is also the ultimate collector’s edition, the first time all previous Distant Worlds releases have been included i..
Nutzerrezensionen
2014, Code Force, ..
Windows 7 / 8 / 10, Pentium 4 @1.5 GHz, 1 GB RAM, minimum 1024 x 768 resolution, Version 9.0c, 1 GB..
The Universe is Yours!
Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Universe is also the ultimate collector’s edition, the first time all previous Distant Worlds releases have been included in one package, along with an updated manual and greatly expanded modding support.Distant Worlds is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.
Vast galaxies are made to order: up to 1400 star systems, with up to 50,000 planets, moons and asteroids. Galaxies are so deep, fun and immersive that you won’t want to finish the game. Build, expand and improve your empire while playing through one of the storylines, with victory conditions or in an open-ended sandbox mode.
Each galaxy is packed with life and activity. Encounter other empires, independent alien colonies, traders, pirates and space monsters. Explore star systems, asteroid fields, gas clouds, supernovae, galactic storms and black holes. Discover evidence of civilizations long since past, uncovering secrets about the galaxy's troubled history..
Best of all, you can play the game your way: enjoy a quick, intense game in a crowded sector of space or take your time in an epic game spread across a vast galaxy!
Distant Worlds: Universe contains all of the following:
Features:
- Truly Epic-Scale Galaxies: play in galaxies with up to 1400 star systems and 50,000 planets, moons and asteroids. Vast nebula clouds spiral out from the galactic core, shaping the distribution of star clusters in the galaxy
- Private Enterprise: the private citizens of your empire automatically take care of mundane tasks like mining resources, transporting cargo, migration between colonies, tourism and much more. This frees you from micro-management and instead allows you to focus on a macro-scale
- Diplomacy: interact with other empires, discussing treaties, making trade offers or just giving them a piece of your mind. Talk to pirate factions, tapping into their underground information, or paying them to do your dirty work for you..
- Choose your Playstyle: Start with a single planet and sub-light ships, or as an established space-faring civilization with warp drives. Play as a Standard empire or as a Pirate faction, with many adjustable victory conditions and gameplay choices depending on your actions.
- Intelligent Automation: automate the various tasks in your empire, so that you can focus on the areas that you enjoy most. Or have your advisors make suggestions in different areas like colonization, defence or diplomacy – helping you learn the best tactics and strategies
- Explore: explore the vast galaxy, discovering valuable resources, potential colonies for your empire and making contact with other empires. Uncover secrets that lift the veil on the galaxy’s mysterious past..
- Colonize: send out colony ships to found new worlds for your empire. Develop your new colonies by keeping them well-supplied with a steady stream of valuable resources
- Defend: patrol the outlying areas of your empire to protect from raiding pirates or dangerous space monsters. Construct defensive bases at your colonies. Build up your fleets to defend against enemy empires. Recruit troops to invade enemy colonies and conquer the galaxy!
- Espionage: covertly seek out information about other empires, or even disrupt their progress with acts of sabotage
- Research: develop new technologies for use in building your own unique ships and star bases
- Characters: including Leaders, Admirals, Generals, Ambassadors, Governors, Agents and Scientists, all with defined skills and traits and the opportunity to advance and improve
- Design and Build: A very flexible system allows you to design and build the ships and star bases in your empire. Construct mighty military ships ranging from escorts to carriers and dreadnoughts at your space ports, or build mining stations, research installations or secret monitoring facilities at remote locations throughout the galaxy
- Built-in Game Editor: fine-tune your own galaxy, adding or removing star systems, planets, asteroid fields, ships, star bases, space monsters or anything else. Modify the attributes of any empire in your game
- Extensive Help: exhaustive, built-in, context-sensitive help is always only a single key-press away. Press F1 at any time for a detailed explanation of the current game screen, your currently selected item, etc
- Tutorials: in-game tutorials familiarize you with all of the game elements and tools
New to Universe!
- The entire Distant Worlds series in one package! Universe includes the Original Distant Worlds, Return of the Shakturi, Legends, Shadows and the new Universe expansion!
- Comprehensive Modding and Customization Support: Allows adding/removing/changing most items: resources (including new colony-manufactured resources), ship components, planetary facilities and wonders, fighter designs, alien races and race families, diplomatic dialog, empire policy, custom characters, ship and base design templates, governments, plagues, research tech trees and more
- Can customize most of the images used in the game: ships and bases, fighters, alien races, planetary facilities and wonders, characters, troops, components, resources, ancient ruins, planets, stars, asteroids, animated in-game effects and more
- Use a previously saved and editor-customized game as a map for a new game (instead of generating a new galaxy)
- Powerful new event system accessible from a considerably-upgraded Game Editor. Set up your own storyline in a custom map with triggered events and custom victory conditions
- Add story triggers on specific in-game objects or events, executing one or more actions on other in-game objects (either immediately or delayed)
- Can replace most of the user interface icons and sound effects
- Add your own custom help files to the in-game Galactopedia
- Switch between different customization sets with a couple of mouse clicks from the main game menu
- Comprehensive 99-page Modding Guide that outlines how to make Mods and explains all of the settings in detail
- A new official storyline built using the new modding capabilities, covering the first war between the Freedom Alliance and the Shaktur Axis, in which you have access to the tech required to build your own planet destroyers, establish the Ancient Guardians and research and deploy the Xaraktor virus.
© 2014 Slitherine Ltd. and Matrix Games Ltd. All Rights Reserved. Distant Worlds, Distant Worlds Return of the Shakturi, Distant Worlds Legends, Distant Worlds Shadows, Distant Worlds Universe, Slitherine Ltd., Matrix Games Ltd., and their Logos are all trademarks of Slitherine Ltd. All other marks and trademarks are the property of their respective owners. Developed by Code Force Limited & Slitherine Ltd./Matrix Games Ltd.
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Strategie - Echtzeit - Science-Fiction
Windows (7, 8, 10)
Code Force / Slitherine Ltd.
1.1 GB
audio
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Posted by4 years ago
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With the popularity of the game the past week or so on here, I finally started writing a game guide, giving you my ~500 game hours of experience (that sounds like a lot, but there's still so much I don't know about this gigantically complex game).
The assumption is that you have a basic understanding of how the game works.
Ship Design- Because it seems complicated and in fact, is extremely complicated.
I'll start by saying energy collectors on ships are useless.
They only work when a ship is stationary and inside the bounds of a solar system or gas cloud. They give a small amount of Energy depending on the star type and how close the ship is to the star. In effect, they allow the ship some Energy that doesn't use Fuel, diminishing or eliminating the drain of Static Energy (components like Life Support have a constant Energy drain, this will very, very slowly eat at the ship's Fuel). However, there are several other reasons to get rid of them, aside from having very little utility-
- They use up large amounts of rare resources. Silicon, Polymer and Chromium to be exact. These resources are somewhat hard to come-by, yet are extremely important for ship building, since so many vital components use them. Having one on each ship might cause shortages and halt shipbuilding.
- An Energy Collector is size 8, a Fuel Cell is size 6.. You can significantly increase the Fuel capacity of a ship and throw on two armor.
- Freighters and Passenger Liners never stop moving long enough to get very much use from them, and they have such low Static Energy that it's really not worth it at all.
Energy Collectors belong on stations, and that's that.
The order that components show up on the list is the order in which they will be built during construction.
- Always put armor first. Then Damage Control, if you have it.
- In no particular order- (allows shields to start charging) Command Center Reactor Shields Fuel Cells
- Life Support and Hab Modules.
- Everything else. If the design is a mining station, put the mining engines and storage bays before everything else.
Dual Hyperdrives- the double dipping exploit.
If a ship has two different hyperdrives, it will use the highest speed of the two, the fastest jump time of the two and the highest energy usage of the two.
Drive A- 15,000 speed, 15 second jump, 50 energy
Drive B- 10,000 speed, 5 second jump, 75 energy
Resultant ship stats- 15,000 speed, 5 second jump, 75 energy.
Due to the extra size, cost and energy use, this is best reserved for use on large military ships. It gives the added benefit of reducing the chance of -No Hyperdrive- due to damage.
A ship with around 6 cruise speed and lower will have difficulty catching up to some planets and moons to refuel/dock.
For military ships, keep an eye on the hyperdrive energy cost, sprint energy cost, weapon energy cost and shield recharge speed. If the combined is higher than the surplus energy, the ship will slow down during a fight while trying to escape with hyperdrive.
Smaller ships should be given more armor compared to large ships to give them more time to escape after their shields go down.
Ships with the majority of their damage output at around 300 range and shorter should be set to Point Blank stance for both weaker and stronger enemies. They will do significantly less damage at All Weapons.
Hab and Life components give more than there stated size allowance.
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A pair of hab and life give (stated size)+3.
ie- a Tier 1 hab and life give (85)+3
two of each give (170)+6
ect.
There is no benefit to extra Life Support or Hab Modules, aside from Habs giving extra boarding defense.
Since Freighters can only have one weapon, gravitic and railgun weapons are the best choice, since they ignore shields and cause ships to flee from component damage.
Don't forget ECM and targeters.
Save and load your ship designs so you don't have to redo them every game.
Ion weapons attack weapons, engines and hyperdrives. The number of components an Ion weapon knocks out is dependent on the size of the components it hits (random components are hit). A blaster at size 5 takes 5 damage. A component does not need to take full damage to be knocked out- a hyperdrive at size 22 can get knocked out by 1 Ion damage.
The Ion Defense gets hit first, taking damage similar to normal components, however, each time an Ion Defense is hit, it goes 'offline' just like a normal component hit by Ion damage, during this time it will not defend against additional Ion damage. Therefore you need more than just a couple to defend against multiple Ion weapons. If your enemy is spamming Ion and it's giving you a rough time, roll out some fast-moving carriers.
Ship design schools of thought.
Clones- pick a random class and design a multipurpose ship. Spam it and nothing else.
Realistic- design a different ship for each class and have swarms of escorts defending your cruisers and capitol ships.
Layers- Have each class just be a larger version of the last.
Stand-off: Fighters, Missiles and some Torpedoes
Firepower: Lazorz, Phazorz and Torpedorz
Well, I guess that's just about it. Think I'll do Fleets next. Quake 2 walkthrough with commentary.
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Single Issue XXVIII (Written by Dante Von Hespburg)
Distant Worlds: Universe
'In which we embark upon a galaxy-spanning tour in this 4x space-empire simulation, bringing fire, misery and corporate enterprise to an unwilling universe. They'll be grateful one day..'
Whoever could say no to destroying swathes of planets in the name of private-sector corporate expansion in an attempt to create resource scarcity in the market? Well that is one potential in Distant Worlds: Universe. A game developed by Code Force and published by Matrix games back in 2010. To this potential, I screamed a resounding 'YES!' and jumped straight in, though when my (hugely flashy and overly expensive) planet-killer reached these guys:
I may have shed a single tear of regret….so adorable!.. They all burned though. All falls before capitalism in the end.
Alternatively you can be in charge of a group of ships as their Admiral, or indeed aspire to be your empire's ‘High Admiral’ in charge of all military ops (Leave the politics, lies and laws to those slimy politicians), or perhaps take control of the 'poor bloody infantry' leading your empires expedition forces from frozen world to furnace all to die horribly..in the name of glory. If that fails to appeal, maybe being a Chancellor dealing with balancing the books appeals to you (If you want to be the most hated person in the universe that is), or perhaps being a secretive spy master engaged in the cut and thrust of nocturnal diplomacy- directing saboteours to destroy your rivals lovely holiday resort (hah take that tourist income!), assassinating their key officials and turning enemy agents into you 'bessie' mates, maybe though you liked watching the Big Bang Theory a wee bit too much and feel the pull of a chief imperial scientist calling, directing research and effectively turning the game into an automated sandbox where you see how your empire uses your creations in practice. All of these things and more are possible through Distant World’s complex and comprehensive automation system. The AI is incredibly good (It has to be, as Distant Worlds is only a single player experience alas) and literally every aspect of your empire can be given over to the AI to run, while you can carve out a ‘human niche’ as large or as small you want.
Distant Worlds Universe Ship Design Games
The AI automation is done through the ‘policies’ screen, a nice little addition that helps to not break your immersion (if you're into that RP life), it's also very exhaustive in options..trust me..
This is further compounded by the myriad of resources, both staple and luxury that a growing empire needs to sustain all aspects of its function- Not only does your military and by extension private sector require mundane stuff like steel or uranium, but also all your ships require fuel, and the type of drive you're equipping your ship designs with determines the type of resources and fuel amounts you need- All of which needs to be mined through either private or public enterprises and protected at all costs, as a lack of fuel will see your mighty high-tech armada drifting aimlessly in space at a snail's pace back to port through the void, while your solar systems burn (This totally didn’t happen to me *cough*).
Economics can get a wee bit complex, but typically the more the merrier applies.
![Worlds Worlds](/uploads/1/2/3/7/123778998/330203897.jpg)
Thus asymmetrical space warfare is rather well represented. Add to this logistical limits which can only be overcome through specific supply ships (the loss of which can potentially again strand an entire fleet) and rough swashbuckling pirate factions with whom dodgy deals of the overt and covert variety such as raiding rival planets or smuggling in supplies to a besieged wcan be struck. Careful though as they'll likely extort from you the minute they sense weakness. This all goes to create a very dynamic-feeling game that somehow seems very ‘real’ to play..well as real as a sci-fi space setting can be.
The diplomacy system itself is rather ‘simple’ compared to most games, but with its own complex nuances that more than make up for this. There are typical ‘Mutual defense pact’, ‘peace’ or ‘war’ relationship statuses (Which are simpler than most Facebook updates..)- but if you don’t get on with a faction, but are not at war with them, your military can and will (if under the ai especially- aggressive wee thing that it is) raid and skirmish with them, potentially creating a ‘trigger point’ where they finally decide 'enough is enough, genocide is the only answer'- this style of undeclared fighting can even see border worlds plundered and so the player is always on edge in the realm of diplomatic relations. The system is further refined through specific agreements such as ‘free trade’ or ‘mining rights’ which allow for their own myriad of advantages and disadvantages. The potential for covert operations and pirate contracts rounds this all off very nicely leading to an intensive and consuming ‘Great Game’ of diplomacy- at least that’s what i found with a good 40 percent of my time spent staring at the diplomatic screen. A caveat to this is there are certain 'in-grained' racial diplomatic preferences seemingly that cannot be changed. This means that generally you can be rather certain after playing a few games which other races would be best to ally with, and who will be your main problems.
The warfare element is graphically basic, with the weapons all visually represented, but again in a rather lackluster and (naturally) two dimensional way, but the combat mechanics are incredibly complex which perhaps mitigate the visual let down. An array of ship roles exist from Escorts, to Frigates, to Cruisers and Carriers and more- all with their own particular role which is further defined by your research and just how you design them. Ships can act individually, as part of a strike force or as part of a fleet and according to role and the player or ai's further input will behave in a myriad of ways- Frigates will raid and out-ride while also escorting larger ships and patrolling your space lanes, Cruisers can act more independently, alone or in packs delving deeper into enemy space and raiding planets. Ships can be boarded, disabled and left adrift as well as of course being outright destroyed in glorious 2d adding extra elements (and the possibility of recovering the wreck of that really expensive Battleship..that may or may not drive you to bankruptcy in trying to safely get to and repair the darn thing). This helps break the formula that many other 4x games fall into- in Distant Worlds: Universes ‘blobbing up’ your forces together and outnumbering the enemy locally has no real positives, but a sleuth of negatives, so sure you can do it, but be prepared for the AI to swipe your empire away from you while your staring at the shiny hulls of your Grand Armada being whittled down through attrition as their ambushed, their refueling bases destroyed and that massive armada in the middle of nowhere drifts now helpless, while your worlds burn.
Where Distant Worlds really shines is in the detail of its ship designer. Let your creative juices flow as there are hundreds of images to choose from for each design, all of which can have its size changed. Alongside this are the many different torpedoes, missiles, lasers, grav-weapons, bombs, engines, crew compartments, commerce modules, rail-guns, lance beams, shields *Breathe*, armour, crew quarters etc; the amount of ‘stuff’ is quite dizzying, even designing a basic ship can be a tad intimidating for newcomers due to the need for non-normal extras like life-support or storage, and getting the balance between speed, fuel, survivability and armament is difficult. In this respect it strongly reminds me of 'Rule the Waves' (Shameless plug for a future review perhaps?)
The Tech tree is extensive, with all the toys you could imagine from social techs to civilian comforts, to weapons of mass destruction, fighter types, methods of travel- it's all there lock, stock and barrel..and naturally i bee-lined for the planet killer- my people may be illiterate, living in huts, trading tiny rocks- but who needs civilization when you can make whole planets go ‘boom’.
Furthermore all of these things need specific resources, with different jump engines needing different crystals or gasses- thus your military is shaped by the geography of your empire as much as it is by your research. You may have a fast hyper-drive able to cycle up in a mere eight seconds… but if you only have one viable mining colony for the crystals required to run it, that’s a big risk, perhaps it's better to stick to your older ‘chuggers’ for the majority of your fleet.
I think I've got the hang of this design malarkey… they don’t need expensive life support right? The cheap stuff is just as good..
The lack of racial customization, or meaningful racial differences may also be a ‘no-go’ for some. While physically the races are clearly differentiated- ships looking different, portraits and indeed text-speech varying these are not the sweeping changes that are perhaps present in other real-time 4x games. You are completely unable to change anything about one of the set 20 races. Now each of these have detailed and comprehensive lore behind them explored both in the games main quest-lines, but also in the handy in-game encyclopedia, but it means your rather railroaded in terms of game-play and RP to what your race is ‘good’ at, as well as their background stories, potential for allies and enemies and also possible ‘meta’ avenues. Furthermore while there are in-game characters such as scientists, agents, admirals, officers, leaders etc and these over time develop their own traits, they are not as meaningful as they could be. The traits are a nice addition, but have very little game-play relevance, and moreover just feel a bit ‘bland’. A few hours in, i couldn't remember the names of all my officials, nor did i particularly care when they gained new 'traits'.
Inept admirals and unnecessary casualties..another day in the life of the mighty Terran Empire. Luckily such traits do not bear the relevance that they potentially could do.
Distant Worlds Universe Ship Design Pictures
These though are the only two points of contention that i have personally. It all still makes Distant Worlds: Universe a very solid and complex game that you could whittle away your hours on (I know I've lost whole days to it..that’s also my excuse for the erm ‘generous’ time it took to finish this review!). The ‘living world’ nature of the universe- watching citizens and private enterprise expand their operations and travel, its slow burning story arcs that suddenly tumble into a huge intergalactic struggle for the fate of the universe, are factors that really do make this game stand out. If you're a lover of pouring over perhaps overly-complex systems and trying to ‘state-manage’ rather than micro-manage then this is the game you probably never knew you needed.Now excuse me, I've got to get back to roasting those cute lil furry chaps.