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File: The Disc.png (1.1 MB, 1873x1416)
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The Galaxy thus far...
Technical details:
>Irregular Galaxy Shape
>Dense Nebulae Density
>2000 Star Systems
>10x10 Sectors
>21 Starting Empires
>Aggression = Chaos
>Difficulty = Extreme
>Research Speed = Slow
>Pirates = Very Many
>Space Creatures = Normal
And the details not mentioned in the save file loader are the fact I decided to play with random techs, which makes me want to fly myself into a star.
It's been interesting, but having stuff like Planetary Exploration locked at it's third tech has been the rough kind of interesting.
And at the moment in this particular run, we focus now on a small story with Galactic ramifications that began with a er.. well, disturbance in the Char Dilba Disturbance, an ion storm encompassing the star of the same namesake, Char Dilba.
Anymore looking forward to the next updates or DLCs?
>>
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The story begins with a message from command saying that something had awoken in the Char Dilba system. Specifically, a Planet Destroyer class vessel, that had been undergoing repairs conducted by the Daidalun Consciousness, a Hive Mind of Boskarans. While the wreak was technically found and repaired in neutral territory, no one in their right mind would challenge the Consciousness to the claim. Of all the Empires in this Galaxy, they are indisputably the most powerful.
That said, all that power could do little to convince the now active AI pilot of the repaired planet destroyer to relinquish it's control to an entity that had not made it.
>>
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Soon after waking up and blasting everything it could target in the Dilba system, the planet destroyer engaged it's warp drives and began moving eastward, toward Daidalun territory. Deep One fleets were quickly dispatched to follow the ship and monitor the situation with long range scanners. Led by admiral Redarik Jitula, commander of the flagship of the Wekkarus Monarchy; "Overwhelming Protector", the fleets kept pace with the faster behemoth as well as they could.
The dockyards or the capital world Irbeis, and the home of the Monarchy's advanced shipyards, were quickly scrambled into action to refit two mothballed fleets of atomic bombardment frigates into makeshift boarding vessels.
The intent from the Emperor was clear. This vessel would be for the Monarchy.
>>
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It was here where the planet destroyer made a stop to attack local civilian merchant vessels in the star system that was simply designated FA159. Little of note was here, except for a Daidalun monitoring station put in place to keep tabs on the Wekkarus to their west. With nothing else in the system, FA159 served little other purpose than a gravity well for hyperdrives to lock on to for long distance jump calculations.
I also started tagging images with the in-game date. It's not vital or anything, I just think it's neat to keep track of.
>>
Approximately two months, twenty-three days after the planet destroyer, now knows to have been named, "World Shatterer" by the ancient Mortalens that built her, the second of the two retrofitted bomber fleets warps out of the Urd Mantil system to rendezvous with Admiral Jitula.
>>
Four months, eight days later, the stage is set.
The plan is simple. The combat fleets are to initiate the fight. The bomber fleets, repurposed as boarding vessels with assault pod craft in their bomb bays where the atomic weapons would have previously been, are to stand by and give the combat fleets a few days head start before initiating their own warp in. This is to give the combat fleets enough time to focus fire the shields of the Shatterer down. Without this step, the assault pods cannot board their target.
>>
Not to say there was much math involved, but command seriously miscalculated how powerful Shatterer's shields were. When the bomber fleets arrived a few days into fighting, they warped in to see a practically fully shielded Shatterer waiting to greet them.
>>
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While the plan had immediately fallen apart, there was little else for Admiral Jitula to do but commit.
Seen here is a clip of gun cam footage from a fighter of the 33rd Flagship fleet, preparing an attack run on the Shatterer.
>>
After one month, nine days of spacefighting and the loss of six ships, the combined fleets had finally managed to whittle the shields of the Shatterer down to levels the assault pods could penetrate. Boarding actions upon the gargantuan vessel commenced, and while the numerical advantage was clear, it would be arduous fighting to fully clear the ancient AI of it's autonomous defenders and put control of the ship fully in the tentacles of the Monarchy.
>>
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Boarding forces reported total control gained over the World Shatterer on September 8th, 2887, exactly one month and a day after they began their assaults through the seemingly then ending corridors and inexhaustible hordes of robotic troops, automated turrets, and uncooperative interior systems.
And now, after under a year, the Deep Ones had a ship that could help even the odds against the Daidalun Conciousness, or whatever else might threaten the Monarchy.
>>
thanks for these AARs
>>
One ship alone won't bring the Monarchy to the position of power it needs, however. Especially if reports of the Daidalun's acquisition of the Shatterer's schematics prove to be true, then the Hive Mind would be able to manufacture their own homemade brand of planet destroying weapons. Unfortunately for the Deep Ones, the rogue AI of the World Shatterer wiped it's own memory banks clean before boarding parties had seized full command of the control computers.
In gameplay terms, whoever finishes building the planetary destroyer is supposed to get extra technologies on their tech trees that allow them to build their own, regardless of whether or not they pass the coin flip that determines if the repairing empire gets to keep the ship or the ship starts shooting. I think that's how it works, anyways, not 100% on that.
The Daidalun posses more than enough systems and accompanying economy to manufacture planetary destroyers in frightening quantities, and that would be addition to the formidable power the Daidalun already present themselves as. The Daidalun are unquestionably the strongest, richest, most populated, and posses the most advanced technologies in the entire galaxy.
The Monarchy's position in the galactic hierarchy is second to one. One ship alone won't be enough, but it's a start.
>>2451327
I find them fun to write, thanks.
>>
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At the current moment not much exciting is going on in the Deep Ones' domain. Well, actively exciting. Nothing much makes the news except pundit discussion about the Monarchy's disastrous foray into Izieyezop Industries territories half a decade or so ago or the on-goings of the Monarchy's defense pact partner, the Kuristar Cooperative, and their repeated failed attempts to pacify an isolated planet-state of Boskarans near their borders. A technological exchange between the defense pact partners is the main event of discussion, with slightly worried subtext that the Monarchy is now falling behind the Cooperative on that front.
True or not, the Monarchy's focus is on a rather different set of internal affairs. Gravitic rifts, three of them, had ripped open space-time fabric in multiple concerning locations in the eastern territories of the Deep Ones domain.
>>
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A rather large portion of the fleets had been pulled aside tasked with, to eyes outside the Emperor's cabinet, seemingly pointless stations. To the Emperor, and most of the higher ups in the know of the Monarchy's command, these fleets anything but wasted on pointless posts. The history and discoveries made by early Wekkarus explorers in this cycle of the galaxy were quite clear on the nature, or lack thereof, of these kinds of rifts. They represent the greatest danger this galaxy will face, quite possibly of even greater proportions than the Daidalun could muster.
Diyson Junction, Murobi Prime, and Kal-Setu Prime would be the systems of origin for an extra-galactic invasion force.
>>
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Starting with Kal-Setu Prime, the most remote of the invasion points. Three fleets co-commanded by admirals Dyr Zaddaty and Quakku Neesilon await at the breach for the first wave of invaders. Though far from reinforcements or friendly repair yards, all three fleets are the latest and greatest of the designs and technologies of the Monarchy.
>>
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Muribi Prime enjoys the "benefit" of actually being located in Deep One space. Though the system offers little in the way of development other than a solitary mining station orbiting the frozen ice moon Eruirl, the crew enjoys the small comfort of being in proximity with familiar friendly civilization. While also co-commanded by a duo of admirals commanding the latest of the Monarchy's fleet templates, their third spot is taken up by a fleet of would-be-retired frigates had the situation not be so dire. Excess from the updates to fleet doctrine, these ships had in the past been scheduled for deconstruction to alleviate maintenance costs. Now, they'd serve as a buffer for whatever decided to come out of the rifts.
>>
Diysom Junction is what high command refers to and hopes as the most defended of the invasion points. While the stationed fleet is comprised of predominantly repurposed pirate ships from a faction absorption around half a century ago, the hulls and weapons have since then been retrofitted to top of the line status. No admiral commands the 32nd Pirate Fleet that has been solely charged with defending Diysom Junction from extra-galactic invaders, but they are accompanied by 53 monitoring stations that have been purposefully outfitted for combat duties as opposed to long range scanning duties.
Each will house a starfighter squadron of three fighter and three bombers, 318 starfighters total with a mission to cover the asteroid field in it's entirety.
The armaments of the station, while currently undergoing retrofits due to new Hive Missile Battery technologies gained from the recent scientific exchange between the Deep Ones and the Kuristar Collective, are expected to finish well before any enemy incursions into this galaxy.
While the initial wave is expected to be quite large, high command rests assure that, at least in this location with 318 starfighters and the expected missile counter attack of at least 2,120 warheads, Diysom Junction is adequately armed for whatever decided to make it's way through the rift.
>>
I hope you're nice with the Teekans, I love them
>>
>>2452533
Well I certainly was, the Teekan Consortium was a valuable trade partner to The Deep Ones, in commerce and technologies.
I didn't save the exact date when the news arrived that they had been completely eliminated by the Daidalun Consciousness, but it was decades ago at this point in this game.
>>
FUCK Murubi Prime
>>
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The Daidalun eliminate another empire, this time one of the spider-like Dhayut nations, the Guit Oligarchy.
This is of extreme concern for the Monarchy. Most deem that the Daidalun's intent to conquer the known galaxy all but certain. The concern arises from what to do about it. At this point in time, they posses control of 140 colonies and a GDP valued at 25.9 million credits.
In comparison the Deep One - Kuristar Collective Defense Pact could bring a combined force of 61 planets and 7.9 million credit GDP. And that would be under ideal conditions where the Daidalun decided to initiate hostilities.
>>
June 2nd, 2893, monsters start pouring out of the rifts.
Diysom Junction and the Monitor Defense Line perform well and above expectations. Four stations in total are destroyed, but not a single rift strider breaks containment. After the initial wave of rift striders is killed, only one or two trickle through the gravitic rift at a time. With the surviving monitoring stations and their starfighter squadrons more than adequate for continuing containment, the 32nd Pirate Fleet is ordered to Murubi Prime, where things have not gone as smoothly as in the Junction...
>>
>>2453071
After approximately six years of being stationed at Murubi Prime with the closest resort being 41M distant units away for a total of 47 days of travel by torrent drive, the bored spacers in orbit of the solitary gas giant finally get to see some action.
Unlike at Diysom, the rift striders did not warp through localized at the gravitic rift. Instead, the rift striders materialized more or less evenly dispersed in close orbit around Murubi Prime 2. Admiral Qendo, the senior officer and joint-fleet commanding officer of the Murubi post, quickly orders the 34th Frigate fleet to pair up and attack individual targets. This action destroyed all but one rift strider, which warped out to attack a mining installation in Murubi Prime's sister system, simply named Murubi.
Afterwards, rift striders continued to materialize in low Murubi Prime 2 orbit, at non specific points. Containment here would be a bother, and tie up a good portion of the Monarchy's fleets for the foreseeable future.
>>
Kal-Setu Prime, much like Diysom, was a much smoother defense. The 27th fleet lost two frigates, but no rift strider broke containment here either. The 27th, though suffering losses, would continue to be stationed in the asteroid field while the 19th and 23rd fleets would join the 33rd Pirate at Murubi to assist with enlarging the containment zone there.
>>
>>2451127
Does this game deserve all the negative reviews it has on Steam
>>
>>2454211
Well, looking at the review page at a glance it seems like a lot of the complaints arise from the game being boring because of the automation features. I usually play full manual from the get-go, and what's described as busywork by some players are some of the gameplay features I actually kind of enjoy. When I'm sitting here getting immersed and roleplaying it's nice to have a day (in-game, it doesn't take that long irl) where the order of business for the leader and his cabinet is to just go over all the civilian sector designs just to swap out a newly "discovered" stolen high density fuel cell design that the automation systems in the game just won't handle properly themselves. Which is a legitimate complaint, the ship design and upgrade automation is trash, especially the naming, which leads to all sorts of problems when integrating conquered empires that have 20 different designs for one small freighter ship hull that are all functionally identical but because they each have a different name each one will show up as a separate design in that particular manager. But even while having a sense of frustration after a war ends that I have to manually check each of the dozens of new ship designs and make sure their retrofit paths are set appropriately, it's still something that gets me into character for the experience. So I like it for that.
But stuff like the music being bad I agree with. Playable races from the first game being sold as DLC is kinda a bad feeling, but they do have more in the way of unique mechanics than the previous.
The first game took about a decade to get to it's full feature complete stage, and it's my favorite 4x. So I'm in this one for the long haul.
But in short, after skimming through the negatives section, I'd say kinda? It could use a lot of work, but I haven't found anything quite like it.
>>
>>2454250
new dlc tomorrow. shadow rising. wasnt that an expansion in the first game or was it an era?
>>
>>2454251
Is it tomorrow? I thought it was just a news and feature stream for the announcement, not a full release.
I'm pretty sure being able to play as a pirate was an expansion in the first game as well. Same as the Shakturi invasion.
>>
>>2454255
>I thought it was just a news and feature stream for the announcement,
yeah thats what I meant.
>I'm pretty sure being able to play as a pirate was an expansion in the first game as well.
yes, looking at the store page now there was an expansion called shadows. was that the pirate one?
>>
>>2454261
>was that the pirate one?
Looks like it to me, as far as I remember the Age of Shadows is the point in the timeline where no standard traditional empires existed. I think, I never actually tried a pirate playthrough in the first game.
>>
Scout satellites picked up something interesting in the Huppawoe system. A battlecruiser of the Astute Yvibir League, a Quameno Geniocracy to the far east of the glactic disc, currently under attack by the Daidalun Consciousness.
It's got some rather unusual shield readings...
>>
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>>2454327
...and after some in depth scouting reports using the editor to switch to the League it's easy to see why. Holy shit I know the Quameno are supposed to be the research heavy faction but I have no idea how this happened.
For whatever reason, Quameno scientists of the Yvibir League have unlocked, created, or discovered some absolutely insanely strong shielding tech. This is great news for the Monarchy, the Daidalun might finally have met their match, or at least a contender that won't be as easily eliminated as their previous conquests.
>>
>>2454268
Pirate playing in the first game was so cursed. Pirate corruption causes pirate rebellions on planets. If you ever take a planet as a pirate you will spread pirate corruption and then your planet will rebel from you. I cant decide if i love this interaction or am infuriated. Distant Worlds is one of my top ten games.
>>
A good read, thanks for the reports.
This oldfart misses the days when AAR's were common place across ye old forumspace long before the dweebtubes took over. Your doing (Eldar)Gods work, good luck.
>>
these are fun to read and make me wanna try the game, keep it up anon!
>>
>>2454340
That sounds kinda hilarious and on brand for pirates. Frustrating too. That's not a feature in the second game, as far as I have played so far.
Distant Worlds the first is in my top ten as well. The most memorable gaming experience I ever had was playing as Kiadians, and holding my own in a galaxy with a super tall science empire of something like, seven planets against the dozens all the other factions had. Lost two of them to the Shakturi invasion, including the homeworld. I was only able to win by joining two of the other members of the Freedom Alliance in orbit around the Shakturi homeworld by landing troops so they could take out the impenetrable planetary shield generator, then bombing the surface to glass with my armies on it.
>>2454424
I remember reading a lot of AARs from the Sword of the Stars Kerberos as a kid and really enjoying them. More recently there was the Target For Today saga of Ade O'Clock and the Italian Rule The Waves campaigns from /k/ that I also enjoyed and thought it'd be fun to try something like that here. Dunno how to make it more interactive for readers (there might simply not be enough anons here for that) but I'm open to suggestions.
>>2454426
Thanks! It's fun for what it is, though I'm a bit biased in that regard.
>>
June 27th, 2897.
In light of the discoveries made pertaining to League shield technologies, the Monarchy decides that any assistance rendered to the League is instrumental to combating the Daidalun. And while the League shields are not invincible, they do seem to hold their own against the Daidalun armadas. The problem the League currently faces is pinning down Daidalun ships long enough to destroy their targets. Luckily for them, the Deep Ones posses the most advanced of hyperdeny technologies, capable of jamming the torrent drives that the Daidalun use on their war vessels.
While direct technological exchanges between the Deep Ones and the Astute Yvibir have been made before, this particular exchange presents a problem in that simple schematics won't suffice. Twenty escort ships, outfitted with GW4000(v2) HyperDeny systems, are put into production at the high speed shipyards of Fuqjaruru, coincidentally a Quameno world in the Deep Ones' Domain.
The plan is to build them, fly them to the Yvibir system and then gift them to the Astute researchers and engineers of the League, who will then reverse engineer the technologies for their own internal production.t
>>
>>2454183
>June 2nd, 2893, monsters start pouring out of the rifts.
>Research Speed = Slow
Did you freezed researchs and let ai trigger rifts?
>>
>>2454329
>I have no idea how this happened
It shouldn't be possible.
Did you have prev saves? Load and check in which moment things come wrong.
It worth of bugrepport i believe.
>>
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>>2454596
Though with how things are going for the League's capital at the current moment, the hyperdeny ships might not make it in time to do any good...
>>2454600
Not that I'm aware of. I'm not 100% sure of what triggers the rifts technology wise. It's got to do with the highest tiers researched, right?
For this game in particular I also set the Shakturi events to as late as possible, random research tree (but revealed), and a pre-warp harsh home system start. It's also the first Expert difficulty level game I've played. My starting caslon source was a 3% abundance gas giant.
It's been an experience, to say the least.
But no, I didn't freeze my own research. My thought when starting out playing expert for the first time was to also set the Shakturi to their later arrival to give me time to get used to all the bonus the AI gets, and then work my way up to the defaults or earlier.
>>
While focusing on the issues in the galactic north is simple enough (combat the Daidalun) the issue in the galactic south is... not quite as unified.
The Dirra Territories, a Human Democracy, along side their subjugated vassal the Zenox Commonwealth, were currently waging a multi-front war against the Atuuk Kingdom, Izieyezop Industries, and both the Inyde and Kumminur Conformists. The two Boskaran hive minds weren't officially unified by a defense pact of their own, but they seemed to be in well enough of an agreement to attack the Dirrans together.
Seeing the potential for yet another runaway cascading Boskaran empire growing in the region, the Deep Ones had been attempting to bring the Dirra Territories into the defense pact they shared with the Kuristar Cooperative. Years of diplomatic relations amounted to quite a lot of trade between the nations, research agreements, mining rights, migration treaties... but the final solidification the Deep Ones and Kuristar desired was simply not something the Dirrans would agree to.
Perhaps it was time for the Monarchy to take a more direct approach to fostering cooperation.
>>
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A Dirran World in the Ireado sytem, a deep ocean planet populated by Wekkarus named Ireado 3, had recently been invaded and conquered by the Kumminur. Reports also indicated considerable mobilization of Inyde fleets towards Dirran space, close to the recently conquered Ireado 3.
As far as the Monarchy was concerned, it was time to commit to a rescue operation. This would prove to be difficult, as the Deep Ones one had one invasion fleet committed to standing ready far to the north, at the border with the Daidalun. Additional troop transports and troops to fill them would take years and that wasn't yet including travel time to Ireado 3 herself. Still, a defensive perimeter around the planet could be established, and attacks against the Boskaran fleets were planned.
>>
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For this task, the only fleet in the eastern region of the Deep One Domain is dispatched, the 32nd pirate fleet. While not actually a pirate fleet, the moniker is one that members of the fleet refuse to let go of, citing historical significance, even if the original space pirates that were press ganged into service of the Monarchy have long since retired or promoted to other stations.
Their mission, however, is very pirate like in nature. No official declaration of war is to be made against the Conformists. The order is simply to attack any Conformist fleets in what was previously Dirran space. Retaliation is expected, and at the diplomatic level the Monarchy hopes that the defense pact with the Kuristar will be enough to prevent any retaliatory war declarations from the space bugs.
Only a month into their journey, terrible news is received by the crews of the 32nd. Yvibir 3, capital of the League, the only spark of hope in the galactic north against the Daidalun horde, has fallen. The League persists on other worlds, for now, but the signs are clear.
>>
The 32nd arrives in Dirran Space, quite busy with activity friend and foe alike, and begins pathing their way towards Ireado. On the way, they intercept chatter from the 56th Inyde Conformity fleet indicating their intent to bombard the Dirran world Gheabisewa. Rerouting to the neighboring star Shantol Prime, the 32nd plans to wait in the next system over until the opportune moment to strike shows itself.
>>
https://store.steampowered.com/app/3989670/Distant_Worlds_2_Shadows_Rising/

yup pirates, can play as one and apparently we're getting bridge gameplay according to some guy from steam. here is the official steam page description of bridge gameplay.

>Periodically jump into your ship’s new cockpit or bridge view to experience the action from a unique first-person perspective.

https://youtu.be/MuwcKiuKMS8?si=bZKH55VCWqA_OEeJ
>>
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>>2454909
said bridge mode lel
>>
>>2451127
I own this game. I have tried many times to play. I have done full pre FTL games in DW1. What am i doing wrong that i gas out DW2 after my first real war?
>>
>>2454912
Yeah seeing it was just a png was kinda disappointing but I also couldn't rightly say it should be a fully modeled interior either. Just kind of a neat thing to have for those wanting to play as a solo pirate ship I suppose, or the "Rule in Absence" automation options. I think either way it's kind of a gimmick, not really useful for much except some sense of immersion if you're trying to get recordings of a battle.
>>2454955
Could you go a bit more in depth as to what gets you to gas out?
>>
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After successfully eliminating the 56th Inyde Conformity fleet and preventing the bombardment of Gheabisewa, the Deep One 32nd Pirate Fleet sees an opportunity to thin out the Boskaran defenses around Ireado. Warping outside the ranges of the planetary torpedo launchers, the 32nd Pirate successfully baits counter attacks from the 35th Fleet, 62nd Defense Force, and the 31st Invasion fleet of the Kumminur Conformity.
>>
With the loss of a single frigate in exchange for the destruction of the Kumminur counter attackers, the 32nd Pirate move to Kantras Gula. A star system 46M galactic southeast of Ireado with two refueling stations, destroying these, and the hostile fleets attempting to refuel, would aid in regaining control of the space around Ireado.
>>
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As an aside, here's a bit of a sample as to the frustrations that sometimes make this a tough game to love.
The 32nd Pirate Fleet has a number of carriers in it, and I even have starfighter hangars on the cruisers as well. The issue arises from the lack of control the player can have over starfighters. For instance, here, I give the fleet an attack order on this solitary fuel tanker. The fighters deploy from their hangars and then... just sit in space, with no mission, even though they are part of the fleet that was just given an order to attack a target. Redoing the attack order while they're deployed doesn't spur them to action either, and I can't box select them to give them orders either. The only option is to select them one by one, all 102 of them, and then give them orders that way.
Also, when this fuel tanker is blown up and I need the fleet elsewhere, I now have to wait for all the fighters to dock before the fleet is able to warp, which just adds wasted time.
I'm pretty sure the reason this happens is because I'm not officially at war with the Inyde. So the fleet gets an attack order, but the fighters don't treat the fuel tanker as something to attack until it attacks them first. They'd only attack the tanker on their own if we were officially at war so it'd register as a hostile without player (my) input.
Basically it's a quirk of the automation that the store page touts as being "intelligent." Though I suppose what I'm doing is much more involved than what the developers envisioned.
>>
Three years, three months after initial construction, the Hyperdeny systems arrive for the League to disassemble at their new capital Owlau, ironically a Boskaran world. Perhaps too little, too late, but something has to be better than nothing.
>>
As it turns out, nothing is exactly what the attempted technology exchange has accomplished. Try as they might, the League simply does not have the capabilities to reverse engineer the hyperdeny systems that the Deep Ones provide. The initiative is written off, a total failure.
Elsewhere in the galaxy, the system of Ireado goes hot again as the 60th Dirran Fleet engages the hostile spaceport of Ireado 3 that was constructed by the occupying forces. The 32nd Pirate initiates a manual warp offset, diving well within range of the planetary defenses but close enough to the spaceport to initiate a devastating alpha strike that obliterates the station. One Pirate destroyer is unfortunately claimed by the risky maneuver.
Sensing an opportunity to claim the planet for themselves, the Deep One Admiralty send the hastily commissioned AA22 Invasion Fleet to the Ireado system, in preparation for planetside action.
>>
After months of space combat, the orbit of Ireado 3 is secured for invasion craft to warp in and send the ground pounders to do their job. Initially outnumbered, and heavily damaged by Ireado 3's planetary defense shield, the attack initially goes very poorly. It wasn't until the ghost of general Bektul Danshik materialized among the planetside operations staff that things finally went in favor for the Monarchy. Two months and fourteen days later, the colony of Ireado 3 was conquered.
>>
>>2454912
Why they didn't make it third person is beyond me.
>>
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December 21st, 2905.
While trying to figure out why certain members of the Frigate Fleet are so far from their assigned posts at Murubi Prime the best the officers could tell the Monarchy was a certain, "Fuck Murubi Prime!" sentiment had developed among the spacers a large blip appears on the long range detectors in the Diysom Junction reagion.
And this is where I'm going to kind of just give the fuck up on trying to write out more AARs, because while the flavor text of the event describes these new mysterious entities as being openly hostile and firing on any ships in sight of them, what actually happens is... they get spawned in, their firepower reads "0," and they don't actually shoot at everything that moves around the rifts. A few of the frigates from the Frigate Fleet do actually get shot at but I was kinda expecting them to start blasting the monitoring stations around Diysom to smithereens for some cool cinematic shots, and because, gee, I don't know, they're supposed to be fucking intergalactic invaders from another dimension of psychic suffering that are hellbent on destruction. They aren't even shooting at helpless construction ships.
Disappointing to say the least.
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>>2454605
>It's got to do with the highest tiers researched, right?
No it's average level tech for player or ai.
>I also set the Shakturi events to as late as possible
Ah okay it explain.
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Are you playing with any mods/have modded the game to change the scale of the ships?
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>>2456683
No mods, no.
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>>2456766
I must be misremembering then, I remember ships being much bigger relative to stations like in >>2455263, it was one of the things that bothered me about this game.
Or maybe this latest patch tweaked the sizes, but I doubt it.
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>>2457034
>Or maybe this latest patch tweaked the sizes, but I doubt it.
Well, this isn't the latest patch technically it's the Shadows Rising closed beta don't tell mom because I don't want my game to update and possibly mess up this save right now. In any case, I don't recall hearing anything about scaling being altered. It does seem to change based on the camera angle however. So I'll usually wiggle the perspective around a bit until I get something I like.
There are some mods that adjust the scaling of planets and ships to be much more extreme relative to each other. I haven't tried playing with any though.
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DW2 is so ass compared to 1….
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>>2457449
I can't believe that dlc got delayed so long. Looks cool though.
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>>2457450
This whole AAR attempt might push me to playing DWU again.
>>2457468
It's been interesting. Lone pirate doesn't currently have a way to actually "graduate" from a lone pirate to a pirate faction yet, so gameplay is basically janky space trucker sim at the current moment. Pirate faction playthrough works great, maybe a bit too well since it's simple enough to get enough influence points to go from pirates to an official faction with multiple planets with just a government switch. I also did my playthrough with the Age of Shadows start option, so there weren't actually any empires to compete with other than pirates. That might have been why it was easy. Oh, and the other option to "settling down" doesn't work at the current moment either.
This playthrough I started as a normal empire. Only two pirate factions became official planet-based empires in this game, totaling three planets between them. I was kinda hoping for more.
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Goddamn it is a tough game to love sometimes.
I have these two fleets here. My defenders, numbering 31 ships total (29 warships technically, two of those are tankers) and the enemy invaders numbering 14 (technically 13 because one of the invaders hadn't made it and was lagging behind the closest star system over).
I give my fleet an attack order, and they go in well enough at first. It'd be nice if they all jumped first, but I'm not too worried about it since the enemy vessels are all within the hyperdeny radius of my battlecruiser and carriers.
Except, for some stupid reason, the way hyperdeny works is pants on head retarded. The hyperdeny only activates if the ship that has the component is attacking another ship. It doesn't have to even be in weapons range, just as long as the ship with the hyperdeny has an attack order and the target is in the hyperdeny range, it will activate and stop the targeted ship from warping. I'd also like to stress that: when the hyperdeny system is on, any other ship in it's range will also be affected. So, it has to capability to act as an area of effect ability, but there's still the weird quirk where in order for the system to turn on it needs a direct target order.
Anyway, I have four ships in this fleet with hyperdeny systems, and for whatever stupid reason not a single one decides to actually attack an enemy vessel so the hyperdeny will activate, lock the opposing fleet in place, and then blow them all up.
Instead, a few ships are blown up, and then the "advanced automation system" decides to wait a second of two to re-select targets, during which time the hyperdeny is down, and the enemy can just warp away.
This turns fleet engagements into wet noodle fights, it's ass.
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>>2455570
>Disappointing to say the least

Is there even much attempt to fix some of these issues? Games been out 4 years and still full of stupid issues and bugs it appears. This one seems like something that would be a top priority patch to fix asap..

As for the AAR, you gave it a good shot & for that I salute you.
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>>2457551
>Is there even much attempt to fix some of these issues?
I couldn't say really. I'd have to trawl through the game's patch notes which, to the developers credit, are rather extensive and all consolidated into one big record of past changes:
https://ftp.matrixgames.com/pub/DistantWorlds2/whatsnew.pdf
The ones I can think of off the top of my head are the changes to hostile nebulae. It used to be that they'd damage ships without ion shields really quickly as a technological gatekeeping mechanic for exploration. But sometimes the damage would trigger multiple times a second, way more than it was supposed to, and blast anything with ion shielding down to zero and then the rest of the ship. Also, even when this mechanic worked as intended, things like stations couldn't be built in hostile nebulae because the stations would just get blown up by the damaging effects over and over and it was a dice roll to see if the first randomly selected component to be built would be an ion shield (and then pray the damage triggers didn't rapidfire). That's all been fixed, so the possibility of issue resolvement has precedent.
That said, stuff like fleets running out of fuel because the pathing doesn't account for angles, fleets won't automatically make pit stops to top off, or they decide to fly through a nebulae, and then get stuck slowboating for decades (in game-time) is still really common.
>As for the AAR, you gave it a good shot & for that I salute you.
I do wanna finish this one out. I just might not but as much effort into the embellishments.
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Every time I try to play this I run into some game breaking bug with the shakturi that ruins my save.
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>>2455175
I fight a big war, i have to scale my fleets, and none of my ideas are good. I remember specifically rage quitting because i pressed upgrade on a fleet and they turned into regular destroyers instead of the custom ship design i made. I wasnt even playing on galaxies big enough to male gas stations.
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>>2457450
Mostly I play to watch little trade ships trade and make the big trade lanes. Both one and two are about equal for this, with 2 being slightly better.
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>>2457614
>none of my ideas are good
Blasters are the way to go for pure kill everything DPS. Missiles don't have damage falloff and are great for kiting but their fire rate is very slow.
And yeah, the upgrade system is one of those things that is just stupid and defaults to a developer vision that doesn't make any sense in practice.This is one of the bits of the game that I do not mind having 100% manual control over, I find it fun to manage. Also because when I don't it does the exact same thing you described to me, the upgrades are borked.
My method when upgrading ships is to select the design I want to upgrade, then start designing the new version with the "Copy as New" selection (pic related top). NOT the "Upgrade" one (that feature is too stupid in what it defaults to). Then after getting the ship to the point I want, I make sure the retrofit path (pic related middle) is set to (None). Save design.
Then I go back to the ship design I want to upgrade, and manually set the retrofit path to the design I want (since, it too, like the new design was set to (None) for the retrofit path).
THEN I go to my fleet templates and select what I want the fleet to actually be comprised of (pic related bottom). Making sure your Fleet Templates are what you want is important, when you press the "Upgrade" button on your fleets, this is where all the relevant data for what the fleet is going to upgrade is.
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>>2457583
I did start consistently crashing in my Lone Pirate playthrough some time after the Shakturi showed up. The pirate empire one I had them turned off so no crashes there I just kind of gave up on that game.
Hearing that it's happening with you as well is disheartening. Here's hoping I don't run into the same issue.
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The past six years have been an eventful time for the Deep Ones. Their operations against the Inyde and Kumminur hive minds has escalated into official declarations of war, with four colonies successfully captured by the Monarchy.
Things had slowed down from the initial scramblings to a methodical march. Multiple requests from the Kumminar Conformity had been made to cease hostilities, but the Monarchy was intending to see the total conquest and absorption of the Kumminur empire into their own. Success need not be rushed.
And the, om November the seventh, 2911, the Monarchy got the worst news they could have possibly received since the Shakturi showed up.
The Daidalun Consciousness was on the war path again. This time, it was against the Dirrans.
The Astute Yvibir League was years gone by this point, the Teekan Consortium before that, other empires lost from memory. The Monarchy faced a critical moment.
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Hold the fuck up...
The defense pact partner has 22 fleets in a system neighboring a solitary world they've been at war with for something like, I dunno, 50 years. The AI doesn't seem to want to commit to a land invasion, even though it has multiple fleets to do so...
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>>2458128
Yeah I got nothing for this. They're all crowded around a fuel station but they aren't low enough to need a top off. All of their orders are "Move to Troxean Major 3 mining station" which they all seem to be attempting to do with their wiggling but why the order isn't being completed is beyond me. The station isn't out of fuel, only about a fourth of the cargo bays are even reserved so it's not a logistics issue.
Anyways. The plan is to try and goad the Daidalun into attacking us by bombing and invading some of their worlds. Maybe that'll spur these guys to action.
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Days after the war declaration, seven new war fleets for the Monarchy are authorized for production from the vast reserves hoarded just for this occasion. A battle group of existing fleets stationed in the allied system of Duiqryv receive the orders they've felt dreaded and anticipated for decades.
Their first target, a Teekan world in a nebulae named Ryihe. The less defended of the two Daidalun systems at the border of the defense pact partners, it would serve as an operations test for the war to come.
It went poorly. Planet successfully conquered, but the Daidalun planetary shielding technology is impervious to the Deep One's current bomb tech. Oops. Had to land troops without breaking the shield first, which damages them. Lost a troop transport in the process and it was probably more than half full of troops too when it got spaced. One ship out of a fleet of twelve, to put it in a sort of ratio context. Not disastrous, but man it's not good.
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Meanwhile, on the other side of the galaxy...
The war against the dual hive minds was winding down, but not before a grand finale. The Deep Ones had negotiated a peace with the Inyde and focused attention on a decisive strike against the Kumminur Consciousness capital, Kumminur 1, in the Kumminur system real imaginative namers, those bugs. Victory by the Deep Ones was achieved July seventeenth, 2912. Whether a ceasefire would be called depended on the Kumminurs' willingness to end their war with the Dirrans, but no negotiations had been made as of yet.
Also in other news: The Dirrans themselves had already lost a planet to the Daidalun. Scouting reports of the ground forces deployed by the Daidalun at that location revealed an invasion force that was at least double the size of the combined (and currently split) ground forces of the Deep Ones. And it was one invasion fleet of dozens.
The Daidalun were furious by the Monarchy's takeover of one of their systems, but no declaration of war had been made...
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...Perhaps it was time for the Monarchy of the Deep Ones to enact their contingency plan...
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>>2457814
If they don't crash their fleets will bugout and start teleporting around space, or the pylon quest will bug and not be completable. It's always something. I tried submitting a ton of bug reports with save files but they never fixed shit.
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>>2460984
Well. Shit then. I actually just got in the mood to continue this story but now I'm not so sure.
At any rate I guess the play for future playthroughs is to just turn the Shakturi even storyline off. Or just play a different game.
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It hasn't been the smoothest for the Deep Ones these past few years. The war against the Kumminur Conformity has stalled on a recently conquered world that requires all forces present planetside to prevent any rebellion until assimilation is complete. With the consideration that the planet in particular is a homogeneous Boskaran world, the eastern theater is currently at a standstill.
The contingency operations against the Daidalun Consciousness have proven to be... unexpectedly effective. While the intent was to goad the Daidalun into war against the dual defense pact partners was never realized, war between the Daidalun and Dirrans was ended soon after the Deep Ones secured the second of their two targets between themselves and the Kuristar Conformity. The Dirrans, as part of their efforts to end the multiple wars they had been embroiled on, accepted vassalage to the Atuuk Kingdoms. Perhaps the intent of the Dirrans is to use the Atuuk as a buffer state between them and the Daidalun who were easily conquering Dirran territories.
At any rate, the Monarchy reviews the situation and realizes that, despite the bizarre allegiances and borders, this is the first time in the better half of a century that the non-bug factions of the southern galaxy have finally stopped shooting at each other.
The contingency plan is ordered to stand down... again... for now...
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Two years later, before any meaningful reconciliation could be made, the space bears decided to go full retard.
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It's not looking good for the Dirra Territories. Any possibility of the Atuuk Kingdom serving as a buffer state doesn't hold up to the scrutiny of the sheer mass of the Daidalun swarm. Fleets of the hive mind descend upon the galactic south, with little in the way of resistance to stop them.
The war between the Deep Ones and the Kumminur is scheduled to end soon. Risking rebellion on the resistant colony, a skeleton garrison was left behind while the ground invasion forces were ordered to press on with their mission of total conquest of the Kumminur Consciousness. The plan is simple. Besides just ending one war, if this hive mind is conquered, all assets will become property of the Monarchy, and eligible for retrofitting to much higher standards of combat capability.
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October 2nd, 2917.
The Kumminur Conformity has been officially eliminated. Over the next few days remnant forces of the Kumminur would continue to attack the fleets and bases of the Monarchy. More often than not, however, the former Kumminur combatants would heed to orders to stand down and relinquish control to the Deep One admiralty.
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hello thread
could someone tell me what DW2 has over the first one? i only played the first one and, after not playing this game in years, i'm in the mood to try it again
convince me to try dw2 instead
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>>2464064
>could someone tell me what DW2 has over the first one?
nothing really, i suppose stability and performance. the factions are a little more fleshed out i suppose.
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Oh my fucking god managing 1638 new additions to the fleets is so ass. Standby, I am attempting to unfuck this situation.
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1638 new transponder additions to the Monarchy's spaceforces...
...It sounds like a lot, and it is, but that number, while the actual amount, can be considered to a practically inflated. The vast majority of those new vessels are going to be privately owned civilian craft that upgrade themselves to Deep One standards of their own accord. Eventually. A few new monitoring stations providing intelligence on the going-ons of the Inyde Conformity and research stations make up a handful. But the most head-ache inducing problem would be the ~380 new military ships that are now just idling about what was previously a warzone.
After a tally of the acquired forces, the Monarchy decides to retire the escorts and frigates. Any hull of a larger class is slated for retrofiring.
Total gains are:
>Battleships : 27
>Cruisers : 60
>Destroyers : 67
The only real interesting thing to note about the former Kummiur Heavy Battleships is that they are of a larger hull size than the current smaller (but much more advanced) Deep One Battlecruisers. While the Monarchy does have the technology to design Heavy Battleships, the current situation just doesn't have much time to devote to upgrading the current designs. This round of retrofitting Boskaran designs to Wekkarus is no exception.
Current Deep One fleet doctrine also puts a solitary Battlecruiser in each of their warfleets as fleet command vessels. The notion of commissioning 27 new warfleets is briefly considered, but quickly dismissed. Even with the new cruisers and destroyers, there simply isn't enough in the coffers to make up the difference in even the smallest class of ships, the frigates, and that's including the 97 frigates of the Frigate Fleet that were consolidated into a fleet after being trimmed from previous doctrines during reforms. Incidentally, this also gave Murubi Prime another nickname among the spacers, "Murubi Prime, where frigates go to die."
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>>2464064
They're basically the same game. DW2 just has 3D graphics and firing arcs, QOL improvements, and I guess the biggest difference is ship design moving to a slot/hull class system instead of research upping the size limit and you just building the biggest thing you can build all the time. Generally frigates or destroyers are the most cost-efficient damage dealing ships with cruisers and battleships/carriers playing supporting roles. Every race's shipset has different weapon/defense/engine/utility slots as a result, and different weapon mount points and firing arcs. The ship design automation is not very good though so you can go for whatever kind of military doctrine you want and still do fine against the AI.
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>>2464064
The biggest change is that ships have hardpoints so all races feel very different and there's no real sublight part of the game, but you're still locked to your starting system before you get better drives.
A more minor change is that mining stations are proximity based so you only need one for a bunch of asteroids rather than one per asteroid. Research station implementation is also better. And the story quests are a bit more interesting, but many turn them off for a more sandboxxy game.
The games are very similar otherwise.
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How steep is the learning curve of this game? I haven't played a lot. Thinking of jumping right back in, what am i in for? I guess i'll watch a few yt tutorials.
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>>2464747
As steep as you want it.
You can just leave most things automated and only pay attention to a couple at a time until you learn them.
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>>2464747
It's one of the more complicated games in the genre, but if you've played other Space 4X games the core experience should be familiar. DW is heavily inspired by the Space Empires games in particular.

The game by default pretty much plays itself so it's not that hard to get going, though you can and should play around with the automation settings and configure them to your liking.
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>>2464690
>The ship design automation
Automation is terrible but I remember pretty well in distant worlds 1 that you could auto win just by loading your ships with guns. It was a bit silly.
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>>2465917
This one is a bit better since hulls have fixed amounts of weapon slots, like 1-3 for escorts up to like I think 20+ on certain battleships, with a point buy system shared between weapons, defense, engines, and utility, but the automation for some reason has no concept of firing arcs or slots clearly designed to be used for PD, or slots clearly not designed to be used for PD, so it'll do wacky things like put PD in slots that can fit L-size weapons and then put an S-size weapon in a slot that could have fit that PD instead, so auto designed ships tend to have like 50% or less of the DPS they could have if designed intelligently.
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>>2464690
>The ship design automation is not very good though
That's a bit of an understatement... for reference, vid related is my design list after acquiring all the new ships from the Boskaran empire I conquered. I had maybe 20, probably less, separate state ship designs.
>>2465095
>Space Empires
I've never heard of this series, but the third game looking like it does definitely shares some UI similarities to Distant Worlds.
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April 12th, 2918.
The forceful takeover of Daidalun planets has failed in the attempt to goad the bugs into a retaliatory declaration of war against the Defense Pact. More planets have since succumbed to the bug hordes, and more drastic measures to curb Daidalun growth have been authorized.
In the Icebu system, within Daidalun territory, and certainly within their long range scanners, seven fleets have assembled. One of which includes the World Destroyer. Hyperdrives are spooled up, navigation coordinates are set, and the six other fleets will be given a headstart of five days before the Shatterer will follow. The target is is a world in the Daidalun system, a planet named Bloulid, Capital world of the Consciousness.
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