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RE: Distant Worlds 1.0.4 Public Beta Now Available

 
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RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 2:40:01 PM   
Krippakrull

 

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quote:

ORIGINAL: atlana

i encountered a strange behavior, or rather lacking of a behavior;

I use one of my cruisers (usually the only one at the beginning of the game ) in the beginning to roam the galaxy by hand, to investigate "strange things/coords" that pirates sell me, or that ruins tell me about.

And it happened with the 1.04 Beta 2 more than thrice that around an abandoned starbase in the middle of nowhere, that have some derelict ships floating in a non-warp zone, that i can not take ownership of them all, as it usually happens when approaching them.

Bug or design?

I got a save-game if wanted.


I too was a bit confused by this the first time I saw it, though having found other ships in the same situation you will know what to do.

Sometimes derelicts are a bit too far gone to just be boarded and started up. What's the type of ship you have that's design to get other ships and bases up and running? ;)

(in reply to atlana)
Post #: 181
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 2:45:00 PM   
taltamir

 

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when you find derelict ships they will be in one of two states:
1. unharmed but abandoned.
2. damaged

If 1 is the case, you just need to get near and you get them. (sometimes it doesn't trigger, in which case you can right click and select "investigate")
if 2 is the case, you need to send a construction ship to repair it, once it is repaired you will gain control of it.

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Post #: 182
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 2:48:32 PM   
Axefire

 

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Sometimes you need a construction ship to repair those ships.

(in reply to atlana)
Post #: 183
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 2:55:21 PM   
Spacecadet

 

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quote:

ORIGINAL: taltamir

when you find derelict ships they will be in one of two states:
1. unharmed but abandoned.
2. damaged

If 1 is the case, you just need to get near and you get them. (sometimes it doesn't trigger, in which case you can right click and select "investigate")
if 2 is the case, you need to send a construction ship to repair it, once it is repaired you will gain control of it.


Actually in case #1 I've found that you need to check it out with an Exploration ship to trigger it.


How about case #3?
I've found an abandoned ship that neither an Exploration nor a Construction ship will do anything with.
Oh, an this abandoned ship has a PRIVATE tag on it . . .









(in reply to taltamir)
Post #: 184
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 3:30:47 PM   
taltamir

 

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quote:

Actually in case #1 I've found that you need to check it out with an Exploration ship to trigger it.

Right click and select investigate, I have used construction ships, capital ships, etc...

quote:

How about case #3?
I've found an abandoned ship that neither an Exploration nor a Construction ship will do anything with.
Oh, an this abandoned ship has a PRIVATE tag on it . . .


That isn't an abandoned ship, that is a ship that suffered heavy damage but was not finished off (most likely a pirate ran out of fuel before finishing it off and left)... that you are seeing a private tag means its probably one of your empire's private ships... you should be able to repair and have it go back on its merry way. but you can't claim it

< Message edited by taltamir -- 4/26/2010 3:31:08 PM >


_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Spacecadet)
Post #: 185
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 4:04:20 PM   
Spacecadet

 

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quote:

ORIGINAL: taltamir

quote:

Actually in case #1 I've found that you need to check it out with an Exploration ship to trigger it.

Right click and select investigate, I have used construction ships, capital ships, etc...

quote:

How about case #3?
I've found an abandoned ship that neither an Exploration nor a Construction ship will do anything with.
Oh, an this abandoned ship has a PRIVATE tag on it . . .


That isn't an abandoned ship, that is a ship that suffered heavy damage but was not finished off (most likely a pirate ran out of fuel before finishing it off and left)... that you are seeing a private tag means its probably one of your empire's private ships... you should be able to repair and have it go back on its merry way. but you can't claim it


Nope, Construction ship doesn't come up with the "Hammer" to repair it - I can "go to" it, but I can't do anything with it.

This ship is in a System that was originally inhabited by Pirates.
When I came and claimed the System I found a couple of abandoned Military ships (which I claimed & retired for research) and this ship orbiting my new Planet.

It's actually a pretty good sized ship.









< Message edited by Spacecadet -- 4/26/2010 4:05:11 PM >

(in reply to taltamir)
Post #: 186
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 4:46:34 PM   
Erik Rutins

 

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Hi guys,

Just a quick note to say that we are getting very close on 1.0.4 Beta 3. It will probably be ready tomorrow and I expect that you will like it a lot better than Beta 2 both in terms of the latest round of changes to economic balance, further improvements to the automation and bug fixes.

Regards,

- Erik

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CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to Spacecadet)
Post #: 187
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 5:17:48 PM   
atlana

 

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actually yah, there was a glitch, could EXAMINE/INVESTIGATE, but after a reload of the save-game, it did worked (used a construction ship to get close, see if it'd repair, but gave me the INVESTIGATE option instead, which triggered ownership change.)

(in reply to taltamir)
Post #: 188
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 5:57:58 PM   
Gertjan

 

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Hi Erik,

That sounds great. Do you care to elaborate on the automation improvements? THanks in advance!

(in reply to atlana)
Post #: 189
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 6:05:28 PM   
atlana

 

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hum, I can understand if the AI & game engine are calculating a specific value of a piece of technology, but...it's rather impossible (w/o cheating) to have that kind of cashflow (shown here for 3 million credits) at that stage of a game (year 2767).

There needs to be a sub routine that 'catches' such 'illogical behavior'.






Attachment (1)

< Message edited by atlana -- 4/26/2010 6:06:08 PM >

(in reply to atlana)
Post #: 190
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 6:27:08 PM   
ASHBERY76


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From: England
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That is their races supertech and they should not be selling it in the first place.

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Post #: 191
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 7:05:59 PM   
Webbco


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I agree with Ashbery, why on earth would they sell their supertech this early in the game? For whatever reason?

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Post #: 192
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/26/2010 9:59:26 PM   
Gertjan

 

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I dont agree that they should never sell it. Everything has its price.

(in reply to Webbco)
Post #: 193
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 12:07:23 AM   
taltamir

 

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quote:

ORIGINAL: Gertjan

I dont agree that they should never sell it. Everything has its price.


Exactly! what they should be doing is demanding as much tech from me as will fit in the 3 million envelope AND money to match....

and btw, its fairly trivial to have that kind of cash when you are winning the game to speak...

_____________________________

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Post #: 194
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 2:00:38 AM   
OberonDark

 

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Joined: 3/29/2010
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An auto refueling problem: I told my fleet to go save my mining station from imminent pirate destruction. They had about 3/4 fuel. I'm like, "yeah, go go!" They skip it and go to the gas station RIGHT NEXT TO IT to refuel, even though they have 3/4 fuel available. The gas station is destroyed and the pirate escapes. We should either be able to override auto-refuel or actually have it function when fuel is very low.

(in reply to taltamir)
Post #: 195
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 2:02:46 AM   
taltamir

 

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quote:

ORIGINAL: OberonDark

An auto refueling problem: I told my fleet to go save my mining station from imminent pirate destruction. They had about 3/4 fuel. I'm like, "yeah, go go!" They skip it and go to the gas station RIGHT NEXT TO IT to refuel, even though they have 3/4 fuel available. The gas station is destroyed and the pirate escapes. We should either be able to override auto-refuel or actually have it function when fuel is very low.


was it a manual design? maybe auto refuel triggers based on an absolute amount of fuel rather then a percentage...

_____________________________

I do not have a superman complex; for I am God, not Superman.

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Post #: 196
RE: UPDATED: Distant Worlds 1.0.4 Public Beta 2 Now Ava... - 4/27/2010 9:26:54 AM   
Smitemeister

 

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Where is the betapatch to be found? cant find it anywhere.

(in reply to Erik Rutins)
Post #: 197
RE: UPDATED: Distant Worlds 1.0.4 Public Beta 2 Now Ava... - 4/27/2010 10:37:55 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
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quote:

ORIGINAL: Smitemeister

Where is the betapatch to be found? cant find it anywhere.


At the top of the screen there is a button that says "members", between "home" and "forums"
click on it.
then login
then click on "My Games" on the right.

it will show something like:
Games Registered
Distant Worlds <date> Private Downloads

At which point you need to click on "Private Downloads", there you would find the beta patch.

be aware that while many aspects were improved and rebalanced, the 1.04 beta 1 and beta 2 are prone to crashing (much more often then 1.03). Thats why they are called beta.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to Smitemeister)
Post #: 198
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 6:50:19 PM   
teri

 

Posts: 13
Joined: 4/26/2010
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awesome game if it would be like this most of the time:
Beschreibung:
 Stopped working

Problemsignatur:
 Problemereignisname:    CLR20r3
 Problemsignatur 01:    distantworlds.exe
 Problemsignatur 02:    1.0.3.0
 Problemsignatur 03:    4bbdb0db
 Problemsignatur 04:    DistantWorlds.Types
 Problemsignatur 05:    1.0.0.42379
 Problemsignatur 06:    4bbdb0c7
 Problemsignatur 07:    25e
 Problemsignatur 08:    1ba
 Problemsignatur 09:    System.NullReferenceException
 Betriebsystemversion:    6.1.7600.2.0.0.256.1
 Gebietsschema-ID:    1031

and managing a >1k star empire with the one unit at a time mode

(in reply to Erik Rutins)
Post #: 199
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 9:01:35 PM   
Tyranicus

 

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Any word when Beta 3 is gonna be out?

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Post #: 200
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 9:10:27 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Tomorrow, we hope.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Tyranicus)
Post #: 201
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 9:41:46 PM   
Tyranicus

 

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Thanks Eric! It's givin' ya a hardtime on this one huh?

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Post #: 202
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/27/2010 11:18:48 PM   
RViener

 

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Erik, I've generally been supportive of the process of updates but it has been a month since release and there have been 3 official updates and 3 or 4 beta updates and to tell you the truth the vast majority of issues are fixes to get the game to where it was expected to be. This is not just my opinion but reflected in the "What's New" readme that comes with each update beta or final. What should be made clear is what the intent of this process is. There is clearly a disagreement on what the game was expected to be and what it is as of now. Most of the improvements simply are to get the game to where it should have been upon release. There are still some bugs that are game breakers but for the most part what should be happening now is for you to get the game to be internally sound that is , in my opinion, to make the rules and structure transparent, understandable and consistant.
A Beta is a Beta. Why must you delay and delay release of a Beta if the purpose is to provide external testing for the program. Maybe you should be more clear on what you are trying to "improve" at each iteration rather than annoucing on release what you did. If there was a more coherent plan with each release I would understand the "big picture" better and maybe us Beta testers would have a better idea of what to look for. I guess what I'm saying as an example, is maybe a narrower focus on certain larger issues is in order i.e. "automatic" sounds neat but maybe making all functions totally automatic can't be done in a single update because the feedback is not available until testing is complete. Is it beyond the scope of the program to have an AI be able to accomplish the task? Whereas re-adding a button to a screen is several orders of magnitude easier.
I hope this makes some sense. Sorry for the rant.
Bob Viener

(in reply to Tyranicus)
Post #: 203
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 12:04:06 AM   
Erik Rutins

 

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From: Vermont, USA
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Bob,

This beta is taking longer than expected because of the amount of economic rebalancing we had to do, which is not something we expected to have to do after release (we already went through this well before release). The previous two 1.0.4 Betas also had more bugs than we would have liked, so we are trying to be more careful with this one. We more or less overhauled the economy again after Beta 2, we didn't just tweak it, but I think you will all be happy with the results. We hope it will release tomorrow and will become official by the end of this week or next Monday.

When you say we should go ahead and release it whenever as it's a beta, unfortunately things don't work that way. You can look at the feedback across the entire forum since 1.0.4 Beta was released. By and large, people are speaking about beta issues and beta balance as if it is the official release. As much as we want to continue the public beta process to give you all input into these updates, we also can't just dump an untested build on the public, we need to give it a test ourselves first and balance-testing is quite time consuming.

I expect that 1.0.4 Beta 3 will make a lot of people happy and 1.0.4 official should be a very good release. I believe the balance is much better and the fairly ambitious goals we set to improve how other parts of the game work should be fully realized once 1.0.4 goes official within about a week from now.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to RViener)
Post #: 204
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 1:28:35 AM   
Tyranicus

 

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Found one more bug. The shields that the Zenox have the Megatron Z4 are still considered "Latest Design" even when Im researched up the tech tree.

(in reply to Erik Rutins)
Post #: 205
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 5:09:58 AM   
NativeTexan

 

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Possible Bug:

I paid a pirate group for six months of protection and then sent a fleet
to attack their base. The base did not shoot back at my attacking ships.
When the six months of protection elapse the base would then shoot at my attacking ships.
Tested with beta 1.04 v2



< Message edited by NativeTexan -- 4/28/2010 5:11:44 AM >

(in reply to Tyranicus)
Post #: 206
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 7:08:54 AM   
Okim


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From: Russian Federation
Status: offline
Hmm. That`s a very nice exploit! Pay the most powerful pirates for their protection and then crush them without any retaliation :)


(in reply to NativeTexan)
Post #: 207
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 12:41:54 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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quote:

ORIGINAL: NativeTexan
I paid a pirate group for six months of protection and then sent a fleet
to attack their base. The base did not shoot back at my attacking ships.
When the six months of protection elapse the base would then shoot at my attacking ships.
Tested with beta 1.04 v2


Thanks, this should already be fixed in the next release, which is due out today.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to NativeTexan)
Post #: 208
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 2:23:00 PM   
Fishman

 

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quote:

ORIGINAL: Okim

Hmm. That`s a very nice exploit! Pay the most powerful pirates for their protection and then crush them without any retaliation :)
I don't think there are any such powerful pirates. Pirate bases always suck, and I have frequently seen them get accidentally destroyed by explorers. One time a pirate base even lost a shootout against a colony ship. Colony ships aren't even ARMED!

(in reply to Okim)
Post #: 209
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/28/2010 3:44:51 PM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
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IIRC pirates can sometimes use your ship designs, so if you design a powerful and well-defended gas mine they can eventually use it and thus become a bit more powerful than usual.

(in reply to Fishman)
Post #: 210
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