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New v1.0.5.7 Public Beta Now Available! - 6/29/2010 7:51:07 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Thanks again for your patience and support while we continue to improve Distant Worlds. This is a MASSIVE update, so please read through the change list very carefully. The v1.0.5.7 Beta includes many changes just since the v1.0.5.6 Beta, in almost every section of the change list.

We recommend that if you are experiencing any serious issues with the 1.0.4.9 official update, that you give this beta update a try. This update will NOT work with existing saved games (including saved games from 1.0.5.6 Beta), so please be sure to finish any games you have in progress before giving this a try.

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of Distant Worlds, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.

Please note that once this becomes official, it will be available through our normal download and update process (in the Latest Downloads section and through the "Check for Updates" link on your game menu) but we do not like to release public beta updates widely until we are sure they are good to go.

v1.0.5.7 Public Beta – June 29, 2010

Public Beta Update

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.

Also, this update may reset the automation settings in your Options screen. Please open the Options screen again to adjust them to your preference. Please note there are many new settings as well that you should check and set to your preferences. Apologies for any inconvenience.

Note that there is a change to the new fleet behavior from 1.0.5.6, where refueling/gathering automatically kicked in. Now this behavior is opt-in, i.e. you have to specifically request it by selecting these new mission types (from the pop-up menu or by using the ALT key). See the Improved Fleet Operations notes below for more details.

Bug Fixes:

1. Fixed bug where construction ship would occasionally get stuck in loop rebuilding same item at same location
2. Fixed crash that occurred when bombarded the last colony of an empire
3. Fixed crash in new Diplomatic Message Queue (at top-left of screen)
4. Fixed tech bonus received from disassembling advanced ships - now much lower than before and focussed in area where disassembled ship is advanced (e.g. torpedo weapons, shields, etc)
5. Fixed some special cases where military ships may not always attack an enemy in a timely manner
6. Fixed crash that occurred when you colonized a planet that previously had a blockade and was then bombarded to extinction
7. Fixed bug where ships would sometimes not attack targets (engagement range was corrupted)
8. Fixed bug where abandoned ships and bases with RepairBot components were auto-repairing themselves prior to discovery (e.g. in debris fields)
9. Fixed bug where independent colonies were not generating their own defending militia. This makes independent colonies more difficult to invade
10. Long range sensor display is now properly updated in galaxy view when ships/bases retrofitted with better sensors
11. Resupply ship designs now need only 25% of their components to be either cargo/docking bays/gas extractors (previously was 30%). This ensures that default designs are valid
12. Fixed the following bug: 1) discuss negotiating an end to war with a warring empire in diplomacy screen, but do not end the war. 2) then discuss a trade offer with another empire, including a request to "declare war on XXXX" 3) clear the offered items using the button at the bottom of the screen 4) instead of clearing, the offer changes to "end our war with you"
13. Fixed bug where player is sometimes not notified of an end to war with another empire
14. Fixed bug where newly colonized planets sometimes rebel due to high taxes
15. Fixed rare bug where colonized planets will no longer allow investigation of ruins (this could also lead to exploration ships clustering around the planet)
16. Quameno and Zenox no longer repeatedly offer knowledge of the same secret location
17. Scrapped long range sensors no longer leave sensor range on the galaxy map
18. Fixed a bug where crash research was not completing when you traded that tech with another empire
19. Diplomacy messages (top-left of screen) now correctly use custom race images if a theme is in use
20. Fixed a bug where some races and starting locations where swapped in some situations
21. Fixed a bug where you could colonize ice asteroids
22. Fixed a bug where ships and bases would sometimes have more docking bays or construction yards than specified by their design
23. Fixed a crash that sometimes occurred when zooming
24. Fixed a display problem (garbled fonts) when viewing information on construction yards in the Component Guide (Design Detail screen)
25. Fixed a bug where investigating an abandoned ship or base sometimes caused an infinite loop of messages
26. Fixed another crash that sometimes occurred after using a planet destroyer
27. Fixed a bug where Galaxy Map screen was no longer showing potential colonies
28. Ensured that empires do not perform spy missions against themselves
29. Fixed another rare GxBO crash
30. Fixed tutorials (were broken in 1.0.5.6 beta)
31. Fixed images for refugee ships (discovered from some ruins)
32. Fixed situations where wars or trade sanctions would sometimes unilaterally end without negotiation

New Feature: Habitat Quality determines colony value (income and max population)

1. Colonies with quality below 50% cost an empire money to maintain, instead of earning income
2. Continental and marshy swamp planets usually have high quality, desert and ocean medium quality, ice and volcanic low quality. But there are occasional exceptions to this, with some high quality ice and volcanic planets
3. Abundance of quality planets can be altered with new slider setting in galaxy settings at game start
4. Home system favorability determines quality of home planet – planet type is now determined by native planet type of race
5. Each race receives a 10% maximum population bonus for their native planet type
6. Independent colonies now always have a quality of at least 50%, making them always worth colonizing.
7. Planets and moons with Quality below 50% are also listed in red in the Expansion Planner (along with those in hostile territory).

More Realistic Colonization and Migration:

1. Cannot build colony ships at a colony until population reaches a threshold of 100 million
2. Colony ships take population from the colony they are built at (e.g. 10 million people)
3. Some new colonization tech increases population growth rate for colonies (as well as unlocking new colonization components)
4. When planet type is not native type for a race, then population growth rate is slower, BUT colonization research progressively improves the growth rate for these non-native planet types
5. Passenger ships now carry less people when migrating

Planetary Combat and Rebellion Changes:

1. Troops now receive a 10% bonus when fighting on their native planet type (for either attack or defense)
2. Troops now have higher deterrence of rebellion/defection at colonies
3. Rebelling colonies may raise militia forces (their own troops) to battle garrisoned empire troops
4. Independent colonies recruit their own troops to deter invasion
5. When conquered colonies rebel against their new owners, they are likely to return to their previous empire instead of simply becoming independent, but if a rebelling colony with quality below 50% leaves an empire, it will generally become independent instead of joining another empire (because it is a net drain on an empire)

Automation and AI Improvements:

1. Empires are now more likely to invade independent colonies that are likely to resist colonization (due to racial animosity)
2. AI colony tax rate setting is now more accurate and less prone to 'jumping around'
3. Target prioritization altered so that distance is more important, i.e. closer targets more preferred - thus in wars, AI empires much more likely to attack border colonies, thus maintaining more coherent empire borders
4. Improved AI colonization logic so that AI empires expand better
5. Increased targeting priority for enemy colonies so that they are more likely to be invaded when at war
6. Construction ships and colony ships now remember dangerous areas (pirates and space creatures) and attempt to avoid them. This information is also reflected in the warnings in the Expansion Planner screen for colonization and mining targets
7. Automated ships in a fleet will make a better effort to keep themselves loaded with troops

Improved Fleet Operations:

1. New fleet mission types: Prepare and Attack, Prepare and Bombard: if the fleet requires refueling or is dispersed then the fleet will first refuel or gather prior to attacking/bombarding the assigned target. To assign these new mission types either select them from the right-click pop-up menu (when zoomed out to sector or galaxy level), or hold down the ALT key when right-clicking a hovered target (i.e. attack or bombard).
You can fine-tune how this behavior works in the new "Fleet Attack Settings" section of the Empire Settings screen (from Game Options). This allows you to specify when fleets will refuel or gather before engaging in attack/bombard missions.
2. Changed behaviour of fleets when attacking or bombarding planets: will not complete their mission until all ships in the fleet have arrived at the target planet (even when the fleet cannot otherwise carry out the mission, e.g. no troops to invade)
3. Fleet load troops command - right click fleet for pop-up menu item, or use new button in Fleets screen (F8)
4. Ships in fleets will make a better effort to remain together, new ships assigned to fleets will travel to the fleet location after completing their current mission
5. Troop loading for individual ships and fleets will now pick up more troops from each colony

New Target Engagement Stances and Improved Ship Behavior:

1. New Auto-Engagement Stance: engage targets when attacked, engage nearby targets, engage system targets
2. New default Empire-level engagement stances for mission types: patrol, escort, attack/bombard, other (See Game Options screen, Empire Settings sub-screen)
3. New Empire overkill factor, determines firepower (and thus number of ships) auto-assigned to targets within engagement range: 1:1, 1.5:1, 2:1, 3:1, 5:1 (see Game Options screen, Empire Settings sub-screen)
4. Set engagement stance for an individual ship or an entire fleet: use the comma key to cycle settings when an individual ship is selected
5. More careful evaluation of targets – ships do not auto-attack bases (e.g. pirate bases) stronger than self unless other nearby forces available
6. Manual attack mission assignment always sticks with assigned target until complete
7. Auto-refuel refinements – ships do not auto-refuel when colonizing or invading a colony
8. Fine-tuned ship maneuvering when firing weapons at moving targets so that target movement is better accounted for when attempting to maintain ideal firing range
9. Ships will no longer continue an escape mission if all of their attackers are destroyed (i.e. they will stop fleeing)
10. Troop Transport ships now engage enemies more aggressively

Interface Improvements:

1. New display of diplomacy messages at left of screen - click a message to discuss with sending empire. Some important message types still popup a window as previously: declarations of war, ending wars, threats of war or trade sanctions, requests to honor mutual defense pact
2. New Slider settings in game startup to alter level of Corruption for player empire and galactic Habitat Quality
3. Design Detail screen updated - design components consolidated so that multiple components of same type are now listed as a single entry (e.g. 5x)
4. Can now select special government types for other empires in Start a New Game screen (when their race allows them)
5. Extra command buttons in Ships and Bases screen: Refuel selected ships, Retire selected ships, Scrap Selected Ships
6. Added explanation of racial bonuses at colonies in the Colonies screen (Population tab). If dominant race at one of your colonies provides a bonus (lower war weariness or higher happiness) it will be explained directly underneath overall colony happiness ("The inhabitants of XXXX are happy with you (+20)")
7. Grid row selection in expansion planner screen properly reverts to previously selected row after assign colony ship or construction ship to a target
8. Grid row selection in ships and bases screen properly reverts to row above when ships or bases are scrapped using the 'Scrap' button
9. Double-clicking a column heading in any sortable grid (e.g. expansion planner targets, colonies screen, ships and bases screen, etc) will 'forget' any sorting
10. If a planet/moon can or can’t be colonized, the details for that planet/moon will now tell you why.
11. Expanded the maximum number of colonization targets displayed in the Expansion Planner screen from 100 to 500
12. For retrofit missions, selection of the retrofit location now pays more attention to travel distance to the location, as well as retrofit time at the location
13. Galaxy backdrop no longer 'bounces' when move to galaxy edge (galaxy zoom level)

Game Balance Changes:

1. Weapon components rebalanced: Beam Weapons should now be more viable in comparison to Torpedos
2. Invading independent colonies now has less negative reputation impact than before
3. Lower reputation hit from using planet destroyer and bombarding colonies - more viable option, especially against other empires with low reputations
4. Some racial bonuses now apply to individual colonies instead of your entire empire: war weariness, mining and happiness bonuses
5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)
6. Espionage mission to change another empire's government type is now more difficult, especially against large empires
7. Player empire will no longer be offered gifts unless the other empire likes them a lot
8. Slightly expanded the spread in component tech levels in Habitation category
9. Colonies that leave an empire and become independent now lose any bases at the colony
10. In game setup, the "(Random)" setting for other empire proximity to your empire now excludes "same system" - i.e. other empires will not start in the same system as you when you select random proximity
11. Attacking non-allied military ships in your empire's systems will no longer cause any drop in your empire's reputation, though it will still negatively impact your relations with the attacked empire

Performance Improvements:

1. Improved game Save/Load performance: saving approx 2-3 times faster, loading approx 50% faster, savegame files smaller
2. Large Address Aware flag set on executable - on 64-bit Windows more memory is now available for use, eliminating any lingering out-of-memory errors. 32-bit Windows users can also configure their PC to make use of this setting
3. Improved performance when zooming
4. Added smooth keyboard scrolling and zooming: arrow keys and PageUp/Down keys now work more smoothly than before




_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.
Post #: 1
RE: New v1.0.5.7 Public Beta Now Available! - 6/29/2010 9:29:56 PM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
Great improvements (I think)! Apologies for my ignorance, but what does the following mean exactly?

quote:

new fleet behavior from 1.0.5.6, where refueling/gathering automatically kicked in. Now this behavior is opt-in, i.e. you have to specifically request it by selecting these new mission types (from the pop-up menu or by using the ALT key)


Ships don't autofuel anymore in fleets? So you will have to babysit them?

Q2: Will all these changes be put in the game help or manual somewhere? It is not always easy to follow what has changed with all the updates since the release. To have an up to date manual and game help would be fantastic!

Thanks in advance for answering my questions.

(in reply to Erik Rutins)
Post #: 2
RE: New v1.0.5.7 Public Beta Now Available! - 6/29/2010 9:44:22 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Looks like some good changes/improvements. Thanks guys.

Gertjan, I can only guess that the auto refueling is now optional for fleets. Not sure why this has been done, we'll have to see how it works out.

Apart from that, it looks like another step in the right direction. I'm glad to see more realistic colonization and migration.

EDIT: come to think of it, the auto refueling toggle for fleets might come in quite handy. I know if I've just taken an enemy system and want to hold position until fortifications are built, I don't want my fleet running off to another system to refuel.

< Message edited by Igard -- 6/29/2010 9:46:17 PM >

(in reply to Gertjan)
Post #: 3
RE: New v1.0.5.7 Public Beta Now Available! - 6/29/2010 10:19:54 PM   
Yskonyn


Posts: 189
Joined: 6/27/2008
Status: offline
As an added bonus I can now start the tutorial again without crashing. ;)

(in reply to Igard)
Post #: 4
RE: New v1.0.5.7 Public Beta Now Available! - 6/29/2010 11:47:04 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Hey Erik, again congrats to all involved for the great support.

Just a heads up, I think in the above changes it says that if you start Empires at random proximity to you they no longer start in your system.  In my first game under this new beta patch an AI empire started in the same system as me even though I set all their proximities to random.  I had the Galaxy Quality slider set down one below average, don't know if this would affect it.  I have a save to upload but its only an autosave, if you need it.

(in reply to Yskonyn)
Post #: 5
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 2:22:45 AM   
tkobo

 

Posts: 16
Joined: 2/8/2001
Status: offline
Any other place to download this,when trying to sign up for the "members club" it tells me my email is already in use,but when i enter the email and ask it for the password it tells me "no account exists" .........

Id really like to see if the saves have been fixed.

(in reply to WoodMan)
Post #: 6
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 10:26:09 AM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
I am loving large adress awareness! This is awesome@!

(in reply to tkobo)
Post #: 7
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 7:08:46 PM   
shinobu


Posts: 214
Joined: 12/12/2009
Status: offline

quote:

ORIGINAL: WoodMan

Hey Erik, again congrats to all involved for the great support.

Just a heads up, I think in the above changes it says that if you start Empires at random proximity to you they no longer start in your system.  In my first game under this new beta patch an AI empire started in the same system as me even though I set all their proximities to random.  I had the Galaxy Quality slider set down one below average, don't know if this would affect it.  I have a save to upload but its only an autosave, if you need it.




Yes- this is not working as predicted. I just started five consecutive games in which I shared a system with another race. My settings were on "Random".

(in reply to WoodMan)
Post #: 8
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 10:10:08 PM   
hidden_asbestos

 

Posts: 18
Joined: 5/6/2010
Status: offline

quote:



Galaxy backdrop no longer 'bounces' when move to galaxy edge (galaxy zoom level)

Added smooth keyboard scrolling and zooming: arrow keys and PageUp/Down keys now work more smoothly than before



This. This is more like it ! Thanks very much for these fixes, and I hope to see more UI stuff soon!


(in reply to Erik Rutins)
Post #: 9
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 10:30:19 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
quote:

v1.0.5.7 Public Beta – June 29, 2010

Public Beta Update

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.


I've just tried this and I get the following message when I try to load a v1.0.5.6 save.

'This is not a valid Distant World game file.'

No biggy I'll start another


(in reply to Erik Rutins)
Post #: 10
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 10:54:49 PM   
Griz

 

Posts: 8
Joined: 5/1/2010
Status: offline
I found a system with 2 colonizable worlds, colonized one, then some time later I either clicked yes on the "do you want to build and send a colonizer" popup or used the "build and send" button in expansion planner and it built a colonizer at the new world with ~15m pop

also, manually setting empires to Distant in setup still tends to start several of them right next to each other in one corner and leave the other side of the galaxy completely unpopulated. Average distance seems to produce a much more even distribution.

(in reply to Chris21wen)
Post #: 11
RE: New v1.0.5.7 Public Beta Now Available! - 6/30/2010 11:25:22 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Hey Erik, I think I just came across a bug in the new Beta, don't know if it existed before the Beta or not, but I've never noticed it before.

I'm playing as Human who have Better Spies +15% as a racial trait. I found a large independant colony of Ketarov and colonized it, adding Ketarov to my Empire. A popup came up saying Ketarov have joined our Empire and given us Better Spies +15%.

In the diplomacy screen now, my Empire has Better Spies +15% (from Ketarov)

The other +15% from my Humans is now gone it would seem, so I have +15% rather than the +30% that it should be. The Ketarov bonus seems to have overwritten my Human bonus instead of added to it.

Attatched is save file

http://www.fileden.com/files/2009/5/31/2462189//Better Spies Bug.zip

(in reply to Griz)
Post #: 12
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 12:30:10 AM   
Griz

 

Posts: 8
Joined: 5/1/2010
Status: offline
that didn't happen to me - colonized a Ketarov independent world as humans, ended up with better spies +33%

(in reply to WoodMan)
Post #: 13
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 3:56:08 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: Gertjan

Great improvements (I think)! Apologies for my ignorance, but what does the following mean exactly?

quote:

new fleet behavior from 1.0.5.6, where refueling/gathering automatically kicked in. Now this behavior is opt-in, i.e. you have to specifically request it by selecting these new mission types (from the pop-up menu or by using the ALT key)


Ships don't autofuel anymore in fleets? So you will have to babysit them?

This change just means that the previous behavior in 1.0.5.6 is now optional, you have to specifically request a check for refueling or assembling prior to an attack. Previously in 1.0.5.6, when you assigned an attack or bombard mission, the entire fleet would automatically head off to refuel if some of the ships needed refueling. This no longer happens unless you request it using the new options described (ALT key, etc). And even then, the check for refueling or assembling may decide that your fleet is ok and doesn't need to refuel yet.

However the auto-refueling behavior of individual ships is still present (since 1.0.4), so fleet ships will still auto-refuel when needed.

quote:


Q2: Will all these changes be put in the game help or manual somewhere? It is not always easy to follow what has changed with all the updates since the release. To have an up to date manual and game help would be fantastic!

We're hoping to update the Galactopedia in this patch.

(in reply to Gertjan)
Post #: 14
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 3:57:52 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: WoodMan
Just a heads up, I think in the above changes it says that if you start Empires at random proximity to you they no longer start in your system.  In my first game under this new beta patch an AI empire started in the same system as me even though I set all their proximities to random.  I had the Galaxy Quality slider set down one below average, don't know if this would affect it.  I have a save to upload but its only an autosave, if you need it.

This has been improved for the next build.

Note that in small galaxies, it's not possible to guarantee that this always works as expected - sometimes there's no other suitable location. But this is now much less likely to occur.

(in reply to WoodMan)
Post #: 15
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 4:01:14 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: shinobu


quote:

ORIGINAL: WoodMan

Hey Erik, again congrats to all involved for the great support.

Just a heads up, I think in the above changes it says that if you start Empires at random proximity to you they no longer start in your system.  In my first game under this new beta patch an AI empire started in the same system as me even though I set all their proximities to random.  I had the Galaxy Quality slider set down one below average, don't know if this would affect it.  I have a save to upload but its only an autosave, if you need it.




Yes- this is not working as predicted. I just started five consecutive games in which I shared a system with another race. My settings were on "Random".

Thanks for the report. This has been further improved in the next build as noted above.

(in reply to shinobu)
Post #: 16
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 4:01:49 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: hidden_asbestos


quote:



Galaxy backdrop no longer 'bounces' when move to galaxy edge (galaxy zoom level)

Added smooth keyboard scrolling and zooming: arrow keys and PageUp/Down keys now work more smoothly than before



This. This is more like it ! Thanks very much for these fixes, and I hope to see more UI stuff soon!



Please let us know of any specific items you'd like to see

(in reply to hidden_asbestos)
Post #: 17
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 4:02:38 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: Chris H

quote:

v1.0.5.7 Public Beta – June 29, 2010

Public Beta Update

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.


I've just tried this and I get the following message when I try to load a v1.0.5.6 save.

'This is not a valid Distant World game file.'

No biggy I'll start another

We had to change the savegame format between 1.0.5.6 and 1.0.5.7. So old games won't load. Sorry about that.

(in reply to Chris21wen)
Post #: 18
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 4:03:14 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: Griz

I found a system with 2 colonizable worlds, colonized one, then some time later I either clicked yes on the "do you want to build and send a colonizer" popup or used the "build and send" button in expansion planner and it built a colonizer at the new world with ~15m pop

also, manually setting empires to Distant in setup still tends to start several of them right next to each other in one corner and leave the other side of the galaxy completely unpopulated. Average distance seems to produce a much more even distribution.


Thanks for finding this. Fixed in the next build.

(in reply to Griz)
Post #: 19
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 4:06:49 AM   
elliotg


Posts: 3597
Joined: 9/10/2007
Status: offline
quote:

ORIGINAL: WoodMan

Hey Erik, I think I just came across a bug in the new Beta, don't know if it existed before the Beta or not, but I've never noticed it before.

I'm playing as Human who have Better Spies +15% as a racial trait. I found a large independant colony of Ketarov and colonized it, adding Ketarov to my Empire. A popup came up saying Ketarov have joined our Empire and given us Better Spies +15%.

In the diplomacy screen now, my Empire has Better Spies +15% (from Ketarov)

The other +15% from my Humans is now gone it would seem, so I have +15% rather than the +30% that it should be. The Ketarov bonus seems to have overwritten my Human bonus instead of added to it.

Attatched is save file

http://www.fileden.com/files/2009/5/31/2462189//Better Spies Bug.zip

I'll take a look at that savegame. But I don't think that this is a bug: you accrue racial bonuses in accord with the amount of a race in your empire. When a race comprises 20% or more of the population in your empire, then you receive all of their bonuses. When the race is less than 20%, then you receive proportionally less bonus. So in this case you must have about 6% of your population as Ketarovs (30% of full 50% bonus = 15% (6% is 30% of 20%)). Racial bonuses are not cumulative - simply the highest bonus in an area is used.

< Message edited by elliotg -- 7/1/2010 4:09:31 AM >

(in reply to WoodMan)
Post #: 20
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 7:57:45 AM   
martok


Posts: 837
Joined: 8/30/2004
Status: offline
Outstanding news; can't wait to check it out!




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(in reply to Erik Rutins)
Post #: 21
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 11:05:19 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
quote:

ORIGINAL: elliotg

quote:

ORIGINAL: WoodMan

Hey Erik, I think I just came across a bug in the new Beta, don't know if it existed before the Beta or not, but I've never noticed it before.

I'm playing as Human who have Better Spies +15% as a racial trait. I found a large independant colony of Ketarov and colonized it, adding Ketarov to my Empire. A popup came up saying Ketarov have joined our Empire and given us Better Spies +15%.

In the diplomacy screen now, my Empire has Better Spies +15% (from Ketarov)

The other +15% from my Humans is now gone it would seem, so I have +15% rather than the +30% that it should be. The Ketarov bonus seems to have overwritten my Human bonus instead of added to it.

Attatched is save file

http://www.fileden.com/files/2009/5/31/2462189//Better Spies Bug.zip

I'll take a look at that savegame. But I don't think that this is a bug: you accrue racial bonuses in accord with the amount of a race in your empire. When a race comprises 20% or more of the population in your empire, then you receive all of their bonuses. When the race is less than 20%, then you receive proportionally less bonus. So in this case you must have about 6% of your population as Ketarovs (30% of full 50% bonus = 15% (6% is 30% of 20%)). Racial bonuses are not cumulative - simply the highest bonus in an area is used.


Hey Elliot, I did not realise that bonuses are not cumulative from several races and instead the highest was used. So in this case it is not a bug, as the % of Ketarov in the population grows or shrinks so will the % I gain from their spies. Thx for clearing this up.

(in reply to elliotg)
Post #: 22
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 1:44:39 PM   
Vanguard_DW

 

Posts: 22
Joined: 6/10/2010
Status: offline
I see you say you've improved the distant settings for empires in the next version so I hesitate to make this report, but I just wanted to check something closely related.

Starting a game with manual settings always seems to dump independent versions of a species near to an Empire version of the species, basically Human empire has human independents close by, Sluken empire
would have Slukens close by etc, whereas using auto generated empires mixes the independents up so as a Human I could be located near any of the other species independent versions, makes it a bit more interesting to not be sure who's going to be nearby.

I think the problem is (as I think you've sussed anyway), is that using manual settings puts all individual species close together, eg. I started a game last night, manual settings, 1400stars, all twenty empires as Ackdarians, and we were within 2-3 stars of each other (Independents not too far off), and the main system had 18 occupied Continental planets in it

(in reply to WoodMan)
Post #: 23
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 2:54:55 PM   
jalapen0

 

Posts: 122
Joined: 4/10/2010
Status: offline

quote:

ORIGINAL: elliotg




Please let us know of any specific items you'd like to see


How about being able to disable space creatures?

(in reply to elliotg)
Post #: 24
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 3:53:53 PM   
Wenla


Posts: 83
Joined: 4/14/2010
Status: offline

quote:

ORIGINAL: jalapen0


quote:

ORIGINAL: elliotg




Please let us know of any specific items you'd like to see


How about being able to disable space creatures?


HEAR HEAR! I second that!


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(in reply to jalapen0)
Post #: 25
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 5:25:04 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
The space monsters are part of the back story, however, the few setting still sees far too many of them. I'd like to reduce it even further so they only appear in areas that is back story related.

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Post #: 26
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 5:28:56 PM   
jalapen0

 

Posts: 122
Joined: 4/10/2010
Status: offline

quote:

ORIGINAL: Shark7

The space monsters are part of the back story, however, the few setting still sees far too many of them. I'd like to reduce it even further so they only appear in areas that is back story related.


Fair enough. +1

So, instead of a "none" setting, how about a "minimal" setting? Or if the devs are feeling generous, both? A setting of none if you don't care about the story.

(in reply to Shark7)
Post #: 27
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 5:42:49 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi tkobo,

quote:

ORIGINAL: tkobo
Any other place to download this,when trying to sign up for the "members club" it tells me my email is already in use,but when i enter the email and ask it for the password it tells me "no account exists" .........


No other place to get it, but we can fix this issue. Can you please put in a request with our Help Desk? We'll need the e-mail address you are signing up with so that our admin can investigate and fix the issue.


Regards,

- Erik


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(in reply to tkobo)
Post #: 28
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 7:40:52 PM   
drillerman


Posts: 455
Joined: 2/11/2010
From: Blighty
Status: offline
YES!!!! Less monsters please, it's like being in a Galactic zoo!
Also, I'd like to be able to add more/different ships for pirates so they don't use the empires ships!!!!
Come on guys, MODDERS are people too, we demand equality!

< Message edited by drillerman -- 7/1/2010 7:41:58 PM >


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Post #: 29
RE: New v1.0.5.7 Public Beta Now Available! - 7/1/2010 9:00:02 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
There are quite a few things that would make the game nicer for modding:-

- Option to turn off galactic history (this would also have the effect of always placing a race on it's correct homeworld)
- Ability to change resource names and attributes
- Ability to change tech names and attributes
- Ability to add up to 20 ship families into the mod folder
- Ability to name each ship design specifically for each ship set (if I want to name the Galactic Empires cruiser as a Star Destroyer, then it could be set via the text file)

These would be very nice improvements for modding.

(in reply to drillerman)
Post #: 30
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