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New v1.0.5.8 Public Beta Now Available! - 7/12/2010 10:31:05 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 v1.0.5.8 Beta should be the official release version, we just want to give it a quick public beta check before making it official.

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.

v1.0.5.8 Public Beta – July 12, 2010

Public Beta Update

Please Note – This update does create a new save folder.

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
33. Fixed additional rare GxBO crash
34. Fixed bug where construction ships could not be retrofitted
35. Fixed bug where large ships would sometimes not move (i.e. top speed was zero or below)
36. Asteroids no longer have ruins on them

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
8. AI expansion improved - other empires will now consider more planets for colonization, thus improving their rate of expansion
9. Empires will now be more careful about declaring wars - will not do so unless they have forces available to attack the enemy

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)
14. Music sound volume now honored when exploration event occurs (when discovery screen appears) - i.e. if music volume is zero, no discovery music will play

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
12. Starting max ship construction size increased to 230 (from 200). This means that empires should always be able to build troop transports from the start of the game, thus ensuring that wars will include colony invasions, even at game start
13. When a civil war erupts in an empire, the new empire that splits away will now properly determine it's dominant race (based on the populations of its colonies), which may be different from the dominant race of the parent empire
14. Corruption levels tweaked: normal, high and very high corruption rates now slightly lower than before
15. Number of built-in docking bays for all planets and moons increased to 3 (from 2). Planets with super-rare luxury resources (Korabbian spice, Loros fruit, Zentabia fluid) now have 6 built-in docking bays

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 v1.0.5.8 Public Beta Now Available! - 7/12/2010 10:58:18 PM   
RViener

 

Posts: 123
Joined: 7/8/2004
Status: offline
What are the changes in 1.0.5.8 from 1.0.5.7?

(in reply to Erik Rutins)
Post #: 2
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:04:59 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Open 1.0.5.8 and 1.0.5.7 in different windows to see difference... or the following:

Bug Fixes 33-36

AI + Automation Changes 8-9

Interface Improvement 14

Game Balance Changes 12-15

Thanks Erik and Elliott, looks like a couple of things I mentioned have been fixed, never had a Dev listen to my suggestions before!

(in reply to RViener)
Post #: 3
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:14:02 PM   
christian199

 

Posts: 39
Joined: 2/22/2010
Status: offline
im sorry if this is a stupid question but how do we get the updates on our copy of the game?
and you say this may be thew offcial release does that mean if i buy a copy of the game will it have this version already on it?

< Message edited by christian199 -- 7/12/2010 11:25:55 PM >

(in reply to WoodMan)
Post #: 4
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:20:03 PM   
WoodMan


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

quote:

ORIGINAL: Erik Rutins

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.

(in reply to Erik Rutins)
Post #: 5
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:33:46 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Is the Space Creatures slider setting None new?  I never noticed it before, if so you forgot to add it to your change list (I think) 

(in reply to WoodMan)
Post #: 6
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:48:50 PM   
jalapen0

 

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

quote:

ORIGINAL: WoodMan

Is the Space Creatures slider setting None new?  I never noticed it before, if so you forgot to add it to your change list (I think) 


Ew, are you serious? That's the best improvement in this patch.

(in reply to WoodMan)
Post #: 7
RE: New v1.0.5.8 Public Beta Now Available! - 7/12/2010 11:52:08 PM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
thanks again for all the hard work. I appreciate the hard work and the continued support the team is making to make a great game even better.

side note,
Woodman, are you allergic to space creatures? Just find that Raid resource and all the bugs will be killed dead...

(in reply to WoodMan)
Post #: 8
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 2:31:00 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Playing on my usual settings of reduced quality planets and Trying home-systems for all Empires, happy to report that the AI is expanding much better than in Beta 1.0.5.7.

It's still early game, about 2 hours in, but 3 of the 5 AI I have met have more planets than me, and they are not stagnant, they are expanding really well so far.  I'll let you know if I see any problems further into the game.

(in reply to Pipewrench)
Post #: 9
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 2:36:58 AM   
jalapen0

 

Posts: 122
Joined: 4/10/2010
Status: offline
The first issue I've noticed is that when zooming into a system, there is a range where the blackness of space turns white and the stars are grey to black. Almost like the colors are reversed. As you zoom in closer, it goes away. It's kind of annoying but not a showstopper. I'll post a screenshot if requested.

edit: Something else I noticed on this patch and the last. If I give 2 new exploration ships orders to explore the same sector, they always both fly to the same system. They should fly to the 2 closest systems, not both fly to the same one.

edit edit: Noticed something else. I had a pirate attack one of my civilian ships. So I paused and set fleet 1 to attack. When I unpaused, the civilian ships warped, so the pirate did too. Next thing i knew, Fleet 1 was 4 systems away, at the pirate's base. Problem was, I didn't know where the base was and I had no way to track that ship. It shouldn't have done that.

< Message edited by jalapen0 -- 7/13/2010 3:02:56 AM >

(in reply to WoodMan)
Post #: 10
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 3:43:56 AM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline
Wow, I am really impressed with the list of fixes! I 100% agree with WoodMan, ya'll have listened when I personally have spoken, and that means a lot.
(I am a bit biased and think very highly of my own opinions and feedback )

Looking forward to the final release!

(in reply to jalapen0)
Post #: 11
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 9:58:33 AM   
hidden_asbestos

 

Posts: 18
Joined: 5/6/2010
Status: offline
Still no windowed mode?

The game handles different resolutions already -- why not let us pick as smaller one than the desktop size?

< Message edited by hidden_asbestos -- 7/13/2010 11:26:37 AM >

(in reply to the1sean)
Post #: 12
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 1:09:31 PM   
Kriegsspieler

 

Posts: 205
Joined: 12/3/2006
Status: offline
I need clarification on one thing -- what's a "built-in" docking bay? I missed the discussion of these.

(in reply to hidden_asbestos)
Post #: 13
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 1:58:20 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
These are the docks in a base where ships unload resources/passengers/etc.
It is under one of tabs on the base screen; cargo, components, etc.
Refer to manual page 61




Attachment (1)

< Message edited by michaelm -- 7/13/2010 1:59:18 PM >


_____________________________

Michael

(in reply to Kriegsspieler)
Post #: 14
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 5:29:49 PM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline

quote:

ORIGINAL: hidden_asbestos

Still no windowed mode?

The game handles different resolutions already -- why not let us pick as smaller one than the desktop size?


you know it DW is just a "fill screen" window? You can just alt tab out of it, really fast and stable...

(in reply to hidden_asbestos)
Post #: 15
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 6:32:32 PM   
MuthaF

 

Posts: 21
Joined: 6/17/2010
Status: offline

quote:

ORIGINAL: the1sean


quote:

ORIGINAL: hidden_asbestos

Still no windowed mode?

The game handles different resolutions already -- why not let us pick as smaller one than the desktop size?


you know it DW is just a "fill screen" window? You can just alt tab out of it, really fast and stable...


Thats is not his point i guess - not everyone got multimonitor setup like i do, so on monitor and DW always on native res, he never got any usable workbench and DW in view. Also, on my win7 it cant be minimized to taskbar, unless i minimize ALL windows... :( So this windowed mode has NONE usual features of windowed app...
I can empatize with other people on this :)

(in reply to the1sean)
Post #: 16
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 6:37:53 PM   
taltamir

 

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

ORIGINAL: hidden_asbestos

Still no windowed mode?

The game handles different resolutions already -- why not let us pick as smaller one than the desktop size?


still no full screen mode you mean. DW is a border-less window sized to your desktop, it has no full screen mode. It can have stuff "on top of it" and you can alt-tab etc near instantly.

_____________________________

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

(in reply to hidden_asbestos)
Post #: 17
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 9:19:26 PM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
Great!

(in reply to taltamir)
Post #: 18
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 9:25:26 PM   
taltamir

 

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

ORIGINAL: WoodMan

Is the Space Creatures slider setting None new?  I never noticed it before, if so you forgot to add it to your change list (I think) 


it is new, it wasn't there in 1.0.5.7 and it is not actually listed in the changes for 1.0.5.8... very nice option for those who dislike space monsters.

_____________________________

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

(in reply to WoodMan)
Post #: 19
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 9:31:46 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
ok, I noticed something interesting. I set galactic planet quality to max, and my home system planet quality to max, playing as human... I started in a home planet that is continental, 99% planet quality... and 3 additional continental planets in the same system, each of 100% quality. So, it seems the actual home planet just doesn't want to go as high as 100% quality.

_____________________________

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

(in reply to taltamir)
Post #: 20
RE: New v1.0.5.8 Public Beta Now Available! - 7/13/2010 11:04:04 PM   
nammafia

 

Posts: 102
Joined: 3/5/2010
Status: offline
Excellent! Thanks the developer for this.

Now, I wish they will eventually associate moon names to the host planets and systems.

(in reply to taltamir)
Post #: 21
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 2:07:19 AM   
shinobu


Posts: 214
Joined: 12/12/2009
Status: offline
We are still getting a situation (which was thought to be fixed in 1.0.5.7) where empires are starting in the same systems at the beginning of randomly generated games. If fact, the computer created one game with TWO other empires in my home system with me...



< Message edited by shinobu -- 7/14/2010 11:30:47 PM >

(in reply to nammafia)
Post #: 22
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 5:13:36 AM   
tornnight

 

Posts: 170
Joined: 6/13/2010
Status: offline
Overall this version is great. I'm having a good time with it.

So far, empires have been expanding quickly and wars have been aggressive.

The Boskaran Empire blockaded me, then shortly thereafter proceeded to bombard and take over my homeworld.

Painful to see your homeworld quality pounded down like that.
There should be some way to increase/recover planet quality, but slowly. Or reduce the damage bomard does by quite a bit.

In less than a two seconds, my planet quality went down from from 88% to 61%.

(in reply to Erik Rutins)
Post #: 23
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 9:08:17 AM   
taltamir

 

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

ORIGINAL: tornnight
There should be some way to increase/recover planet quality, but slowly. Or reduce the damage bomard does by quite a bit.


I agree, planets should recover slowly up to their original quality value. So, a planet that started as 90% quality, and gets nuked to 30%, will slowly recover back up to 90% (but not above it... well... not without specific tech, which should also be added I think but that is another issue and another discussion)

_____________________________

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

(in reply to tornnight)
Post #: 24
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 11:20:29 AM   
MuthaF

 

Posts: 21
Joined: 6/17/2010
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Surprised that the 'space' wars are devastating? :)

You think atomic wepaons are powerful? Bleh
Fission bombs efficiency is just up to 25%
Fussion bombs efficiency is about 40%

Thoeretical limits are measle too:
The theoretical maximum yield-to-weight ratio for fusion weapons is 6 megatons of TNT per metric ton (25 TJ/kg).

Then you can have anti-matter weapons. Think they are powerful for space combat? Bleh again.
In complete anihilation you have 100% efficient tranfer of matter to energy, according to Einstein's E=mc^2
Thats sounds impressive, most people would even consider it maximum energy potential of ANY matter.

Not exactly:

Now consider relativistic kinetic projectile - simplest weapon possible in principle, with teoreticaly unlimited yield..
As the c = apr. 300000km/s in vacuum, it is also the highest speed limitation in our space-time. Thing is, it is impossible to achieve with matter, unless you use photons(EM waves). The closer the speed of any object to speed of light, the HEAVIER it becomes, the more energy you need to accelerate it further, unitl as it close up to c, the mass and energy rasies to infinity...

A 1 kg mass traveling at 99% of the speed of light would have a kinetic energy of 5.47×1017 joules. In explosive terms, it would be equal to 132 megatons of TNT . (biggest fusion bomb ever detonated had yield of 'only' 57 megatons of TNT)
1 kg antimatter anihilation produces only 9x10^10 joules..

Also, at this speeds, there is no defense at all against it, even if you destroy projectile in miliard little pieces, it will stil devastate target area completly :) (as the principle energy is kinetic, not chemical/nuclear)

What im trying to say:
Given enough time, resources and determination, even civilization as primitive as our could completly wipe out more advanced civ and render their planet inhospitable for millions of years.
Just imagine 10 000 ton asteroid at 10% speed of light smashing into planet ;)
I calculated energy for that at:
4 534 033 733 290 867 940 436 J = 4.5x 10^21 J or 10 000x more than 1kg @ 99% c

Now tell me, it is planetary damage (planetary quality level in game) that CAN be repaired easily...or ever :))
I seriously doubt that.
You would have more luck colonizing Gas giant :)

To pre-empt few responses:
Just check planetary history of Solar system's planets to get idea what kind of damage are we talking about....
In game terms, very last technology at top of tech tree COULD do some terraforming...slowly. It is completly unrealistic to have any kind of repair sooner, or faster working in my half-educated(?) opinion)

< Message edited by MuthaF -- 7/14/2010 11:24:31 AM >

(in reply to tornnight)
Post #: 25
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 11:33:54 AM   
taltamir

 

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

Given enough time, resources and determination, even civilization as primitive as our could completly wipe out more advanced civ and render their planet inhospitable for millions of years.

No they can't... we could completely annihilate anything living on a planet, but it would NOT prevent it from supporting life in the future. Just import new living organisms from neighboring planets.

The only way for there to be a "fixed" quality that doesn't rise with the introduction of living creatures is if quality represents the maximum quality, which is determined by the distance from the star, the emission of the star, the atmosphere type, gravity, etc...
basically, radiation, pressure, and temperature range.
Nuking / astroid dropping / anti-matter bombing / whatever will annihilate all living organisms, but will not alter its distance from its sun, the radiation provided by its sun, its atmospheric pressure, its ability to deflect harmful cosmic rays, or its gravity or any other such permanent factor...

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(in reply to MuthaF)
Post #: 26
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 11:43:09 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Hey Elliot,

The AI in this version is fantastic compared to the previous, very well done.  I'm at the year xx70ish now, which is where I posted my save game from the last patch where most the Empires had 2-4 planets.  This time round most have at least 10 on the same settings, one even has 36 , this is in comparison with my 12, so its doing pretty well.

Also, the neverending war with no consequences that occured in those saves I sent you is fixed too.  I'm seeing actual planetary invasions this time round, and plenty of ship battles from the AI.

I still have some concerns about the AI, perhaps this should go in the wishlist rather than here, not sure, but I noticed the following:

1. I made a Mutual Defence Pact with the Quameno in my current game.  I get to see everything they can like this, including the Galaxy Exploration.  Upon allying myself and their map being revealed I discover that they had found both Korabbian Spice and Zentabia Fluid, but were not mining either.  The resources were quite near there main Empire too!  Does the AI have something built in to tell it these are extra special and they should always mine them when found?

2. The AI seems to regard the Space Creatures as not that important to kill.  In both my 1.0.5.7 and 1.0.5.8 game the AI was sending Construction Ships to fix the Devastation Moon without killing the Space Creatures guarding it first.  The Construction Ships would flee, then come back, then flee in an endless loop.  I have a save with this going on if you need it.  A second example I've noticed of AI not killing Space Creatures, in several games over several versions (including 1.0.5.8 )I've come across AI planets with Giant Kaltors over them eating Freighters that come near, resulting in an absolutely massive Kaltor or two over the planet, this goes on until I send my own ships to kill them.

Anyway, excellent job so far and on the latest patch (the increase in lvl 1 construction size is great by the way, for me and the AI).

(in reply to MuthaF)
Post #: 27
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 11:51:13 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
mmm... actually, the thing that bothers me most now is the inability to "claim" a debris field... i have to manually babysit it, as my constructors repair them... shooting every constructor that tries to claim them (aka, my allies constructors)...

Recently in game I got a sudden notice that I got a world annihilator... what? So i zoomed in, and there it was... with construction ships from SEVEN separate races all on top of it...

PS. the issue with insufficient collectors is still there. a ship should have enough collectors to cover its static power consumption, not just 1.... with just 1 basic collector (collects 24 energy IIRC) a construction ship that is standing still is quickly burning fuel (as it consumes about 55 static energy). Giving it enough collectors to cover its static consumption GREATLY improves it. Something I can do, but the AI will not.

Oh, and I am STILL getting enemy designs as non obsolete when conquering them... this is extremely bad.. I recently accidentaly retrofitted some of my awesome ships to crappy AI designed ships... see, I had the latest design, but then I conquered a planet building ships, i got the designs... they appeared and I thought "hey, must have got a new tech or something as the AI created new ship designs"... then I "upgraded" to a vastly inferior design (much older tech)... I am not asking for the designs to be deleted... just to show up as obsolete when captured.

_____________________________

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

(in reply to WoodMan)
Post #: 28
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 12:17:10 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Just responding to one note above - worlds should gradually recover quality after a bombardment. Is this not happening in your games?

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(in reply to taltamir)
Post #: 29
RE: New v1.0.5.8 Public Beta Now Available! - 7/14/2010 1:19:30 PM   
tornnight

 

Posts: 170
Joined: 6/13/2010
Status: offline
Ohh, my mistake. I don't usually get bombarded so I did not know that mechanic existed.

(in reply to Erik Rutins)
Post #: 30
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