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New Return of the Shakturi v1.5.0.2 Public Beta

 
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New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 9:48:41 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello,
We have a new Public Beta that updates the ground battle quite a bit. It also includes a number of fixes and other changes. It is available in the Members Club under Registered Downloads. You will need to have registered your game to download it. Remember this is a beta, and any feedback is appreciated.

Change List
v1.5.0.2 Beta – January 12, 2011


  • Troops and Invasions

    • AI now attempts to assign fleets or strike forces to defend critical colonies when you are at war (automated fleets when Fleet Formation is also automated)
    • improved troop levels so that there are normally sufficient troops to defend colonies
    • orbital bases (space ports and defensive bases) now damage invading troops if not cleared prior to invasion
    • planetary shield facilities now damage invading troops
    • doubled time duration to conquer colony (troops fight at half previous speed)
    • increased colony unhappiness factor 'At War With Our Race' so that invading and taking over a large world of an enemy is now more likely to result in a rebelling population
    • colony rebellions now raise more militia troops, especially when at war with the dominant race of the colony
    • increased population deaths from colony invasions, especially at larger colonies

  • Bug fixes

    • fixed bug where auto-retrofit message allowed upgrading to larger ship sizes than tech currently allowed
    • fixed bug where ships not completing construction or retrofit because could modify designs while ships under construction
    • fixed bug in Expansion Planner and Empire Navigation Tool where some items not shown in green when in your system
    • fixed exploit where filtering in Expansion Planner allowed you to exclude unknown resources and unexplored super ruins
    • fixed bug where Research locations were disappearing in Empire Navigation Tool when system was colonized
    • fixed rare crash when viewing construction ship in Ships and Bases screen
    • fixed rare crash when fleet moved to location
    • fixed crash when view new colony without population
    • fixed other rare game crashes
    • fixed rare crash when pirate base destroyed
    • fixed bug where newly built colony ships were start off without fuel
    • fixed bug where empires with Mutual Defense Pacts were sometimes attacking each other
    • fixed bug where ships were sometimes invisible
    • nearest construction ship now properly gets repaired abandoned ship in debris field
    • fixed bug where Shakturi were sometimes not appearing in game
    • fixed 'ghost' navigation directions (ping) without item at location
    • fixed bug where ships were sometimes doing same action twice
    • fixed bug where ships were sometimes still blockading colony after it was conquered

  • Other

    • rodent races now properly disike insectoid races in biases.txt file
    • doubled capacity of passenger transport components to increase migration rates between colonies
    • added more weapons to default small space port design
    • dramatically lowered damage from bombardment weapons
    • blockading fleets now properly respond to attacks, even when not at war with attacker
    • 'Latest components' in Designs screen now properly obtaining latest components - may have more than one component in each area if equal tech level
    • Ancient Guardians no longer investigate ruins or investigate and acquire abandoned ships and bases



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Post #: 1
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 9:53:58 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Great stuff! Especially the changes to invasions and guardians look good.


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Post #: 2
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:02:25 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Absolutely fantastic!  Matrix/Codeforce really listen to the players concerns, thanks once again for the ongoing support.




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Post #: 3
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:09:44 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
damn, that is hot.....i can't express my appreciation and awe at this momment because only damn, damn and hot hot hot comes to mind
i'm all over it btw....was just going to sleep, damn

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Post #: 4
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:13:57 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
maan, i almost got a heart attack
the serial number was rejected the first time....don't know why and don't care that much at the momment
btw, great stuff being able to have the serial numbers for registered games in the members area.....don't need to check all my drive for a txt file (i always forget where i put them and don't want to put them all over the place to suit my amnesia)

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 5
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:14:49 PM   
Tree Dog


Posts: 129
Joined: 3/27/2010
Status: offline
Damn, looks great.
But will 1.5.0.1 Beta savegames be compatible ?

(in reply to Data)
Post #: 6
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:18:55 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline

quote:

ORIGINAL: Tree Dog

Damn, looks great.
But will 1.5.0.1 Beta savegames be compatible ?


I can't say one way or another but bare in mind old save games may mean some of those fixes wont come in to affect.

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Post #: 7
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:18:55 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
from experience, no
as usual, it created another folder for this update's saved gamed
but.....will that stop you?

< Message edited by Data -- 1/12/2011 10:19:51 PM >


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Post #: 8
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:18:55 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Good update.

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Post #: 9
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:20:34 PM   
Tree Dog


Posts: 129
Joined: 3/27/2010
Status: offline

quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Tree Dog

Damn, looks great.
But will 1.5.0.1 Beta savegames be compatible ?


I can't say one way or another but bare in mind old save games may mean some of those fixes wont come in to affect.


Well, guess I'll just wait for one of you to open up an old savegame, then.

(in reply to Haree78)
Post #: 10
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:24:35 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Sounds great. Dling now.. 

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Post #: 11
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:27:38 PM   
Caesar_Augustus


Posts: 182
Joined: 3/29/2005
From: Henneth Anûn
Status: offline
Thank you, Matrix Games!! But... I'm afraid... that your fleet... will be lost... hehe...

But no such luck... the special component techs 1-3 (including the Empire´s Super Laser)
are still not available when modded... drat!

Probably didn't make it in time for 1.5.0.2. Next time

(in reply to Tree Dog)
Post #: 12
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/12/2011 10:30:55 PM   
Webbco


Posts: 682
Joined: 2/6/2010
Status: offline
I love the look of this update in general but a bit concerned about a couple of the troop and invasions changes i.e. the last few points.

At the moment I don't feel like this element should be made any more difficult. The reason being is that currently the AI opposition places colonies and bases in systems already occupied by my colonies...then complains that MY colonies trespass THEIR systems....then declares war on me.

A diplomacy issue like this makes increased challenges with troop invasion feel like salt in the wound.

Buuuutt, I guess I need to try it out first before complaining!


< Message edited by Webbco -- 1/12/2011 10:32:20 PM >

(in reply to Tree Dog)
Post #: 13
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 12:12:42 AM   
Lord_Astraios

 

Posts: 72
Joined: 3/13/2010
Status: offline
Im not going to restart my game ,  that is if the saved games wont work,  but nice implements,  really didnt mind if the Guardians took ships for them.  Sure it lets other players to investigate but would be nice to see in the story,  "We are taking  certain type of ships,  we cannot let this ships fall in to the wrong hands,  remove your construction ships or else or this ships are from the enemy or some excuse they make."  really i dont know.


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Post #: 14
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 12:46:48 AM   
Elrikk

 

Posts: 4
Joined: 5/5/2007
Status: offline
The download for the new beta is not showing up for me.

I am showing up as being registered and the 1st beta is there but not the 2nd one.

Maybe I'm looking in the wrong areas.

Elrikk

edit: Solved. I tried hitting the word "Registered" link and got to the download.


< Message edited by Elrikk -- 1/13/2011 12:57:11 AM >

(in reply to Lord_Astraios)
Post #: 15
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 1:12:34 AM   
EisenHammer


Posts: 440
Joined: 9/1/2008
Status: offline
Nice!!!

(in reply to Elrikk)
Post #: 16
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 3:19:49 AM   
Pipewrench


Posts: 453
Joined: 1/5/2010
Status: offline
fantastic


(in reply to EisenHammer)
Post #: 17
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 4:03:59 AM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline

quote:

ORIGINAL: Tree Dog

Damn, looks great.
But will 1.5.0.1 Beta savegames be compatible ?


As has been mentioned, not all of the newer features will work, but so far it appears that this works with the 1.5.0.1 game saves.

I've played a 1.5.0.1 for about four years and haven't noticed any issues as of yet - YMMV.



(in reply to Tree Dog)
Post #: 18
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 4:19:05 AM   
Setekh


Posts: 178
Joined: 12/12/2010
From: Norfolk, England
Status: offline
Matrix/CodeForce are seriously the best developers/publishers ever.
All of the recent ideas and suggestions about invasions/bombardment/ancients seen in the forums are addressed in this patch, fantastic!

Downloading now,  good timing too as my previous game is coming to a close and I'm ready to start another.


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Post #: 19
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 7:40:36 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Quick update...nice changes on the invasions and defenses.

DL now.

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Post #: 20
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 9:00:53 AM   
James009


Posts: 63
Joined: 1/8/2011
Status: offline

quote:

ORIGINAL: Setekh

Matrix/CodeForce are seriously the best developers/publishers ever.
All of the recent ideas and suggestions about invasions/bombardment/ancients seen in the forums are addressed in this patch, fantastic!

Downloading now,  good timing too as my previous game is coming to a close and I'm ready to start another.


Yes, this is excellent stuff. I'm new to Matrix/CodeForce games but I'm certainly enjoying their support, updates, and development.

Happy face! :)

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Post #: 21
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 11:28:29 AM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
Status: offline
Well done.  Thanks.

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Post #: 22
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 2:48:32 PM   
Tavior

 

Posts: 21
Joined: 1/12/2011
Status: offline
quote:

Ancient Guardians no longer investigate ruins or investigate and acquire abandoned ships and bases


I notice that Ancient Guardian grab almost all rare stuff in my game "Tavior Bad Income Dhayut.zip" file submitted to ftp server. Even if they already had it back at their worlds. It would be little nicer if they grab less resource and only strategic resources. It is annoying that they can build outpost everywhere with super fast scout + less fuel usage. So a war is not an option because they can strike anywhere. So I am forced to resort to race grabbing *Ice, volcanic, ocean etc...* to colonize and force removal of the outpost. But otherwise nice patch as noticed by everyone else.

P.S. Should I list the above somewhere else or something?

(in reply to elmo3)
Post #: 23
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/13/2011 8:21:59 PM   
gmot


Posts: 123
Joined: 11/22/2010
Status: offline
Thanks Codeforce. Nice to see that you were listening to the concerns about troops and invasions expressed in this forum. Looking forward to trying it out.

(in reply to Tavior)
Post #: 24
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/14/2011 2:36:26 PM   
hewwo

 

Posts: 276
Joined: 4/22/2010
Status: offline
Great patch!

Here's to hoping that the next patch will improve fleet handling :)And some AI updates, since making the game easier to play also makes it even easier to beat the AI..

(in reply to gmot)
Post #: 25
RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/14/2011 3:32:55 PM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline
quote:

ORIGINAL: Andrew Loveridge


  • Ancient Guardians no longer investigate ruins or investigate and acquire abandoned ships and bases


  • So, they still make research bases, despite having full tech?

    (in reply to Andrew Loveridge)
    Post #: 26
    RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/14/2011 3:53:40 PM   
    caerr

     

    Posts: 113
    Joined: 6/18/2010
    Status: offline
    Sweet, community power ftw!

    I hope to get some invading done this weekend.

    (in reply to Kayoz)
    Post #: 27
    RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/14/2011 4:39:26 PM   
    Data


    Posts: 3909
    Joined: 1/3/2011
    Status: offline
    yap, tha't the code i use also altough my wife doesn't always agree.....oooo, you meant DW?

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    Post #: 28
    RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/14/2011 7:11:45 PM   
    Caesar_Augustus


    Posts: 182
    Joined: 3/29/2005
    From: Henneth Anûn
    Status: offline
    But do enable the special component techs 1-3... PLEASE!
    My beloved Galactic Empire can't do without the Super Laser

    Ah, even nostalgia is not the way it used to be [sigh] ...

    < Message edited by Caesar_Augustus -- 1/14/2011 7:12:52 PM >

    (in reply to Data)
    Post #: 29
    RE: New Return of the Shakturi v1.5.0.2 Public Beta - 1/15/2011 2:48:32 AM   
    kenata

     

    Posts: 28
    Joined: 12/16/2010
    Status: offline
    I have found only one kind of large problem with the "At War With Us" change. In my last game, two independent colony's started their own empires, but these empires were of my own race. Now, since these empires popped up in the same cluster as my home world, I had two choices, either let them live and eventually fight them to bring them into my empire. I decided to build up a small force and attack one of them before it started to expand. When the war started, my entire empire freaked out at my "attacking our own species" to the tune of like -20. One or two planets left my empire for the other empire simply because I went to war with another empire for like 20 days. That said, I think that there should be a check done to see if the race being conquered is your own (ie base) and secondly, I think you should be able to ask a empire to join yours if they are of the same species. Honestly, it kind of sucks to have your entire civilization spin completely out of control in a day because you attacked a backwaters empire with one colony simply because they were the same species as yours.

    (in reply to Caesar_Augustus)
    Post #: 30
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