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New Distant Worlds: Legends v1.7.01 Public Beta Now Ava... - 11/24/2011 11:27:32 PM   
Erik Rutins

 

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

There is a new 1.0.7.1 Public Beta in the Members Club. It includes a few quick fixes for reported issues and a few improvements.

Please give it a try if you are interested and give us your feed back on these changes.


v1.0.7.1 Beta - November 24, 2011


    BUG FIXES

    fixed bug where firing Ion Weapons at SilverMist creature did not do any damage
    fixed rare crash when firing Giant Ion Cannon

    MODDING

    extended limits to DesignsPictureFamilyIndex value in race files (new maximum is 50, not 22)
    extended limits to DesignNamesIndex value in race files (new maximum is 50, not 13)

    OTHER

    altered how troop disbandment works when Troop Recruitment is automated - large cash on hand is now considered if cashflow is negative
    altered colony influence radii for empire territory: new colonies have larger radii, radii scale with galaxy star density (star count and physical dimensions)
    added armor to some default designs (Exploration ships, Colony Ships, Passenger ships and Mining stations)
    added default reproduction rate to race descriptions in Start New Game screen and Galactopedia
    fixed victory threshold percentage to be 80% for Quick Start games (instead of 75%)


_____________________________

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 Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/24/2011 11:42:00 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Nice and quick.

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Post #: 2
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/24/2011 11:44:32 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
Game companies that publish quick and reliable beta patches are good game companies.

(in reply to ASHBERY76)
Post #: 3
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/24/2011 11:46:04 PM   
Raap

 

Posts: 404
Joined: 1/12/2011
Status: offline
Thanks, looks great. Appears to be save-game compatible, though I did get strange virus outbreaks all over as soon as I loaded the game, even though it was paused.
*edit*

Maybe I spoke too soon. Just got a "DW has stopped working" message from Windows. Oddly enough it seems I can just ignore it and continue playing.

< Message edited by Raap -- 11/24/2011 11:57:06 PM >

(in reply to ASHBERY76)
Post #: 4
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/24/2011 11:57:40 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
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Thank you!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Raap)
Post #: 5
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 12:28:36 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Excellent will give it a whirl.  Good job with the quick update 

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Post #: 6
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 1:03:26 AM   
Haree78


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

quote:

ORIGINAL: Erik Rutins
    MODDING

    extended limits to DesignsPictureFamilyIndex value in race files (new maximum is 50, not 22)
    extended limits to DesignNamesIndex value in race files (new maximum is 50, not 13)


Oh wow! :D

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Post #: 7
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 3:27:15 AM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline

quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Erik Rutins
    MODDING

    extended limits to DesignsPictureFamilyIndex value in race files (new maximum is 50, not 22)
    extended limits to DesignNamesIndex value in race files (new maximum is 50, not 13)


Oh wow! :D


Agreed... now I only need a way to set the "default" pictures for leader characters. Since I can not add all characters for my AAR concerning the next decades and want to avoid using the race picture for everyone.
I would like to add one picture for every family off characters. E.g. a scientist picture for all, a leader picture for all...

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One Thread To Guide Them All

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(in reply to Haree78)
Post #: 8
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 4:14:36 AM   
the1sean


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

quote:

ORIGINAL: Nedrear

I would like to add one picture for every family off characters. E.g. a scientist picture for all, a leader picture for all...


I second this motion, it would help with my currently in production mod.


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Post #: 9
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 6:42:32 AM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Well, that was quick. Good thing I haven't run into silvermist yet; Ion cannons are almost always part of my empires standard arsenal.


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Post #: 10
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 7:25:34 AM   
Haree78


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

ORIGINAL: Nedrear

Agreed... now I only need a way to set the "default" pictures for leader characters. Since I can not add all characters for my AAR concerning the next decades and want to avoid using the race picture for everyone.
I would like to add one picture for every family off characters. E.g. a scientist picture for all, a leader picture for all...


Yes, would be a massive plus for modding.

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Post #: 11
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 10:04:47 AM   
Nalim27

 

Posts: 39
Joined: 12/16/2010
Status: offline
I do not agree with this. I think more correct is "Game companies that publish quick and reliable beta patches are GREAT game companies. "

(in reply to Gelatinous Cube)
Post #: 12
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 11:28:32 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Version registry 1701? Why does that sound familiar?...

Good job, chaps.


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Post #: 13
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 12:37:13 PM   
Caesar_Augustus


Posts: 182
Joined: 3/29/2005
From: Henneth Anûn
Status: offline
Indeed, Igard, version registry 1701... what a happy "coincidence!"

Goodness, does the advent of DW Legends necessarily mean that all the wonderful mods made for DW RoTS are essentially unplayable?? Is there no way at all to "quickly" adapt them to Legends? I do have some limited modding abilities (ships mainly), but I am no modder. But I do enjoy mods!!

I gather all you fine modding fellows will no doubt get to work for full Legends adaptation, but that's a lot or work! Any way we less-experienced folk can have a try at it? Even if for the time being we must forgo the new Character system, I'm particularly interested in the (apparently) new ship sizes, reading elsewhere about them being preferably 300x300... What's the issue with this? As always, thanks for any help!


< Message edited by Caesar_Augustus -- 11/25/2011 12:43:29 PM >

(in reply to Igard)
Post #: 14
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 12:39:06 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
I have never seen a more furiously productive mod community than the one we have here. I expect era-specific Star Trek mods complete with randomly appearing James Tiberius Kirk characters shortly.


(in reply to Caesar_Augustus)
Post #: 15
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 12:40:46 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
BSG mod is VERY nearly there, I just have to clear some issues I'm having with the current beta version.

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Post #: 16
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 2:22:21 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline
Great news Haree77 ;).

Igard, don't mean to be pushy, any info on the new comprehensive Star Trek mod? Are you thinking of re-doing ships and adding character pictures?

(in reply to Haree78)
Post #: 17
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 2:54:40 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
Let the man play the game a bit

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Post #: 18
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 3:26:13 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: HectorOfTroy

Great news Haree77 ;).

Igard, don't mean to be pushy, any info on the new comprehensive Star Trek mod? Are you thinking of re-doing ships and adding character pictures?


Hello Hector;
Being assigned by my home government on Ba'ku in Sector 441 in the Briar Patch Nebula to
assist in the development of future modifications of the Star Trek universe, I can say this;
I've just received the final technical specs of our plan from Commodore Elliot Gibbs of Matrix.
{ version registry 1701 }
I'm currently awaiting detailed final reports from Admiral Elizabeth Shelby at the Utopia
Planetia Shipyards and Admiral Kurt Hansen from Starfleet Command. Once these are received,
I will be forwarding them to Proconsul Igard of Romulus after receiving his clearance to
enter the Neutral Zone (i.e. We are real close)!

Admiral Ruafo




Attachment (1)

< Message edited by ehsumrell1 -- 11/25/2011 3:29:20 PM >


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Shields are useless in "The Briar Patch"...

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Post #: 19
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 3:36:16 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
quote:

fixed bug where firing Ion Weapons at SilverMist creature did not do any damage


Well now, that explains it. Imagine my shock when my newly minted cruisers loaded with ion cannons were promptly eaten without doing a single point of damage.

I can just imagine the screams of my captains as the mist consumed them: "The Ion Cannons! They do nothing!"

P.S. Loving the expansion.

(in reply to Erik Rutins)
Post #: 20
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 4:18:42 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Yes, unfortunately a late bug and quite an embarrassing oversight. Apologies!

Glad you are having fun.

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 Cauldyth)
Post #: 21
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 7:39:23 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: Cauldyth
Well now, that explains it. Imagine my shock when my newly minted cruisers loaded with ion cannons were promptly eaten without doing a single point of damage.
I can just imagine the screams of my captains as the mist consumed them: "The Ion Cannons! They do nothing!"


Now you know the frustration of the American pilots at midway.

The electronic arming for the bombs on the SBD divebombers failed so they were dropping bombs over the ocean.
And the torpedoes for the torpedo planes would not detonate on a direct hit. They required a glancing blow to work...

Hey Erik, Elliot, now THOSE are some random events for the game...


< Message edited by tjhkkr -- 11/25/2011 8:03:22 PM >


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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Post #: 22
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 10:08:15 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
Another bug/annoyance is that when starting a new game it remembers all settings other than your race choice if you pick random. It always starts as Human.

(in reply to tjhkkr)
Post #: 23
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 10:16:12 PM   
Greentrees

 

Posts: 3
Joined: 3/12/2011
Status: offline
Has the beta been pulled? I'm unable to download it.

(in reply to Erik Rutins)
Post #: 24
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 10:25:18 PM   
Speedy2511

 

Posts: 96
Joined: 3/4/2010
Status: offline
No problem here, download is working fine.

Greetings from germany
Nico

(in reply to Greentrees)
Post #: 25
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 10:48:03 PM   
Greentrees

 

Posts: 3
Joined: 3/12/2011
Status: offline
Thanks for that. Turns out my hardware firewall had port 21 (ftp) blocked in both directions [smacks self in head]. Now fixed.

(in reply to Speedy2511)
Post #: 26
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 11:24:10 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: Erik Rutins

Yes, unfortunately a late bug and quite an embarrassing oversight. Apologies!

Glad you are having fun.

Regards,

- Erik


Erik and DW Team -

Even with such a complex game, it is a wonder that you continue to maintian the Standard of Excellence!

Have just downloaded, and am looking forward to playing - I know it will be good!

Mac

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LAV-25 2147

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Post #: 27
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/25/2011 11:24:23 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline

quote:

ORIGINAL: ehsumrell1

quote:

ORIGINAL: HectorOfTroy

Great news Haree77 ;).

Igard, don't mean to be pushy, any info on the new comprehensive Star Trek mod? Are you thinking of re-doing ships and adding character pictures?


Hello Hector;
Being assigned by my home government on Ba'ku in Sector 441 in the Briar Patch Nebula to
assist in the development of future modifications of the Star Trek universe, I can say this;
I've just received the final technical specs of our plan from Commodore Elliot Gibbs of Matrix.
{ version registry 1701 }
I'm currently awaiting detailed final reports from Admiral Elizabeth Shelby at the Utopia
Planetia Shipyards and Admiral Kurt Hansen from Starfleet Command. Once these are received,
I will be forwarding them to Proconsul Igard of Romulus after receiving his clearance to
enter the Neutral Zone (i.e. We are real close)!

Admiral Ruafo






Good news, even though I did not expect S'Ona and Romulans working together :).

(in reply to ehsumrell1)
Post #: 28
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/26/2011 2:01:13 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
If you didn't already know, we Son'a had a mutual assistance treaty with Proconsul Igard
during the mod transition to the ROTS version.
See here: http://www.matrixgames.com/forums/tm.asp?m=2497781

There are 'special bonuses' applied to being able to work in the Briar Patch!

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to HectorOfTroy)
Post #: 29
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/26/2011 3:38:31 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
quote:

ORIGINAL: ehsumrell1
If you didn't already know, we Son'a had a mutual assistance treaty with Proconsul Igard
during the mod transition to the ROTS version.
See here: http://www.matrixgames.com/forums/tm.asp?m=2497781


Does this mean raiding the cargo bay is back in session? Please, please, pretty please!
I have been a good jedi...


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to ehsumrell1)
Post #: 30
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