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RE: New DW: Legends Public Beta v1.7.0.2 Available!

 
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RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 9:52:51 PM   
Sithuk

 

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Has the migration been boosted? That would be fantastic. Colonies sadly remain just mining outposts as they rarely grow to a meaningful size by the end game. Having the migration boosted would be fantastic.

On the freighter transport issue, I agree with Bingeling that the issue is not one of fuel cell capacity but rather that freighters travel point to point without re-fuelling en-route as much as they should. The player should be responsible for building the re-fuelling points to a remote trading partner. We just need to AI to use them.

quote:

ORIGINAL: elliotg

quote:

ORIGINAL: ASHBERY76
I see nothing about the A.I freighter designs on a 15x15 map not having the fuel cells to transport goods around the huge map and end up crawling half across the map on 0 fuel slowing the whole economy...I also think migration to new colonies needed a massive boost for passenger ship space as it takes to long to make new colonies relevant..Hopefully next.

These issues have also been addressed, sorry I didn't get that on the list.


(in reply to elliotg)
Post #: 31
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 9:53:40 PM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
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quote:

ORIGINAL: Haree78


quote:

ORIGINAL: Locarnus
eg 15x15 single fuel cells have higher capacity then in 10x10 or smaller.
Just a factor for the fuel techs.


What's the point in that? I want the Galaxy to feel large, later game when you have higher fuel capacity makes everything feel smaller.
I definitely want it to stay the same.


The point is, that the AI empires do not "understand" that 100 freighters travelling on 0 fuel is a problem for their economy. So the ai still sends the "underfueled" freighters on long range trips.
Which results in lots of unnecessarily crippled ai empires. Also, the ai controls the economy of the player. The players only solution is, to put more fuel cells on the private ships in larger galaxies...

edit: I will try out the new patch and see if the current changes are sufficient.

< Message edited by Locarnus -- 11/29/2011 9:56:31 PM >


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Post #: 32
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:03:04 PM   
Mozo

 

Posts: 96
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Thank you SO much Elliot and Erik for treating your customers so well.

I've loving this game.

Regards,

Mozo

(in reply to Andrew Loveridge)
Post #: 33
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:11:25 PM   
ToastySandwich


Posts: 21
Joined: 11/27/2011
From: Montreal, Canada
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Loving the expanded territory size on larger galaxies, a lot more contested bases in my game all of a sudden !

(in reply to Mozo)
Post #: 34
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:12:57 PM   
elliotg


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quote:

ORIGINAL: Bingeling
Top left corner issue:

I selected two carriers for a fleet for a special mission (multi select), and gave the refuel order by the action button lower left. They both headed for the top left corner.

Thanks, fixed in the *next* update

(in reply to Bingeling)
Post #: 35
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:13:48 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Thanks for the update!
Great stuff once again and finally that nerf for debris fields. Thank you very much!

< Message edited by J HG T -- 11/29/2011 10:16:01 PM >


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Post #: 36
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:17:54 PM   
ASHBERY76


Posts: 2136
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From: England
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quote:

ORIGINAL: ToastySandwich

Loving the expanded territory size on larger galaxies, a lot more contested bases in my game all of a sudden !


Indeed it makes the system more relevant now and should help with the messy border issue.

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Post #: 37
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:31:44 PM   
Bingeling

 

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I have in a few hours (on slow motion due to a large war) noticed some trade suggestions that surprised me.

The AI asked to swap monitoring station for gas mines. All in contested territory. Another AI suggested end to war if I gave away a contested base. I have never noticed neither before.

Has anyone else seen new trade deals?

And I got to love the larger zones of influence. My 8x8 map is almost all painted when the influence is on and I look at the galaxy map.

I went to war with a powerful AI empire in my 8x8, and the game struggled when action got hot. I am unsure if this is new or not, but aggressive AI makes a lot of big fights at once.

I attacked a LSP with 4 defensive bases using about 50 ships among two fleets.
The AI attacked two different colonies with medium space ports and 3-4 defensive bases and a 20+ fleet defending at each one.

My 6600 intel quad did not exactly handle that one combined with some alt-tabbing with grace. But it did not crash. Mabye I should bring the laptop to browse the web when war is running hot

(in reply to ASHBERY76)
Post #: 38
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:41:59 PM   
jezwhywhy


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Dont know if its been asked before, do patches break save games? 

< Message edited by jezwhywhy -- 11/29/2011 10:51:29 PM >


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Post #: 39
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:52:53 PM   
Kruos


Posts: 129
Joined: 5/5/2010
From: France
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I have just launched a little Zenox Empire to see the news improvments, in particular the balancing on the tech and ships in debris fields, and it is excellent!

Very good beta patch, as usual. ;-)

PS : I would be glad to participate and help but alas everything works fine here, no bug to report for the moment. ^^




< Message edited by Kruos -- 11/29/2011 10:55:48 PM >

(in reply to Bingeling)
Post #: 40
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 10:55:06 PM   
Bingeling

 

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quote:

ORIGINAL: jezwhywhy

Dont know if its been asked before, do patches break save games? 

No it does not break savegames. It does create a lot of new contested bases though, as border circles are now larger at least for large colonies.

(in reply to jezwhywhy)
Post #: 41
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 11:01:25 PM   
HercMighty


Posts: 407
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From: Minnesota, USA
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Anyone else getting an error trying to download:

421 Over the limit for maximum logins from the same IP

If you click ok you can't download, and if you hit save you get a 0kb file that won't run....

I did also try from 2 different computers....

(in reply to Bingeling)
Post #: 42
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 11:05:42 PM   
elliotg


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

ORIGINAL: Bingeling
I have in a few hours (on slow motion due to a large war) noticed some trade suggestions that surprised me.

The AI asked to swap monitoring station for gas mines. All in contested territory. Another AI suggested end to war if I gave away a contested base. I have never noticed neither before.

Has anyone else seen new trade deals?

This logic has been in the game since ROTS actually, but it's really showing up a lot more with the new empire territory system, along with the fixes to that in 1.7.0.2

(in reply to Bingeling)
Post #: 43
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 11:42:53 PM   
Whydmer


Posts: 105
Joined: 6/5/2009
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quote:

Anyone else getting an error trying to download:

421 Over the limit for maximum logins from the same IP

If you click ok you can't download, and if you hit save you get a 0kb file that won't run....

I did also try from 2 different computers....

Yes I am getting the same message from Firefox. prompted to login into the FTp server through IE 8.

been trying to troubleshoot this afternoon. The one thing I haven't done yet is reboot my Modem/router and get a new IP address.

< Message edited by Whydmer -- 11/29/2011 11:45:32 PM >

(in reply to HercMighty)
Post #: 44
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 11:50:10 PM   
Bingeling

 

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Could it be issues with some ISP having a huge virtual customer network behind one IP?

(in reply to Whydmer)
Post #: 45
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/29/2011 11:57:30 PM   
Whydmer


Posts: 105
Joined: 6/5/2009
Status: offline
HM is in Minnesota and I am in Arizona, my ISP is Suddenlink.

(in reply to Bingeling)
Post #: 46
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 12:05:17 AM   
HercMighty


Posts: 407
Joined: 10/31/2003
From: Minnesota, USA
Status: offline
Actually in Virginia now...need to update my profile...and I got Comcast...

(in reply to Whydmer)
Post #: 47
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 5:03:33 AM   
Janster

 

Posts: 54
Joined: 2/19/2004
Status: offline
This latest patch needs some love, it introduces massive slowdowns on my computer that wasn't there at release or the 1st beta.
I don't have to play long before it sets in either. In addition it now also crashes a lot unlike before, also the save function is suffering.

Hope this helps.

(in reply to HercMighty)
Post #: 48
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 5:09:10 AM   
Gelatinous Cube


Posts: 696
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Yep,I agree with the above poster. Before this beta patch I had no lag at all, and had never experienced a CTD with DW or any of the expansions. So far after this patch i've had a CTD and considerably worse performance.

However, it is just a beta patch. I'm sure they'll fix whatever this is.

The change to influence is fantastic, however. Big thumbs up!

(in reply to Janster)
Post #: 49
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 7:38:00 AM   
HectorOfTroy


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

quote:

ORIGINAL: Gelatinous Cube

Yep,I agree with the above poster. Before this beta patch I had no lag at all, and had never experienced a CTD with DW or any of the expansions. So far after this patch i've had a CTD and considerably worse performance.

However, it is just a beta patch. I'm sure they'll fix whatever this is.

The change to influence is fantastic, however. Big thumbs up!



Yeah my last game with 1702 has been laggy as well. I'm playing on 8x8 with I think 400 stars and 6 races and my performance has been laggy in the late game with all races discovered.

(in reply to Gelatinous Cube)
Post #: 50
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 8:09:58 AM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
Is unload troop command fixed? Unload troop by giving order for each ship does work, but fleet as whole wont unload the troop.

Besides that, why design screen suggest you to add a troop transport? Every troops are valuable asset and if they are dispersed in different destroyers or cruisers,
they get unloaded at different timing reducing the assault success chance. Overtaking smaller colonies will suffice with those few troops but...

Currently I have a dozen of destroyer which have one troops loaded and now I want to transfer them to dedicated troop transport but now
I have to do it one by one...

(in reply to Cauldyth)
Post #: 51
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 8:48:54 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
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Hm, my game became laggy too, but I figured that was because I kept jumping between two or more simultaneous large battles, something which I had not done earlier in neither of my two legends games this far.

(in reply to colonyan)
Post #: 52
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 9:19:11 AM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline
Elliot, Erik can you please check out the new found lag with this patch

P.S. I know that Elliot has heaps on his plate, but he created this great game and we just want to play it.

< Message edited by HectorOfTroy -- 11/30/2011 9:38:33 AM >

(in reply to Bingeling)
Post #: 53
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 10:11:53 AM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Ater testing the patch I have to agree about the lag too. Significantly more lag than before the patch. The game's playable but the lag is kinda annoying.
Hopefully this gets sorted out.


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Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

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Post #: 54
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 2:09:07 PM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
Status: offline
Crawling beelines

The increase from 2x60 to 3x60 fuel cells for freighters in the beginning was not enough.
The out of fuel problem is reduced, but I still have crawling beelines of 20 ships when I establish a new colony which is a little further away.

3 solutions that can be combined:

1) Scale fuel cell tech with galaxy. Standard fuel cells have higher capacity in larger galaxies.

2) Put more fuel cells on AI design freighters (probably a lot).

3) Tune the private sector AI.
I founded a new colony in some distance from my empire. I ordered it to build a constructor. Then about 20 ships formed a beeline, nearly all of them transporting steel from an alien homeworld to the new colony. None of them transported caslon. So after 3/4 the distance to the new colony they ran out of fuel. At the new colony there was a little bit of caslon (1000), but of course not enough for all those freighters to refuel. So apart from the first few freighters, the beeline crawled back to my empire without fuel, which took them ages, of course...


Sitting Duck explorers

My explorers still wait for the Kaltor to eat them, instead of fleeing.



Overconfident Escorts

My escorts still try to kill a giant kaltor, which is clearly out of their league (speed, armor, weapons).


I didnt notice the lag, so far...

< Message edited by Locarnus -- 11/30/2011 2:13:28 PM >


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Post #: 55
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 3:11:57 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
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quote:

ORIGINAL: Locarnus

Crawling beelines

The increase from 2x60 to 3x60 fuel cells for freighters in the beginning was not enough.
The out of fuel problem is reduced, but I still have crawling beelines of 20 ships when I establish a new colony which is a little further away.

3 solutions that can be combined:

1) Scale fuel cell tech with galaxy. Standard fuel cells have higher capacity in larger galaxies.

2) Put more fuel cells on AI design freighters (probably a lot).

3) Tune the private sector AI.
I founded a new colony in some distance from my empire. I ordered it to build a constructor. Then about 20 ships formed a beeline, nearly all of them transporting steel from an alien homeworld to the new colony. None of them transported caslon. So after 3/4 the distance to the new colony they ran out of fuel. At the new colony there was a little bit of caslon (1000), but of course not enough for all those freighters to refuel. So apart from the first few freighters, the beeline crawled back to my empire without fuel, which took them ages, of course...


From my observation on my far away colony (Spice!). Ships arrive with a "load spice" order. They refuel while loading, and all is well. Apart from the fact that when the colony is new, there is not fuel present. Thus they have out of fuel issues.

So a good thing would be to make sure there is a fuel supply out there before starting the spaceport construction. That could have a benefit on the freighter situation. Send a construction ship with the colonizer to establish that fuel source, and hope some civilian starts shipping it to the colony (because I don't think a civilian on a load mission takes a detour to refuel).

And solving the issue with bigger tanks or scaling fuel usage defeats the purpose of the larger galaxy. If the problem could be cured by making sure there is fuel available before ordering construction I would be happy (not tested). The rest can be tuned by not too advanced AI tuning, like increasing the priority of getting a decent stock of fuel on the fresh colony. Maybe that is more important than shipping in luxuries on the first few freighters? If in addition freighters can understand they don't have to travel too far back, it should help a lot. Use spaceports as supply depots. For the distant colony the most important is to do trade with the nearest spaceport in direction of "home". And the nearest spaceport should then worry about getting enough supplies to fill that demand. Have this logic ripple through the empire.

(in reply to Locarnus)
Post #: 56
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 3:14:27 PM   
Erik Rutins

 

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

Just FYI we are checking on the lag. That's one of the risks with beta updates. Feel free to move back to 1.7.0.1 if the lag is too much for you, but keep playing if it's tolerable as feedback on 1.7.0.2 is very much appreciated.

Regards,

- Erik

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(in reply to Bingeling)
Post #: 57
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 3:31:07 PM   
Howard Mitchell


Posts: 449
Joined: 6/3/2002
From: Blighty
Status: offline

quote:



- reduced number and tech level of ships in debris fields



Pet hate of mine since the original DW came out, glad to see it's being addressed.

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Post #: 58
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 3:42:12 PM   
Bingeling

 

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quote:

ORIGINAL: Howard Mitchell


quote:



- reduced number and tech level of ships in debris fields



Pet hate of mine since the original DW came out, glad to see it's being addressed.

Looking for feedback on this, and I could maybe, just maybe try to original storyline again. It is a game breaker. I am also not too fond of the massive tech handouts for various feats connected to the storylines. The new pirates are a borderline case in this as well.

(in reply to Howard Mitchell)
Post #: 59
RE: New DW: Legends Public Beta v1.7.0.2 Available! - 11/30/2011 3:43:16 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
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Well, the storylines are always going to contain new stuff. Don't turn them on if you just don't want to be involved period.

However, the new debris fields are much smaller.

(in reply to Bingeling)
Post #: 60
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