Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
Hello All,
There is a new version of the Public Beta in the Members Club. It fixes many reported issues and makes a few improvements. All listed below, with links to the previous update changes. We hope to make this an official update next week.
Please give it a try if you are interested and give us your feed back on these changes. v1.7.0.4 Beta - December 2, 2011
CRASH FIXES
fixed rare crash when building new ships
DESIGNS SCREEN
Delete button now allows multi-selecting designs to delete
Copy As New button now creates new design with name "Ship Name Mk2", etc (as for Upgrades)
added row color coding with tooltip to indicate manually created designs
added explanatory message when player attempts to edit design already in use
DESIGNS AND RETROFITTING
auto-retrofit and advisor-retrofit now properly excludes advanced ships and bases
now ensure no Carrier ship designs are generated before empire has researched Fighter Bays
RESEARCH
increased number of research labs on AI designs for research stations and medium space port
empires now start the game with a research station, allowing them to reach Research output sooner
FLEETS AND BATTLES
when a colony that was a fleet base changes ownership (e.g. invaded), the fleet now immediately resets its home base to somewhere else
fixed bug where fleets would occasionally head to refuel at top-left corner of galaxy
improved automated attack fleet reassignment when war ends with an empire (when Fleet Formation is automated)
invading the colony of another empire is now much more likely to result in instant declaration of war from target empire
enabled bombardment of independent colonies
FUEL
new colonies now have higher fuel stocks
increased fuel stock levels at colonies without spaceports
slightly increased mining rate for gas extractors
CARRIERS AND FIGHTERS
carriers with no weapons (only fighter bays) can now attack targets properly
fighters will respond to attack targets better (less patrolling around carrier)
PIRATES AND GAME EVENTS
pirate ships now flee when shields are at 50% to reflect their raiding style
legendary pirates now only appear if Disaster events are enabled (Start New Game - Victory Conditions step) AND pirate prevalence is not "None" (Start New Game - The Galaxy step)
SilverMist creature now only appears if Disaster events are enabled (Start New Game - Victory Conditions step) AND space creature prevalence is not "None" (Start New Game - The Galaxy step)
RACES AND CHARACTERS
increased chance of random character generation when no characters of particular type in empire (e.g. scientists)
allowed Naxxilian race to research Armor
USER INTERFACE
improved mouse cursor display in Research screen (no flickering)
altered description of invasion forces at colony in Selection Panel: include population in total defenders, but in brackets indicate population strength
MODDING
fixed bug where special government types could not be selected in Start New Game screen for Other Empires when a custom theme is active
OTHER
advisors now check whether Terraforming Facility exists at colony before recommending building a new one
fixed occasional situation where trading some techs would not work
I can't comprehend this change... the gas extractors - considering the double cap on gas in general - are already more than twice capable than a normal mining device and you increased it? I never need more than 3 to reach max...
Maybe you wanted this to prevent a complete overhaul of AI designs?
Posts: 287
Joined: 5/30/2010 From: Earth, Sol Status: offline
quote:
ORIGINAL: Nedrear
quote:
ORIGINAL: Erik Rutins
slightly increased mining rate for gas extractors
I can't comprehend this change... the gas extractors - considering the double cap on gas in general - are already more than twice capable than a normal mining device and you increased it? I never need more than 3 to reach max...
Maybe you wanted this to prevent a complete overhaul of AI designs?
yep, I think the main problem with the fuel is, that the computer sends 10 ships to get steel for your main colony, each transporting miniscule amounts, and no freighter transports fuel to your homeworld (from the gas giant your homeworld is orbiting) to refuel those 10 steel freighters (with 9 of them being useless and only consuming fuel, since everything they transport would fit in 1 freighter).
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
quote:
ORIGINAL: Locarnus My commands to fleets/ships are still overwritten by the computer. Its thus still unplayable and I will wait for the next patch.
It's perfectly playable here. I understand you are exaggerating to bring attention to this issue, but a bug report with a save would help us a lot more.
Posts: 407
Joined: 10/31/2003 From: Minnesota, USA Status: offline
Looking for the save game folder...know where it should be?
Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...
ORIGINAL: Locarnus yep, I think the main problem with the fuel is, that the computer sends 10 ships to get steel for your main colony, each transporting miniscule amounts, and no freighter transports fuel to your homeworld (from the gas giant your homeworld is orbiting) to refuel those 10 steel freighters (with 9 of them being useless and only consuming fuel, since everything they transport would fit in 1 freighter).
We are right, what does a gas extractor on a ship or station have to do with steel being mined overproportional and in bad amounts which needs refueling? The problems are solved with new AI scripts and new pre designs. Tweaking the overpowered extractors to be more powered is useless.
Posts: 407
Joined: 10/31/2003 From: Minnesota, USA Status: offline
Erik,
Dunno starting working now...Can I find a way to get a copy of the Return expansion file? I have my original DW and the Legends expansion but not that one...just in case I got to do a re-install?
Posts: 32
Joined: 3/27/2010 From: Sweden Status: offline
quote:
ORIGINAL: HercMighty
Looking for the save game folder...know where it should be?
Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...
You can find save games in C:\Users\Username\AppData\Roaming\Code Force Limited\ (For Win Vista but similar pathway on i.e. XP)
And have you played around with the custom themes any? Know I managed to break my game once or twice when it tried to load my theme on startup after I'd changed one thing too many.
Looking for the save game folder...know where it should be?
Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...
Hey Herc, maybe Erik meant to just reinstall the patch?
Are you a member of the members club? If so you can click on "members" at the top of the forum, then click My Orders in the list of links on the right, then it should list your purchases and there is a "download" option
_____________________________
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.
Have you adjusted the "Range" setting for your fleets? It defaults to "Anywhere". I set mine to "System", but you might prefer "Target." This intially threw me for a loop as my carefully placed guard fleets where heading off all over the place to fight any creatures my explorers discovered. Quite frustrating until I changed this fleet setting.
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.
Huh? Have you tried digging deeper in the settings? There's a ton of different things that change fleet behaviour, from something as simple as not hitting the little "automate" button, or your empire policy settings, or even the way you designed your ship to behave. My ships always do what I tell them to do, as long as it doesn't contradict what i've told them to do automatically.
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.
ORIGINAL: WoodMan Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about
I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape. It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...
If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask. [Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh]. But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.
Please let me know...
_____________________________
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.