Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New Public Beta for Legends v1.7.0.7

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> New Public Beta for Legends v1.7.0.7 Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
New Public Beta for Legends v1.7.0.7 - 12/14/2011 5:42:52 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello all,

More changes and improvements are in the works for Distant Worlds Legends. There is a new Beta version in the Members Club. It has improvements for AI ship and base designs, retrofitting, default settings, user interface, and fleet behaviors, plus bug and crash fixes.

Please try it, if you are willing to work with a beta, and supply us with your feedback.


Change List
v1.7.0.7 Beta - December 14th, 2011

    Crash Fixes


    • Fixed occasional crash when independent space port scrapped ships.
    • Fixed occasional crash when assigning pirate ship missions.
    • Fixed crash when reviewing system threats.
    • Fixed rare crash when invade colonies.
    • Fixed rare crash when disbanding troops.

    Ship and Fleet Behavior

    • Military ships no longer jump out of a system to pursue escaping enemies
      unless manually ordered to do so.
    • Ships no longer flee from disabled threats (e.g. threat is non-functional, OR
      cannot move and is out of weapons range, OR has no weapons or fighters).
    • Automated military ships now better at prioritizing which mining stations to
      patrol, more importance given to fuel sources.
    • Manually controlled fleets now automatically refuel as needed if a refuel
      location is in the same system.
    • AI fleets more careful about invading colonies with adequate attacking troops.
    • Changed fleet posture setting: for the AI to alter the posture of a fleet both the
      following conditions must be met: Fleet Formation is automated AND the
      fleet itself is automated.
    • Fixed situation where gain control over an enemy fleet when you gain some of
      the fleet's ships when taking over a spaceport where they are retrofitting.
    • Freighters no longer attempt to dock at unfinished space ports, but instead at
      the colony.
    • Queuing construction ships to build new mining stations and other bases using
      Action buttons now works better: idle construction ships are given much
      higher priority when selecting which construction ship to use.

    Designs and Retrofitting

    • Adjusted some default AI ship designs (e.g. mining ships): added energy
      collectors, more engines.
    • Ensured that AI base designs always have armor.
    • Increased number of mining components on default AI mining station designs
      from one to two.
    • Increased number of construction yards on default space port designs by 50%
    • Fixed problem where energy requirements were sometimes not being
      calculated correctly for new ship and base designs.
    • AI retrofits now upgrade space port sizes when appropriate (e.g. small to
      medium, medium to large).
    • Fixed problem where retrofitting a ship or base with damaged components
      would cause components to be lost.

    Victory Conditions and Game Balance

    • Altered default victory conditions settings: territory, population, economy
      now all 33%. Default Time To Apply = 20 years (up from 10).
    • Altered default pirate proximity for new games to Average (was Nearby).
    • Fixed bug for the Boskara race victory condition "Control the most
      Homeworlds" (was not including defeated empires when counting
      homeworlds).
    • Increased costs for some pirate offers: independent colonies now 20000 (up
      from 5000), special discoveries now 30000 (up from 10000).
    • Ensure player always has nearby supply of Caslon fuel at game start.
    • SilverMist space creature is prioritized as bigger threat by the AI.

    User Interface

    • Increased font size for project descriptions in Research screen.
    • Improved description of Intelligence Agent traits Sober and Addict to explain
      that these apply their bonuses only when the character already has the relevant
      skills.
    • Now refresh selected empire information in Diplomacy screen when close
      conversation window.

    General Bug Fixes

    • Fixed bug where could not build bases that are over construction size limit at
      colonies.
    • Fixed issue where some ruins could not be investigated.
    • Fixed bug where destroyed planets were sometimes not properly removed
      from galaxy.
    • Fixed bug where characters on ships that you take over remain in their
      original empire.
    • Fixed bug where foreign characters (e.g. invading general of another empire)
      were being assigned to the winning invading empire when the colony is taken
      over.
    • Fixed rare bug where a unique asteroid field comprised of barren rock planets
      would appear.

    Other

    • Increased damage to troops from bombardment.
    • Allow placement of resort bases in the game editor at non-planet locations.
    • Reduced memory consumption when have many characters, especially in
      custom themes with unique character images.


_____________________________

Post #: 1
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 5:47:12 PM   
Midas

 

Posts: 21
Joined: 3/26/2010
Status: offline
Nice!

Very nice, thankyou.

(in reply to Andrew Loveridge)
Post #: 2
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 6:03:30 PM   
Gandalf


Posts: 364
Joined: 12/15/2010
From: Jefferson City, MO
Status: offline
How about a fix for the Multi - Resource + Caslon gas giant planet(s) which occurs when a fleet refuels at such a place and of course drains the Caslon for refuel but the resulting storage deficit is then refilled by the gas mining station with a mixture of ALL the different gas resources instead of just the removed Caslon. Over time this renders this particular station useless for refueling.

(in reply to Midas)
Post #: 3
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 6:15:20 PM   
Nedrear


Posts: 702
Joined: 10/29/2011
Status: offline
I would consider a switch to allow a fueling station to decide the amount of storage used... yes. Either through policy - all stations and ressource / all fueling stations per fueling ressource - or per hand by choice of ressource and storage %.

_____________________________

One Thread To Guide Them All

"Nothing incorporeal wields such power as a word. Though it is the weapon of the smart and cunning it alas needs the same to prevail."

(in reply to Gandalf)
Post #: 4
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 6:36:05 PM   
Vasiliy

 

Posts: 18
Joined: 12/2/2011
Status: offline
Is it possible to give message when fleet complete its missions? Thanks

(in reply to Nedrear)
Post #: 5
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 7:02:19 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Some great stuff in that patch.Good work.

_____________________________


(in reply to Vasiliy)
Post #: 6
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 7:15:04 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
Many thanks for another excellent patch !

(in reply to ASHBERY76)
Post #: 7
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 7:16:22 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
Very nice! Will all of these changes take effect in an older save game?

_____________________________


(in reply to ASHBERY76)
Post #: 8
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 7:41:08 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Yes, this will work fine with older saved games, though some of the improvements will take time to show up and some may require a new game for full effect.

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 Gelatinous Cube)
Post #: 9
RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 7:51:51 PM   
Gandalf


Posts: 364
Joined: 12/15/2010
From: Jefferson City, MO
Status: offline

quote:


...

  • Increased damage to troops from bombardment.
    ...



  • Cool, but was the damage done to characters REDUCED from bombardment?

    (in reply to Andrew Loveridge)
    Post #: 10
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 8:04:51 PM   
    Gelatinous Cube


    Posts: 696
    Joined: 10/26/2011
    Status: offline

    quote:

    ORIGINAL: Erik Rutins

    Yes, this will work fine with older saved games, though some of the improvements will take time to show up and some may require a new game for full effect.

    Regards,

    - Erik


    Awesome, thanks!

    _____________________________


    (in reply to Erik Rutins)
    Post #: 11
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 8:40:47 PM   
    J HG T


    Posts: 1093
    Joined: 5/14/2010
    From: Kiadia Prime
    Status: offline
    Will DL this and test it with gusto! Thanks once again!


    _____________________________

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

    (in reply to Gelatinous Cube)
    Post #: 12
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 9:03:49 PM   
    tjhkkr


    Posts: 2428
    Joined: 6/3/2010
    Status: offline
    Thanks again!

    _____________________________

    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 J HG T)
    Post #: 13
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 10:17:31 PM   
    adamsolo


    Posts: 144
    Joined: 12/31/2009
    Status: offline
    Civilian ships disappear from map at higher zoom levels in v1.7.0.7
    Anyone else has seen this?

    And vectors disappear when ship is out of the map in lower zoom levels.

    < Message edited by adamsolo -- 12/14/2011 10:20:10 PM >


    _____________________________

    SpaceSector.com
    Your source for Space & Sci-Fi Strategy Games

    (in reply to tjhkkr)
    Post #: 14
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 10:22:19 PM   
    elliotg


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

    ORIGINAL: adamsolo
    Civilian ships disappear from map at higher zoom levels in v1.7.0.7
    Anyone else has seen this?

    This is controlled by a setting in the Options screen > Advanced Settings. The "Galaxy View - Ship Display" panel allows you to toggle different ship types on/off when zoomed out to reduce clutter. So you can turn on civilian ships if you like.

    This feature has been in the game since original DW

    (in reply to adamsolo)
    Post #: 15
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 10:31:22 PM   
    adamsolo


    Posts: 144
    Joined: 12/31/2009
    Status: offline

    quote:

    ORIGINAL: elliotg

    quote:

    ORIGINAL: adamsolo
    Civilian ships disappear from map at higher zoom levels in v1.7.0.7
    Anyone else has seen this?

    This is controlled by a setting in the Options screen > Advanced Settings. The "Galaxy View - Ship Display" panel allows you to toggle different ship types on/off when zoomed out to reduce clutter. So you can turn on civilian ships if you like.

    This feature has been in the game since original DW


    Oops, forgot
    But the second point remains. Maybe that was always in DW also and I never noticed? :) It's not a big deal though.


    _____________________________

    SpaceSector.com
    Your source for Space & Sci-Fi Strategy Games

    (in reply to elliotg)
    Post #: 16
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 10:45:43 PM   
    chrisianak15

     

    Posts: 15
    Joined: 12/13/2011
    Status: offline
    yeah, the using mixed resource gas mines as fueling bases is a big issue. I have noticed that using colnies as home bases can be difficult, but the majority of caslon/ and or hydrogen sources are mixed. Seems like storages should either be evenly divided among resources, or weighted to the extraction rate. Maybe fuel should get a higher weight.

    Alternatively, can ships refuel from the stations fuel tanks? That might be a way to do it.

    Thanks for the updates

    (in reply to adamsolo)
    Post #: 17
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 10:55:44 PM   
    chrisianak15

     

    Posts: 15
    Joined: 12/13/2011
    Status: offline
    oops, browser error caused double post

    < Message edited by chrisianak15 -- 12/14/2011 10:56:21 PM >

    (in reply to adamsolo)
    Post #: 18
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:16:39 PM   
    elliotg


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

    ORIGINAL: Gandalf
    How about a fix for the Multi - Resource + Caslon gas giant planet(s) which occurs when a fleet refuels at such a place and of course drains the Caslon for refuel but the resulting storage deficit is then refilled by the gas mining station with a mixture of ALL the different gas resources instead of just the removed Caslon. Over time this renders this particular station useless for refueling.

    Mining stations already handle this: when they fill up they will check whether they need to dump resources to allow a better fill of fuel.

    (in reply to Gandalf)
    Post #: 19
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:27:32 PM   
    Cauldyth

     

    Posts: 752
    Joined: 6/27/2010
    Status: offline
    Nice set of changes, can't wait to try them out.

    The changes to default game setup pretty much mirror what I set things to.

    (in reply to elliotg)
    Post #: 20
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:32:31 PM   
    chrisianak15

     

    Posts: 15
    Joined: 12/13/2011
    Status: offline

    quote:

    ORIGINAL: elliotg

    quote:

    ORIGINAL: Gandalf
    How about a fix for the Multi - Resource + Caslon gas giant planet(s) which occurs when a fleet refuels at such a place and of course drains the Caslon for refuel but the resulting storage deficit is then refilled by the gas mining station with a mixture of ALL the different gas resources instead of just the removed Caslon. Over time this renders this particular station useless for refueling.

    Mining stations already handle this: when they fill up they will check whether they need to dump resources to allow a better fill of fuel.


    ok, cool. Now I don't need to worry

    (in reply to elliotg)
    Post #: 21
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:41:26 PM   
    HectorOfTroy


    Posts: 312
    Joined: 1/9/2011
    Status: offline
    Thanks Elliot and Eric. Any idea on the timeframe for proposed design and retrofit changes that Eric said will be in the second official patch?

    (in reply to chrisianak15)
    Post #: 22
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:46:15 PM   
    Chet Guiles

     

    Posts: 267
    Joined: 6/14/2002
    From: Southern CA
    Status: offline
    Have dl'ed and started a new game. No issues with install or start-up. Noticed the improvement on local Caslon availability right away. Am only about 4 years into the game, so haven't seen all the stuff yet.

    Still hoping for a major revision of the ship design screen.

    Did not really notice the increased font sizes in the Research Screens.

    _____________________________


    (in reply to Andrew Loveridge)
    Post #: 23
    RE: New Public Beta for Legends v1.7.0.7 - 12/14/2011 11:54:26 PM   
    Gelatinous Cube


    Posts: 696
    Joined: 10/26/2011
    Status: offline
    I certainly noticed better fonts. Much better. The latest update in my AAR might show it a little, but I don't have any pictures of the research screen in there.

    I play at 1360x968, though, which I doubt is representative of most peoples' resolutions. Average is much higher, I think?

    _____________________________


    (in reply to Chet Guiles)
    Post #: 24
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 1:18:35 AM   
    feelotraveller


    Posts: 1040
    Joined: 9/12/2011
    Status: offline
    Well there goes my game in 1.7.0.6.

    If you guys don't slow down I'll never finish a game.

    (in reply to Gelatinous Cube)
    Post #: 25
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 1:43:09 AM   
    Evil Steve

     

    Posts: 35
    Joined: 7/21/2010
    Status: offline
    my antivirus just detected SmallTroj.ZPLV in DistantWorlds.exe for 1.7.0.7???? false positive?

    (in reply to feelotraveller)
    Post #: 26
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 2:16:52 AM   
    Gelatinous Cube


    Posts: 696
    Joined: 10/26/2011
    Status: offline

    quote:

    ORIGINAL: Evil Steve

    my antivirus just detected SmallTroj.ZPLV in DistantWorlds.exe for 1.7.0.7???? false positive?



    Probably. There's a thread about something similar in the tech support forum. DW is a wierd game, and Windows 7 sometimes doesn't treat it right.

    _____________________________


    (in reply to Evil Steve)
    Post #: 27
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 6:59:11 AM   
    El Vis

     

    Posts: 32
    Joined: 5/25/2005
    Status: offline
    I really really love your beta patch policy. Looks like it will solve my crashes.
    But I propose that you give us with the final betapatch some days more time for testing it before declaring it to an official patch.
    Perhaps its only my expirience because I encountered some bugs with 1706 beta after you made it an official patch.
    But I recognized that there were not much complaints about stability.

    (in reply to Gelatinous Cube)
    Post #: 28
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 7:22:06 AM   
    Sylian


    Posts: 31
    Joined: 12/1/2011
    From: Germany
    Status: offline
    It is just amazing how fast you implement bug fixes / player suggestions.
    Good work.

    _____________________________

    Dinosaurs were made up by the CIA to discourage time travel.

    (in reply to El Vis)
    Post #: 29
    RE: New Public Beta for Legends v1.7.0.7 - 12/15/2011 7:34:43 AM   
    MaxyGamer

     

    Posts: 76
    Joined: 8/24/2010
    Status: offline
    Great patch this. All features/fixes are excellent. Ship/Fleet behaviour is the MOST appreciated on this one.

    Thanks

    (in reply to Sylian)
    Post #: 30
    Page:   [1] 2 3 4   next >   >>
    All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> New Public Beta for Legends v1.7.0.7 Page: [1] 2 3 4   next >   >>
    Jump to:





    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts


    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

    1.578