Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Public Beta for Legends v1.7.0.10 now Available!

 
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 >> RE: Public Beta for Legends v1.7.0.10 now Available! Page: <<   < prev  1 2 [3] 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Public Beta for Legends v1.7.0.10 now Available! - 3/21/2012 3:13:19 PM   
Webbco


Posts: 682
Joined: 2/6/2010
Status: offline
Fierceking, you won't get these crashes resolved if you post them here, that's what the tech support forum is for. I think Ashbery already mentioned that. Elliot will pick these up and fix them if you post them in the correct place.

(in reply to fierceking)
Post #: 61
RE: Public Beta for Legends v1.7.0.10 now Available! - 3/24/2012 7:27:29 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[beta .13]
Has the AI been changed to declare War more often?
It seems to do so with this patch more than earlier ones. And once you end the war with a race, a few turns later that race declares it again.
I had one instance where I end the war, and the race continue to destroy my ships and invade my planet after it accepted the cease fire.
And no sooner than I started to rebuild, declares war again.
I don't have save as it all happened so quickly even on slow speed.


< Message edited by michaelm -- 3/24/2012 7:29:50 AM >


_____________________________

Michael

(in reply to Webbco)
Post #: 62
RE: Public Beta for Legends v1.7.0.10 now Available! - 3/25/2012 9:38:15 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[beta .13]
When right-clicking a build at a space port, the list in the window can show many entries for the same design.
This happens almost all the time.




Attachment (1)

< Message edited by michaelm -- 3/25/2012 9:39:02 AM >


_____________________________

Michael

(in reply to michaelm75au)
Post #: 63
RE: Public Beta for Legends v1.7.0.10 now Available! - 4/16/2012 9:51:02 PM   
Javaslinger

 

Posts: 34
Joined: 6/4/2010
Status: offline
Is this beta still being worked on? Seems awfully dead...

(in reply to michaelm75au)
Post #: 64
RE: Public Beta for Legends v1.7.0.10 now Available! - 4/24/2012 6:36:54 AM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline
Yes it is..............

(in reply to Javaslinger)
Post #: 65
RE: Public Beta for Legends v1.7.0.10 now Available! - 4/25/2012 11:32:16 PM   
Registered55

 

Posts: 52
Joined: 8/1/2010
Status: offline
notices that the ships when engaging in a system, there seems to be a cat and mouse problem,

i explain.

pirates around planet, i told my fleet to patrol the sector (right click on star)

my ships arrive, the pirate ships warp to the star, however at that time, my ships warp to the planet where the pirate ships just were.

my ships arrive at the planet, yet the pirate ship have now arrived at the star.... my ships warp again, they warp again, again passing each other.... eventually they do engage, but not after some pretty messy jumping back and forth..


really messy, and quite painful to watch!!!!

the above is regarding latest beta version.


< Message edited by Registered55 -- 4/25/2012 11:34:40 PM >

(in reply to Tophat1815)
Post #: 66
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/5/2012 10:27:48 PM   
Erik Rutins

 

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

The new v1.7.0.14 Public Beta for Distant Worlds: Legends is now available. Please see the first post for the updated list of changes, especially the additional improvements to ship design and retrofitting.

Regards,

- Erik


< Message edited by Erik Rutins -- 5/5/2012 10:34:51 PM >


_____________________________

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 Registered55)
Post #: 67
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/5/2012 10:36:04 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
By the way, we are hoping that this version will become the next official update. We may have one more iteration if required based on testing, but otherwise 1.7.0.14 should be the official non-beta release.

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 Erik Rutins)
Post #: 68
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/5/2012 11:10:24 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Wow looks like I will start again.

I see fighter,beams and torp weapon levels setting for military ships but no rail,phaser,missile levels.




< Message edited by ASHBERY76 -- 5/5/2012 11:55:47 PM >


_____________________________


(in reply to Erik Rutins)
Post #: 69
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/6/2012 2:32:55 AM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline
Update for RotS?

From installation of DistantWorlds-Legends-Update-v17014-Beta.exe




Attachment (1)

(in reply to Jeeves)
Post #: 70
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/6/2012 4:33:48 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Only a typo, fortunately - we'll get that fixed.

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 Kayoz)
Post #: 71
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/6/2012 5:26:09 AM   
Falokis

 

Posts: 144
Joined: 5/23/2010
Status: offline
quote:

ORIGINAL: ASHBERY76

Wow looks like I will start again.

I see fighter,beams and torp weapon levels setting for military ships but no rail,phaser,missile levels.




+1 to this. I noticed when I set beams to "none" the AI generates (small) ships without any weapons, even with heavy added to torpedoes. I would like it if you could set a primary and secondary weapon of your choice, like missiles and torpedoes. I don't use beams.

< Message edited by Falokis -- 5/6/2012 5:27:03 AM >

(in reply to ASHBERY76)
Post #: 72
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/6/2012 11:42:40 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
From my test if you focus on rail and missile tech that just replaces beams and torps in the policy.So a heavy beam design becomes heavy rail.I really like the new policy options to guide the A.I and would like more options in all areas advanced in the policy screen.

Another issue is the A.I wasting research.It continues to research all three tech lines for shields,hyperdrives,engine.It should focus on one line for each.If it has researched fast drives it then should not research efficient drives too,etc.

< Message edited by ASHBERY76 -- 5/6/2012 11:53:24 AM >


_____________________________


(in reply to Falokis)
Post #: 73
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/6/2012 10:19:51 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
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 ASHBERY76)
Post #: 74
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/7/2012 3:45:22 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
I just looked at the new Ship Design Fine-Tuning settings.

I'm a very happy man.

(in reply to tjhkkr)
Post #: 75
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/7/2012 7:44:41 AM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
Sorry I don't feel like reading the 74 messages. Is it save compatible?

_____________________________

AGEOD Team

(in reply to Cauldyth)
Post #: 76
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/7/2012 2:09:03 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Cauldyth

I just looked at the new Ship Design Fine-Tuning settings.

I'm a very happy man.



That makes 2 of us.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Cauldyth)
Post #: 77
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 3:22:19 AM   
Hawawaa


Posts: 108
Joined: 11/21/2010
Status: offline
Thank you! Summer school started so I will update and set some time aside later in the week to start a new game.

_____________________________


(in reply to Shark7)
Post #: 78
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 9:14:44 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline

quote:

ORIGINAL: Pocus

Sorry I don't feel like reading the 74 messages. Is it save compatible?


Hey Pocus,

Best advice is always finish your current game before updating, just in case. However, you can usually load a save from a previous version after installing an update by going up a level in your save folder (each version is saved to a seperate folder).

Some changes don't take effect until new game is started, some effects take a while to kick in and some things may lead to instability, judging on past patches. This is why it is best to finish your current game before updating.

_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to Pocus)
Post #: 79
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 10:10:06 AM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
And where are bombs?

< Message edited by WiZz -- 5/8/2012 10:21:43 AM >

(in reply to WoodMan)
Post #: 80
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 4:07:10 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: WiZz

And where are bombs?


In the bomb bay?

(in reply to WiZz)
Post #: 81
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 4:33:56 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
I meant, where is bombard weapon in design tuning?

(in reply to Tophat1815)
Post #: 82
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 7:50:25 PM   
Falokis

 

Posts: 144
Joined: 5/23/2010
Status: offline

quote:

ORIGINAL: WiZz

I meant, where is bombard weapon in design tuning?

I'm hoping they are coming with missiles and other options. I'm hoping this is a first step to test the mechanics. If so, I'm happy to be patient.

(in reply to WiZz)
Post #: 83
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/8/2012 8:39:55 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline

quote:

ORIGINAL: WiZz

I meant, where is bombard weapon in design tuning?


If Bombard is researched it pops 1 on the ship design from my test.

_____________________________


(in reply to WiZz)
Post #: 84
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/9/2012 5:49:34 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
OK, after playing it for a bit my comments:

1. Ship design influences seem to be working great. I set my little human empire to design ships that were shield, blaster and engine very heavy...end result was only being able to build escorts, but those escorts were triple shielded, had a speed of 48 and 4 blasters. This is spot on from my point of view. This will be essential to modders in the near future, and since it is a savable file, it solves our whole designs delimma I think. But I do have a suggestion or two:

A. Introduce a player defined maximum ship size per class cap. For instance a drop down menu that allows me to set each ships individual max size according to current ship size capacity. Example: Escort Maximum ship size _________ % of current build capacity. That would allow me keep every ship from maxing its size and keep a little more difference between the classes.

B. A check box for 'Allow troops on Escorts and frigates'. Some people may like to do that, and I have a modded race in mind that theoretically would over-run planets the way that cockroaches over-run a kitchen...IE pure numbers.

2. Reserach focuses. Wonderfull...this allow me to tell each race where to specialize their research to take full advantage of of the design changes. Personally I will be making a custom policy file for each race that will likely put emphasis on construction as #1 so they can all stay competative through the game.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to ASHBERY76)
Post #: 85
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/9/2012 7:25:23 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Well stated Shark7!

_____________________________

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

(in reply to Shark7)
Post #: 86
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/9/2012 8:57:33 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: Shark7

OK, after playing it for a bit my comments:

1. Ship design influences seem to be working great. I set my little human empire to design ships that were shield, blaster and engine very heavy...end result was only being able to build escorts, but those escorts were triple shielded, had a speed of 48 and 4 blasters. This is spot on from my point of view. This will be essential to modders in the near future, and since it is a savable file, it solves our whole designs delimma I think. But I do have a suggestion or two:

A. Introduce a player defined maximum ship size per class cap. For instance a drop down menu that allows me to set each ships individual max size according to current ship size capacity. Example: Escort Maximum ship size _________ % of current build capacity. That would allow me keep every ship from maxing its size and keep a little more difference between the classes.

B. A check box for 'Allow troops on Escorts and frigates'. Some people may like to do that, and I have a modded race in mind that theoretically would over-run planets the way that cockroaches over-run a kitchen...IE pure numbers.

2. Reserach focuses. Wonderfull...this allow me to tell each race where to specialize their research to take full advantage of of the design changes. Personally I will be making a custom policy file for each race that will likely put emphasis on construction as #1 so they can all stay competative through the game.



Agree 100% with your point A!

(in reply to Shark7)
Post #: 87
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/10/2012 5:22:36 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Once you've got some good policy files for each race, care to share them? :)

(in reply to Shark7)
Post #: 88
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/12/2012 12:40:12 PM   
Imrryran


Posts: 27
Joined: 4/25/2010
Status: offline
I don't really understand: don't the devs intend to provide the best AI designs within the next patch?

_____________________________


(in reply to Cauldyth)
Post #: 89
RE: Public Beta for Legends v1.7.0.10 now Available! - 5/13/2012 3:55:50 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Imrryran

I don't really understand: don't the devs intend to provide the best AI designs within the next patch?


Yes, but modders are still going to have to do it the hard way, and I think we all agree that being able to share policies and optimized designs is not a bad thing.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Imrryran)
Post #: 90
Page:   <<   < prev  1 2 [3] 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Public Beta for Legends v1.7.0.10 now Available! Page: <<   < prev  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

5.656