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Distant Worlds - Legends Gets a Massive Update and Sale!

 
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Distant Worlds - Legends Gets a Massive Update and Sale! - 8/22/2012 7:07:27 PM   
Scott Parrino

 

Posts: 263
Joined: 4/13/2012
Status: offline
We are excited to announce the release of the massive v1.7.0.16 update for the award-winning space strategy game Distant Worlds - Legends. The comprehensive update includes a ton of improvements and fixes that boost performance and the overall gameplay experience.

To celebrate this huge update, we are placing all Distant Worlds titles on sale for two weeks, starting today and ending on September 4th, at 33% off! That means that Distant Worlds, which is normally $39.99 for the download price, will now be $26.99 and the two expansions are reduced to $16.99 from their normal download price of $24.99! This is a great opportunity to pick up that extra expansion you’ve been waiting on or jump into the whole series.

The update improves player and AI ship design, including improvements to the design screen itself. Players will now be able to save optimized design templates for any faction and also have the ability to set detailed design policies for their empires. Fleet handling for both player and AI factions has also been improved, as well as ship management for the private sector.

To get the update, click here to go to the download page for Distant Worlds - Legends. The update is comprehensive and will bring all versions of Distant Worlds: Legends to version 1.7.0.16. Please note: Distant Worlds – Legends REQUIRES ownership of the original full Distant Worlds game, including the Return of the Shakturi expansion.

Here is the full changelog:

Designs
  • Fixed bug where abandoned ships would sometimes have multiple different
    reactor types in their designs
  • Altered order in which components are dropped off AI military ship designs
    when attempting to fit within construction size limits (armor is now higher
    priority to keep)
  • Improved Design selection for pirate ships so that they do not prematurely use
    advanced optimized designs
  • The AI will now create new designs to replace optimized designs if tech is
    significantly better than best buildable optimized design
  • Starting designs for new empires now more accurately reflect starting tech
    level (when using advanced tech start)
  • Optimized designs now properly have their Date Created reset to the current
    date and Build Amount reset to zero when loaded
  • Added extra filters to designs screen: Show Latest Buildable Designs, Show
    Non-Obsolete Buildable Designs
  • Added new AI design settings in Empire Policy screen.
    • Can now fine-tune how designs are generated with settings like how
      many shields, engines, weapons are used, etc.
    • Thus each race now has a particular set of focuses for their ship and
      base designs.
    • Also have multiple new tech focus settings (now 6, instead of 2) which
      are used to guide which research projects the AI selects

  • Reviewed base AI design templates for all ships and bases so that AI designs
    are more challenging to play against
  • Ensured that new designs properly obsolete old designs of the same type (e.g.
    Carrier, Resupply Ship)
  • Auto-retrofitting no longer downgrades spaceport sizes when population is
    below threshold at a colony (but will still upgrade spaceport sizes when
    retrofitting)
  • Toggling the auto-retrofit settings in the Designs screen now also propagates
    these changes to all individual ships/bases of that design. This ensures that
    ships are not auto-retrofitted when their role is set to not auto-retrofit.
  • Improved AI selection of research projects so that better uses tech focuses
    (from Empire Policy) and race-specific techs
  • Fixed bug in Designs screen where filtering design types would always
    exclude obsolete designs (even when 'Show All Designs' was selected)
  • Changed "Save Designs" button in Designs screen to save all selected designs
    in the grid below, instead of all designs. Ctrl-click to multi-select designs
  • Tweaked AI research project selection to give priority to: special race tech,
    Tech Focuses from Empire Policy, optimized design components
  • Fixed bug where some ship designs would be repeatedly auto-created even
    when no new components researched.
  • 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%
  • AI retrofits now upgrade space port sizes when appropriate (e.g. small to
    medium, medium to large).
  • Accelerated ROTS storyline progression when have expensive research
    settings.
  • Slightly altered how retrofitting works - private ships are always retrofitted if
    new designs are available, whereas retrofitting for state ships is prompted by
    your advisors (if Empire Policy setting 'Prompt for Retrofit when new tech
    becomes available' is enabled). Retrofitting is no longer controlled by the Ship
    Design automation setting.


Design Screen
  • Added extra filter to show only state ships, state bases, private ships or private
    bases.
  • Default view is now 'Show non-obsolete designs.' (was 'Show latest designs')
  • State-owned designs can now be designated not to automatically retrofit (e.g.
    via advisor suggestion). This setting will flow through to any ships or bases
    built from the design, but can also be changed individually for each stateowned
    ship or base. These ships and bases will only retrofit when manually
    ordered to do so by the player. See top of Design Detail screen for this new
    setting. Also see Components tab in Ships and Bases screen to update this
    setting per ship. Also available in a column on the main Design List screen.
  • Added new button 'Manually Upgrade Design' that functions similarly to
    'Copy as New', but also obsoletes the existing design to save time.
  • Added ability to turn design upgrading on or off for each subrole. Thus you
    can automate ship design for some ship types (e.g. private ships), while
    manually designing other types (e.g. military ships). See Empire Policy screen
    for settings (Research & Design section). Also available in a column on the
    main Design List screen.
    o Added extra buttons in Design Detail screen to allow adding and removing
    multiple components from a design at a time.
  • Design auto-upgrading can now be enabled/disabled for all subroles, including
    private designs.
  • Can toggle design settings for auto-upgrade and auto-retrofit by clicking
    directly in column in design screen.
  • Adding and removing components in Design Detail screen no longer scrolls
    component toolbox at far left.
  • Fixed problem where energy requirements were sometimes not being
    calculated correctly for new ship and base designs.


Pre-loaded Optimized Designs
  • Added new feature that allows usage of pre-made custom ship and base
    designs loaded per race from folders at game startup:
    • New designs subfolder under main game folder can contain
      subfolders for each race containing saved design files, e.g.
      "C:\Matrix Games\Distant Worlds\designs\human\"
    • These design folders are also used by any themes/mods (i.e. you
      can create a designs subfolder cointaining race subfolders in a
      theme)
    • These designs are loaded for each race at game startup and are
      used as optimized designs for each empire
    • These optimized designs are used whenever an empire has all the
      required tech and is within current construction size limits. These
      optimized designs are always preferred over all other designs,
      unless made obsolete
    • If multiple optimized designs for a single subrole can be built (e.g.
      multiple optimized destroyer designs), then the most advanced
      design will be preferred
    • Optimized designs also guide AI research decisions: preference
      will be given to research projects with components required by the
      optimized designs

  • Because of the above, you should make custom designs that use the racespecific
    tech and tech focuses (from Empire Policy) for the race, otherwise
    there will be many required research paths, and research will be diluted, e.g.
    Boskara designs should utilize Shaktur Firestorm torpedoes (race-specific
    tech), and Phasers (Empire Policy tech focus)


Creating New Custom Design Files
  • Create custom designs in the Design screen and then save them to a file
  • Ideal setup to create new designs is to start a new game at max tech level
    (Level 7) so that all components are available, then create custom designs at
    various tech levels (different components that become available at different
    times in the game)
  • Note that saved designs preserve the ship/base picture and any race-specific
    tech, so design files probably should not be shared between races - i.e. you
    should create different custom designs per race
  • Lowered required file permissions for reading custom Empire Policy files -
    this should ensure that these customized files are always used when their
    Theme is enabled. Also should no longer matter whether customized file
    properties are read-only or read-write


Characters
  • Increased maximum skill count for intelligence agents from 3 to 4.
  • Increased chance of randomly generating new intelligence agents.
  • Reduced memory consumption when have many characters, especially in
    custom themes with unique character images.
  • Fixed bug where if your race has a victory condition to keep it's leader alive
    then you will not get any replacement leaders after your initial one is lost for
    whatever reason (e.g. dismissed)
  • 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 bug where characters on ships that you take over remain in their
    original empire.


Fleets
  • Fleets no longer auto-refuel when ships under construction mistakenly
    triggering refueling.
  • Fleet mission "Repair and Refuel" (from Action button) now correctly both
    repairs AND refuels all ships.
  • Now ensure that automated fleets intercepting enemy forces wait at defend
    location until enemy attack force arrives.
  • 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).
  • 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.
    o 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.
  • 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.
  • Improved stickiness of defense fleets to defend target


Ships and Patrolling
  • Rebalanced AI selection of patrol locations for automated military ships - now
    avoid too many ships patrolling same location.
  • Improved patrol missions - automated ships now patrol for longer at a
    location.
  • Military ships no longer keep engaging threats after manually ordered to do
    something else. (manually-assigned missions now always override
    engagement stances)
  • Troop loading improved - all available troops at a colony will be loaded when
    a ship or fleet is ordered to pick up troops.
  • Ships and fleets now more persistent when patrolling planets - will patrol
    longer
  • Automated military ships now better at prioritizing which mining stations to
    patrol, more importance given to fuel sources.


Freighters
  • Ensured freighters carry minimum amount of resources for orders (thus less
    trips) - especially affects bases in deep space that need constant fuel
    replenishment.
  • Added further fixes to ensure that freighters do not attempt to dock at
    incomplete space ports (i.e. no docking bays), but instead dock at colony of
    space port.
  • Further improved freighter availability by reducing empire willingness to do
    freight missions for other empires.
  • Freighters no longer attempt to dock at unfinished space ports, but instead at
    the colony.


Colony Bombardment
  • Increased reputation hit from bombarding colonies.
  • Fixed bug where bombarded colonies that were totally wiped out were
    becoming 'lost colonies' that could be acquired.
  • Rebalanced bombardment so that colony damage occurs at a slower rate.
  • Fixed bug where bombarded planets (zero population) were often becoming
    lost colonies that could be reacquired when visited.
  • Increased damage to troops from bombardment.


Diplomacy
  • Fixed Protectorate display in Diplomacy screen. (narrow end was wrong)
  • AI empires now give diplomatic gifts only when other empire's evaluation
    drops below friendly threshold.
  • Fixed AI empires sometimes canceling military refueling rights when have
    Mutual Defense Pact.
  • AI empires now more likely to use Trade Sanctions against other empires.
  • Ensured that invalid advisor suggestions in diplomatic message panel are
    removed, e.g. treaties no longer valid, bases already built, etc.
  • Fixed bug where other empires were asking you to remove military forces
    from system when they were no longer present.
  • Fixed bug where Shakturi would sometimes not declare war on the Ancient
    Guardians (Return of the Shakturi storyline).
  • Fixed bug where AI empires would initiate trade sanctions and then
    immediately lift them.
  • Fixed bug where AI Empire in Mutual Defense Pact with you sometimes
    mistakenly cancels treaty.
  • Fixed bug where setting a subjugated empire free sometimes did not remove
    visibility of all their ships.


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.
  • Now properly revert zoom level when load saved games.
  • Fixed missing text for title of message when civil war or revolution in another
    empire.
  • Increased size of popup message panel so that message text not cut off.
  • Slightly widened diplomatic relation info section in empire list area of
    Diplomacy screen.
  • Added ‘Move to Top’ button in construction queues on Ships and Bases
    screen.
  • New Start Game options: empire territory colony influence size slider
    (defaults to current setting), maximum colonization range slider (this is off by
    default).
  • Colonization range limits are now off by default in Start New Game screen.


Crash Fixes
  • Fixed rare crash when zooming out to galaxy level
  • Fixed rare crash when checking colony resource bonuses
  • Fixed rare crash when opening Troops screen
  • Fixed crash when editing development level on super-high quality planets
    (185+)
  • Fixed crash when starting new game after reverting from Theme with many
    custom races
  • Improved memory management to further minimize out of memory crashes.
  • Fixed rare crash when new resource appears at colony.
  • Fixed rare crash when evaluating ship commands.
  • Fixed crash when using game editor to change development level on highlydeveloped
    planet (160+).
  • Fixed a crash that could occur when exiting the game
  • Fixed rare crash when independent colony becomes a new empire
  • Fixed rare crash when drawing system links
  • Fixed rare crash when AI assigns blockade against colony
  • Fixed rare crash when manufacturing components for construction
  • Fixed rare crash when editing an empire with very high war weariness
  • Fixed rare crash when zooming into systems.
  • Fixed rare crash in diplomacy.
  • Fixed crash when take over colony with un-owned troops.
  • Fixed crash when building ships.
  • Fixed crash when ships exit hyperspace.
  • Fixed a number of rare crashes related to ships.
  • Fixed crash when AI disbands excess troops.
  • Fixed crash when an empire's last colony is wiped out through bombardment.
  • Fixed crash when assigning ship mission.
  • Fixed rare crash when empire is destroyed.
  • 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.
  • Fixed other rare crashes


Bug fixes
  • Fixed bug where game would sometimes lockup.
  • Fixed rare situation where ships would sometimes not undock properly,
    preventing hyperjump from working.
  • Fixed bug where moving to another ship that then hyperjumps would drag the
    other ship through hyperspace.
  • Fixed bug where planets would sometimes become invisible.
  • Fixed bug where could build wonder twice at colony by accepting advisor
    suggestion.
  • 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 rare bug where a unique asteroid field comprised of barren rock planets
    would appear.
  • HyperStop Gravity Well Projectors now also stop pirates from jumping close
    to target
  • Fixed situation where too many mining ships of the same empire were
    clustering around a single planet/moon/asteroid
  • Fixed bug where you could sometimes still colonize planets that were outside
    colonization range.
  • Fixed display bug when describing happiness bonus from ruins in Colonies
    screen.
  • Can now build both mining stations and resort bases at same location if
    scenery at location.
  • Fixed bug where Ardilus creatures were sometimes not visible.
  • Space ports built from advisor suggestions are now located over colony
    instead of further away.
  • Fixed empire territory bug when invade enemy colony (was not updating
    territory display properly)
  • Fixed bug where mining ships were not completing a mining mission when
    the planet that they were mining was colonized (they were stuck)
  • Fixed bug where sometimes the wrong tech focuses were saved in Empire
    Policy files
  • Fixed bug where alien race descriptions were missing special tech descriptions
    when starting second game in a session
  • Fixed problem where retrofitting a ship or base with damaged components
    would cause components to be lost.


Other
  • Gas clouds with gas mining stations now properly excluded from potential
    mining locations in Empire Navigation Tool and Expansion Planner screen
    (note that gas clouds allow more than one empire to build gas mining stations
    at them - but only one per empire).
  • Improved overall game performance
  • Improved mining ship target selection - now mines at planets/moons/asteroids
    that are nearer to your empire
  • Construction and mining ships now properly flee from nearby space creatures
  • Fixed mixed up setting for Empire Policy setting "Prompt for Retrofit when
    new tech becomes available" - now properly allows auto-retrofitting
    regardless of this setting.
  • Allow placement of resort bases in the game editor at non-planet locations.

    _____________________________

    Scott Parrino
    Public Relations Manager
    Slitherine/Matrix Games
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Post #: 1
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 7:35:03 PM   
Veloxi


Posts: 126
Joined: 12/15/2002
From: Los Angeles, CA
Status: offline
OMG THANK YOU! I am PRAYING this will get more people to buy this amazing game.

_____________________________


(in reply to Scott Parrino)
Post #: 2
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 8:23:23 PM   
joeyeti


Posts: 329
Joined: 2/28/2012
Status: offline
Way to go!

(in reply to Veloxi)
Post #: 3
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 10:34:01 PM   
kosmoface

 

Posts: 111
Joined: 8/10/2010
Status: offline
This is indeed MASSIVE. Thanks a load!

I don't want to seem insatiable, but just one suggestion for the next Update: Please let us delete large amounts of troups more easily. Right now it's quite the pain.

(in reply to joeyeti)
Post #: 4
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 10:38:44 PM   
Elshar

 

Posts: 9
Joined: 3/28/2010
Status: offline
This is awesome! I'm glad you guys are still supporting the game!

(in reply to Scott Parrino)
Post #: 5
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 11:15:25 PM   
Yskonyn


Posts: 189
Joined: 6/27/2008
Status: offline
Thanks for the patch!

(in reply to Elshar)
Post #: 6
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/22/2012 11:37:42 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline
This offer is just for 2 weeks and then goes back to original price??

What happens when the next xpac comes? Will we see a bundle price or a seperate full price for each xpac which would be about $100?

(in reply to Yskonyn)
Post #: 7
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 12:32:06 AM   
EisenHammer


Posts: 440
Joined: 9/1/2008
Status: offline
Nice...
I think I'm going too start a new game now.

(in reply to fierceking)
Post #: 8
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 12:43:45 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Thank you very much!

_____________________________

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 EisenHammer)
Post #: 9
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 6:01:47 AM   
Anguille


Posts: 637
Joined: 6/28/2006
From: Hyper-cruiser "Phantom"
Status: offline
Truely amazing!

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Post #: 10
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 10:56:02 AM   
jpwrunyan


Posts: 558
Joined: 12/3/2011
From: Uranus
Status: offline
We are pleased.
I hope some race optimized ship designs come with it because I dont want to make my own.

< Message edited by jpwrunyan -- 8/23/2012 10:58:20 AM >

(in reply to Anguille)
Post #: 11
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 6:53:19 PM   
Algoritm


Posts: 27
Joined: 7/18/2012
From: France
Status: offline
I would just like to say a big THANK YOU for listening to us and dropping the price. I Just bought the game and am really impatient to try it out.

(in reply to jpwrunyan)
Post #: 12
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 7:02:04 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Welcome Algo, glad to see new people coming! Good decision on the sale Matrix, now we can look forward to a new crowd coming in a few months before the next expansion. The more the merrier, welcome all new people trying the game for the first time

_____________________________

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

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Post #: 13
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/23/2012 7:50:53 PM   
Veloxi


Posts: 126
Joined: 12/15/2002
From: Los Angeles, CA
Status: offline

quote:

ORIGINAL: WoodMan

Welcome Algo, glad to see new people coming! Good decision on the sale Matrix, now we can look forward to a new crowd coming in a few months before the next expansion. The more the merrier, welcome all new people trying the game for the first time

VERY well said, sir!

_____________________________


(in reply to WoodMan)
Post #: 14
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 1:51:53 AM   
Wild_Bill


Posts: 41
Joined: 7/21/2012
Status: offline
Is it normal when upgrading to lose all your saved games? I was actually in a winning position for the first time since I started playing and now I just can't find my saved games. The game folder itself was completely empty and I had to start a new game. If this is a regular thing, I just wish I had known before updating. I also wish the price cut had come a month ago as well, but good on y'all for doing it! The game was worth every cent I paid for it.

(in reply to Veloxi)
Post #: 15
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 1:58:39 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Hey Bill, they are not lost! The game creates a new folder for each version. So you either a)Need to navigate to the folder where the old versions saves are kept, or b)Find the file in windows and copy it over to the new location!

I'm sorry I can't remember file structure for where it keeps saves, let me check!

Edit: Can't find, sorry. They are there, I did this a long time ago, but can't find where it keeps them now, maybe someone else can help

< Message edited by WoodMan -- 8/24/2012 2:00:30 AM >


_____________________________

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

(in reply to Wild_Bill)
Post #: 16
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 2:41:17 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Hmm, a massive update, a sale... imagine how much more publicity Distant Worlds would get if you suddenly released a bunch of information about the cool new expansion pack too!

(in reply to WoodMan)
Post #: 17
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 3:05:09 AM   
Haree78


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

quote:

ORIGINAL: WoodMan

Hey Bill, they are not lost! The game creates a new folder for each version. So you either a)Need to navigate to the folder where the old versions saves are kept, or b)Find the file in windows and copy it over to the new location!

I'm sorry I can't remember file structure for where it keeps saves, let me check!

Edit: Can't find, sorry. They are there, I did this a long time ago, but can't find where it keeps them now, maybe someone else can help


For Windows 7 and probably a few other windows versions check this directory:

C:\Users\[username]\AppData\Roaming\Code Force Limited\Distant Worlds\
Then inside that directory will be several directories of the versions of game that you have saves for.

C:\ might be a different drive depending on how you have installed windows.
[username] will be the name you have used for your windows log in.

_____________________________


(in reply to WoodMan)
Post #: 18
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 7:30:55 AM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
Status: offline
Excellent work from Elliot to continue supporting DW:Legends.

What is the changelog from the last patch (1.7.0.16)? Doesn't appear as though there are any changes at all from the beta patch released publically on 20 July 2012?

I'm just curious as to an actual changelog to the last patch rather than a long summary of all the changes released publically via the "beta" patches.

< Message edited by Sithuk -- 8/24/2012 7:32:38 AM >

(in reply to Haree78)
Post #: 19
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 4:27:09 PM   
Wild_Bill


Posts: 41
Joined: 7/21/2012
Status: offline
Woodman and Haree88, thank you. I guess I'm doing something wrong. I looked in "Users" and found "Saved Games" but the folder was empty. Which makes no sense, since I've saved off a game since the update was installed. Oh well....

(in reply to Sithuk)
Post #: 20
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 5:04:59 PM   
feelotraveller


Posts: 1040
Joined: 9/12/2011
Status: offline
The location Haree78 gave is where my saves are on Vista.  So if your username is the same as your forum name look in

C:\Users\Wild_Bill\AppData\Roaming\Code Force Limited\Distant Worlds\1.7.0.16\SavedGames 

to find your saves for 1.7.0.16.  If you navigate back up to the Distant Worlds folder you should find it contains a folder for 1.7.0.x (x being the version number) which has the saves of the game you were first playing.

Another more generic way of finding them is to make a save with an uncommon name which you take note of.  Then do a Windows search for that filename.  Depending on where the save is you may have to search for hidden files.

Once I locate the first save of a game I play I make a shortcut to the containing folder so that I never have to search again. 

(in reply to Wild_Bill)
Post #: 21
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 5:33:35 PM   
Wild_Bill


Posts: 41
Joined: 7/21/2012
Status: offline
YES!!! I tried cut-and-paste with no results. I tried manual searches with no results, but when I typed in what you posted there it was! Saved games successfully transported to 1.7.0.16. Thank you for the help.

(in reply to feelotraveller)
Post #: 22
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/24/2012 6:02:31 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
hehe, glad to hear you found them

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

(in reply to Wild_Bill)
Post #: 23
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/26/2012 2:50:32 AM   
Mad Igor

 

Posts: 248
Joined: 6/18/2012
Status: offline
srsly,what changes that 16 beta don't have ?or its 16 beta,but just now as full patch ?

< Message edited by Mad Igor -- 8/26/2012 2:51:17 AM >

(in reply to WoodMan)
Post #: 24
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/26/2012 3:44:00 AM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
That would be my guess. If there were additional changes, the version would've been incremented.

(in reply to Mad Igor)
Post #: 25
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/28/2012 8:18:30 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

Can now build both mining stations and resort bases at same location if
scenery at location.


I cannot build a resort base and a research station at the same location with scenery. Should this not work the same?

Also I still get the trade sanctions against and lifted repetition...same with luxury resources given and taken away...wars seem to come and go as quickly...

< Message edited by Tanaka -- 8/28/2012 10:27:22 AM >


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(in reply to Cauldyth)
Post #: 26
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/29/2012 10:56:53 PM   
Trifler

 

Posts: 115
Joined: 5/7/2007
Status: offline
Great patch!

(in reply to Tanaka)
Post #: 27
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/29/2012 11:09:53 PM   
ASHBERY76


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

quote:

ORIGINAL: Tanaka

Also I still get the trade sanctions against and lifted repetition...same with luxury resources given and taken away...wars seem to come and go as quickly...


I timed it and it seems to have a three month delay which is nowhere near time enough to stop the spamming feeling.

_____________________________


(in reply to Tanaka)
Post #: 28
RE: Distant Worlds - Legends Gets a Massive Update and ... - 8/31/2012 4:02:15 PM   
Bleek


Posts: 720
Joined: 10/26/2011
From: United Kingdom
Status: offline
So guys, how's the sale panning out - seems like the forum has had an increase in new recruits?

(in reply to ASHBERY76)
Post #: 29
RE: Distant Worlds - Legends Gets a Massive Update and ... - 9/2/2012 2:08:20 PM   
SVWGiant


Posts: 24
Joined: 9/19/2011
Status: offline
Really good patch! I ve played 700 stars and Picard Era-Mod and no crashes after many hours :) big compliment to the development team!

(in reply to Bleek)
Post #: 30
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