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Distant Worlds Shadows Updated to 1.9.0.11

 
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Distant Worlds Shadows Updated to 1.9.0.11 - 8/9/2013 7:32:32 PM   
Gerry Edwards


Posts: 163
Joined: 2/22/2013
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Available by clicking "Check for Updates" on your game menu and also here:

http://www.matrixgames.com/products/466/downloads/

Please unzip it and run the included file to install it.

Change History:
This build has the following changes from version 1.9.0.10:

CRASH FIXES
- fixed rare crash when selecting space creatures

BUG FIXES
- fixed pirate attack missions not completing due to message "Mission has been canceled because it has been captured by someone else"
- fixed bug where exploration ships sometimes get stuck at planet
- fixed rare bug where captured ships would sometimes not be scrapped or disassembled when empire policy specified that they should be
- fixed bug where "Most Time At War" race victory condition was sometimes not completing
- fixed bug where Defensive Bases were not being designed beyond current maximum base construction size, even though typically built at a colony (no construction size limits)
- ensured that Defensive Base designs always correctly show in design list in Designs screen when filter is set to "Show Latest Buildable Designs" or "Show Buildable Non-Obsolete Designs"
- no longer incorrectly cancel transport missions when cargo pick-up point is destroyed but freighter has already loaded cargo
- now properly preserve Engagement Stance settings for manually controlled ships when start a new game

CHARACTERS, RACES AND MODDING
- implemented missing Character skills: SmugglingIncome, SmugglingEvasion, BoardingAssault
- fixed bug where Colony Ground Report screen would have blank planetary background if a custom theme did not include a set of PlanetMap images. Now properly fallback to default images if theme does not contain any
- new settings now avilable to add to race files: CharacterRandomAppearanceChancePirateLeader, CharacterRandomAppearanceChanceShipCaptain, CharacterStartingTraitPirateLeader, CharacterStartingTraitShipCaptain
- fixed problem with custom characters where startup characters would sometimes not appear because they were being assigned to pirate factions of the same race
- pirate troops now properly use correct image of their race

GAME BALANCE
- further increased defensive troop levels at non-player homeworlds, especially on higher difficulty levels
- updated Planet Destroyer design to make slightly stronger
- Creative Reengineering race event (Ugnari) now only occurs for research projects less than 60% complete

USER INTERFACE
- added construction resource shortage icon to colony and base lists in Empire Navigation Tool
- changed color of "Local Defense Tactics" message to green in Selection Panel (when fleet with relevant Admiral selected)

OTHER
- improved game performance, especially in late-game with large empires
- now periodically check for and nationalize any unowned cargo at bases/colonies from defeated empires


This Build has the following changes from version 1.9.0.8 to 1.9.0.10:

CRASH FIXES
- fixed rare crash with mining
- fixed rare crash when expiring old pirate missions
- fixed rare crash when planet destroyed
- fixed rare crash when drawing hovered ship information
- fixed various other crashes

BUG FIXES
- fixed bug where could not build pirate Criminal Network facility at empire-owned colonies (could previously only do this at independent colonies)
- now properly cancel pirate attack missions when target of mission is destroyed or captured by someone else
- fixed bug in "Most Homeworlds" race victory condition (was incorrectly counting conquered enemy homeworlds)
- fixed bug where could not scrap bases at independent colonies
- fixed bug where could not build oversize bases at colonies via construction Action buttons under Selection Panel
- fixed problem where pirate colony raids would sometimes give conquest messages
- fixed bug where under attack messages for space creatures were often not being sent

AREA WEAPONS
- improved willingness of area weapons to fire even when other nearby ships may suffer some minor collateral damage
- added area weapon components to design templates for spaceports and defensive bases of all appropriate races

GAME BALANCE AND AI
- added an option in game setup to turn off Tech Trading between empires (Victory Conditions step)
- homeworld colonies now have more defending/garrisoned troops, especially on higher difficulty levels
- AI ship building process now uses excess funds to overbuild on military ships, especially on higher difficulty levels
- optimized AI planetary facility building choices so that builds less (e.g. Academies), thus saving maintenance costs
- disaster events no longer occur near start of game (i.e. never within first 4 years)
- reduced fuel production speed of Energy to Fuel Convertor component. Also ensured that it does not completely fill cargo space with fuel

PIRATES
- pirates now have concept of empire corruption (income losses dues to fraud and pilfering). This reduces the amount of ships they build in the late-game. Pirate empire corruption can be viewed in the Empire Summary screen under the pirate home base. Pirate empire corruption applies to the following types of pirate income: colony control, colony taxes, raiding, looting, resorts and smuggling. Other types of income are not affected by corruption (Protection Arrangements and Selling Info for a price)
- pirate factions now more careful about building new ships - will no longer generate excessive build queues at construction yards
- increased the strength of Legendary Pirates so that they are stronger than a typical pirate faction

DISPLAY AND USER INTERFACE
- improved visibility of ship and base symbols when zoomed out to system level
- clicking buttons in Fleets screen no longer turns off automation of selected fleet (Repair and Refuel, Retrofit, Load Troops)
- disabled Retrofit action button and popup menu options when a ship is already sent for retrofit (avoid multiple retrofit assignments with associated costs)
- removed duplicate display of Koloros Medical Academy in bonuses panel of Empire Summary screen
- added sector to description of tradeable bases in Diplomacy trade screen

COLONY INVASIONS AND RAIDS
- when special forces troops are attacking a pirate base at a colony, will now only destroy pirate facilities, not normal empire facilities
- when pirate raiders withdraw from raiding a colony, they now never obtain any loot if they do not have any nearby ships

OTHER
- improved boarding and capture with large groups of ships while still allowing ships to fire at nearby enemies (i.e. better coordination with other ships of same empire so that do not fire at ships being boarded)
- extended rule in design editor to disallow multiple gravity beam weapons on freighters (maximum of one)

V1.9.0.9 – August 2nd, 2013

• Beta Update

CRASH FIXES
- fixed rare crash when generating new troops
- fixed rare crash related to pirate missions
- fixed various other crashes

BUG FIXES
- fixed problem where tech breakthroughs were not being applied for ruin encounters, abandoned ships and some other situations
- fixed mining ships to handle situation when do not have luxury resource extractor components but are mining a planet/moon with luxury resources (i.e. will no longer stall at planet)
- fixed bug where research locations were not showing in Empire Navigation Tool when your empire had no buildable research station designs
- now ensure that Retrofit Stance setting is properly applied to new ships and bases from their design (Default Retrofit Stance)
- fixed problem where ships captured by an enemy were sometimes not being attacked

MILITARY SHIPS, FLEETS AND COMBAT
- groups of military ships (e.g. fleets) are now much better at balancing targetting of multiple enemy threats so that they do not all attack a single enemy. However they will still gang up on an enemy when no other targets are nearby
- military ships are now much better at firing at nearby enemies even when pursuing other targets
- unautomated fleets will now always properly honor manual commands and thus will no longer auto-respond to intercept incoming enemy fleets and planet destroyers
- reduced the frequency that idle auto-controlled fleets refuel when in the same system as refuelling points
- idle fleets will now always return to home base, regardless of whether the home base is nearby or not

AREA WEAPONS
- epicenter of area weapons is no longer centered on firer. Instead area weapons now fire at target and the damage shockwave expands from the target (similar to area gravity weapons)

GAME BALANCE
- reduced bonuses from most wonders, especially for wonders focused on colony income and empire research

DESIGNS
- changed behavior of "Manually Upgrade Design" button in Designs screen so that previous design not obsoleted unless new design saved
- if your empire cannot build a design, the reason is now explained in the hover tooltip of the construction Action buttons (when Spaceport selected), e.g. design too big, missing tech

OTHER
- added pirate strength option in Game setup. Decreasing pirate strength makes for an easier game, with pirates closer to the weaker, old-style Legends pirates
- Ancient Guardians no longer automatically declare war on empires building victory wonders

Cheers,
Gerry




< Message edited by Gerry Edwards -- 8/22/2013 6:26:10 PM >


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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/9/2013 7:41:54 PM   
Veloxi


Posts: 126
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Sexy as always, Gerry.

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/9/2013 8:13:09 PM   
Kobracan

 

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Very nice. Though "Check for Updates" says you have the latest version. I had installed 1.9.0.9.

(in reply to Veloxi)
Post #: 3
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/9/2013 8:30:57 PM   
yomez

 

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quote:

AI ship building process now uses excess funds to overbuild on military ships, especially on higher difficulty levels


Love that ! thanks

(in reply to Kobracan)
Post #: 4
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/9/2013 9:09:35 PM   
vince0018


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From: Canada
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quote:

GAME BALANCE AND AI
- added an option in game setup to turn off Tech Trading between empires (Victory Conditions step)


I've wanted this for a very long time, thanks so much!

(in reply to yomez)
Post #: 5
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 12:04:55 AM   
VorteeX

 

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+1001

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 12:08:59 AM   
scotten_usa

 

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quote:

ORIGINAL: Kobracan

Very nice. Though "Check for Updates" says you have the latest version. I had installed 1.9.0.9.

Same here, although I am using 1.9.0.8. I suppose maybe the new version will show up later?

(in reply to Kobracan)
Post #: 7
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 12:48:48 AM   
Gerry Edwards


Posts: 163
Joined: 2/22/2013
Status: offline
Hello Everyone,

There appears to be an issue server side that we are fixing. Ill let you all know as soon as the updater is repaired. In the meantime you can use the direct download link since i know i wouldn't be able to live without my DW Update ;)

Cheers,
Gerry

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 1:01:49 AM   
Gerry Edwards


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Hello Everyone,

The updater should be working now, Please let me know if it stops again.

Cheers,
Gerry

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Post #: 9
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 1:32:12 AM   
Icemania


Posts: 1847
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From: Australia
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Thank you for what looks like a great update in many respects!

(in reply to Gerry Edwards)
Post #: 10
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 3:01:40 AM   
Ardryn

 

Posts: 37
Joined: 6/24/2010
From: United States
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quote:

ORIGINAL: Gerry Edwards

COLONY INVASIONS AND RAIDS
- when pirate raiders withdraw from raiding a colony, they now never obtain any loot if they do not have any nearby ships

Cheers,
Gerry



Hooray!

(in reply to Gerry Edwards)
Post #: 11
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 4:58:04 AM   
Starke

 

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A+ patch notes, thanks for your hard work!

(in reply to Ardryn)
Post #: 12
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 6:59:32 AM   
Valinor

 

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Updater still doesn't work for me!
I have installed 1.9.0.8.

(in reply to Gerry Edwards)
Post #: 13
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 10:28:18 AM   
Lucian

 

Posts: 279
Joined: 12/1/2012
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Wow, massive patch! Thanks for all the hard work guys, its much appreciated.

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Post #: 14
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 12:22:31 PM   
Gerry Edwards


Posts: 163
Joined: 2/22/2013
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valinor, is it still not working for you?

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/10/2013 11:33:38 PM   
Moat_Man

 

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Same for me. When I went to update from 1.9.0.8 it updated the updater. After that it said I had the latest version but I was still at 1.9.0.8. Patching manually worked fine.

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Post #: 16
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 6:08:52 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: Gerry Edwards
GAME BALANCE AND AI
- homeworld colonies now have more defending/garrisoned troops, especially on higher difficulty levels

After requesting this change in my AAR so far it doesn't really appear any different in 1.9.0.10. Was there only a marginal change in troops perhaps?

As soon I have enough troops (~800k) I'll take some troop transports straight to the nearest homeworld and invade before they can shoot them down. Since they have only 1 planet at this point the benefit is massive : all of their ships and bases as well as a cash cow to fund faster expansion.

It shouldn't be practical to invade another homeworld in the early game. A marginal change will just slow this down a little so I proposed 3-5 times more on Extreme.



< Message edited by Icemania -- 8/11/2013 6:10:14 AM >

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 7:15:05 AM   
Darkspire


Posts: 1986
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quote:

After requesting this change in my AAR so far it doesn't really appear any different in 1.9.0.10. Was there only a marginal change in troops perhaps?


Marginal? My homeworld I think has become a military party palace
I have 15 as the base number for troops at a colony and starting a new game on .10 my homeworld has now got more than 70 troops after a few years, just getting around to troop transports so will see if it helps in keeping them filled.

Darkspire LLAP

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 8:59:01 AM   
Icemania


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The request was to strengthen troops on homeworlds of other empires in the early game particularly. I have troop recruitment on manual for my empire.

On a new game with the same settings as my AAR (so Shadows Prewarp Extreme Difficulty Expensive Research) the first homeworld conquered (2108) had about 250k troop strength and the 2nd homeworld conquered (2110) had about 450k troop strength. This is in the same range as previous releases.

I just saw that one of the homeworlds to follow looks far tougher. Gizurean who as you would expect are up to 23B population, looks like they have more than 1000k troop strength, enough for me to leave them alone until later in the game. This is great; however, there are other homeworlds that are still ripe for the taking.


< Message edited by Icemania -- 8/11/2013 3:21:02 PM >

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 2:29:12 PM   
dostillevi

 

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Icemania, in theory this makes you a great big warmonger, and you should be taking huge diplo hits for unprovoked attacks. I would much prefer balancing of this sort rather than making such behavior impossible. Build the consequences into the game so you don't necessarily want to conquer those worlds, even though you could. There are reasons the US doesn't invade countries left and right, even though we have the military power to do so.

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 3:15:13 PM   
Icemania


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dostillevi, the diplomatic hits are currently minor when there are plenty of Pirates to attack. I would fully agree that this should be vastly increased for unprovoked attacks on other Empires (and possibly Independents) in a future patch.

Now, if indeed you are a warmonger, you'll accept those diplomatic hits, particularly if you are roleplaying an Insect Race, because at the moment early game homeworlds are extraordinarily easy to conquer and the benefits are immense. A balance needs more than just an increase in the diplomatic hit.

Vastly increasing their defensive troops will require the player to spend significantly more and it will also take longer to build a sufficient force ... allowing the AI the chance to expand. It does not make such behaviour impossible, it just makes it harder ... and given the prize it should be hard.

I would propose a better balance would be achieved if both suggestions were implemented. The other option of course is to simply consider invading homeworlds early an exploit and refuse to do it early when playing. However, I would rather the game is continuously improved, particularly with suggestions such as these that can be easily implemented.

< Message edited by Icemania -- 8/11/2013 3:20:27 PM >

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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 5:17:28 PM   
fierceking

 

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quote:


BUG FIXES
- fixed bug where could not build pirate Criminal Network facility at empire-owned colonies (could previously only do this at independent colonies)
- now properly cancel pirate attack missions when target of mission is destroyed or captured by someone else
- fixed bug in "Most Homeworlds" race victory condition (was incorrectly counting conquered enemy homeworlds)
- fixed bug where could not scrap bases at independent colonies
- fixed bug where could not build oversize bases at colonies via construction Action buttons under Selection Panel
- fixed problem where pirate colony raids would sometimes give conquest messages
- fixed bug where under attack messages for space creatures were often not being sent


This is partially working. I've just restarted a new game to see these changes and when I manually upgrade a defensive base that is bigger than the max allowed the design is saved which is good and auto-upgrades when asked for global upgrades of all ships and bases.

But when I manually try to upgrade a defensive base to a newer and bigger design and try to right-click and there is no option to retrofit. Only when there is a new tech and a global retrofit is active does the defensive base get retrofitted to the newer bigger design.

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Post #: 22
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 6:10:31 PM   
TanC

 

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Oh lord Jesus it's an update! Ain't nobody got time to waste!

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Post #: 23
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/11/2013 8:31:24 PM   
Ardryn

 

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I had a thought involving the no tech trade option that's now in. Why not take a page from Civilization 4 and make a no tech brokering option, seeing as right now it's either no trading or full trading. For the people who don't know, no tech brokering in Civ 4 worked like this, if someone bought a tech from a second party they could not then turn around and sell the tech to a third party. I always rationalized it that, because the second civ didn't spend time to fully understand the tech they weren't prepared to explain it in necessary detail to teach other cultures.

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Post #: 24
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/12/2013 1:02:10 AM   
Jeeves


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You can't sell a bought tech already...

Lonnie Courtney Clay


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RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/13/2013 6:42:26 AM   
dostillevi

 

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I still can't build the initial defensive base through the homeworld's right click menu. It is designed large enough that it can only be built at planets, and the race has a 20% boost to both civilian and military ship designs. If I change the design so that it is small enough to be built anywhere then it shows up in the right click menu.

Edit: The base that is too large to build unless at a planet does not show up on the designs screen when that screen is filtered to show buildable non-obsolete ships. This is also incorrect.

< Message edited by dostillevi -- 8/13/2013 6:45:47 AM >

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Post #: 26
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/13/2013 8:14:32 AM   
Trev_lite

 

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autodesign also does not design defense bases larger than the max size unless you force it too (obsolete the old design). after i get maxos blasters and shields the autodesign would not put them on the defense base.
as it is right now autodesign defense bases are useless until you get a few build size techs.

(in reply to dostillevi)
Post #: 27
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/13/2013 3:01:38 PM   
jamthree

 

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Thanks so much the private sector ship retrofitting is soo much better know that they just add the retrofit order to their queue, big big fix.

(in reply to Trev_lite)
Post #: 28
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/18/2013 1:14:18 PM   
rankalee


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I just came back from a short hiatus of not playing shadows.

I have reinstalled game and updated to latest patch and everything seems well and dandy but for some reason I cant build defensive bases on right clicking on a home planet anymore? the option isn't in the menu. I checked the design screens and its there yet I cant build them? am I missing something or am I forgetting something..

(in reply to jamthree)
Post #: 29
RE: Distant Worlds Shadows Updated to 1.9.0.10 - 8/19/2013 2:28:01 PM   
TanC

 

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^ Maybe size is an issue? I know with my modifications to the defensive base design will put it beyond the first-level construction size. I always had to research the next level of construction to build defensive bases. Also, check to see if you've selected "Latest Buildable Designs" or only "Latest Designs" in the design dropdown.

(in reply to rankalee)
Post #: 30
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