We have a new version of DW Shadows available in the Members Club. It has a numbers of fixes and improvements.
Version 1.9.0.12 – December 9th. 2013 Change History:
CRASH FIXES
Reduced chance of thread abort exceptions occurring
Fixed rare crash with freighters
Fixed crash when lock computer (Ctrl-Alt-Del) while playing DW (graphics device lost)
BUG FIXES
Fixed bug where some failed intercepted intelligence missions were not counting towards victory conditions
Fixed bug where characters were not being properly transferred to troop transports from Troops tab of Colonies screen
Fixed bug where pirate facilities would sometimes not be removed from colonies when pirate faction wiped out
Fixed bug where hyperdeny components not being used on bases defending against attack
Fixed bug where captured and gifted ships would sometimes be attacked when not an enemy
Fixed bug where invading troops disappear when planet bombarded to extinction
Fixed bug where defending troops dropped at rebelling colonies would sometimes join invaders if they were victorious (i.e. rebels or invaders conquered colony)
Fixed bug where troop generals participating in successful clearance attacks against pirate facilities at your colonies would get event history message indicating that the battle was lost, when it was actually won
Fixed bug where displayed cashflow was not including facility maintenance
Fixed bug where freighters would sometimes attempt to dock at mining stations that did not yet have docking bays
RESOURCES AND FREIGHTERS
Improved freighter resource transport network, especially for construction resource shortages
Added option to disable construction resource shortage messages
The random allotment of startup luxury resources at your colonies now exclude super-luxury resources (Loros Fruit, Zentabia Fluid, Korabbian Spice) (alleviates cashflow swings when these run out)
TROOPS AND INVASIONS
Fixed problems where troops were sometimes being recruited incorrectly (e.g. clone troops)
Improved garrison levels of troops at colonies, especially when empire is in low- or negative-cashflow situations
Colony populations now defend better against invasions - their defend strength has been doubled
FLEETS AND SHIPS
Improved fleet response to enemy threats in other systems (i.e. non-automated fleets follow their posture settings to engage enemies in other systems)
Fleets in battle now tolerate lower fuel levels (i.e will wait longer before refuelling)
Ensure that automated fleets load troops when space available
Changed ship behavior so that if already hyperjumping away (for whatever reason) then they will not reassign an Escape mission (i.e. they are already 'escaping')
Further improved boarding and capture so that ships and fighters no longer fire at a target once you already have overwhelming boarding parties onboard the target
Exploration ships now check for uninvestigated ruins or galaxy locations once they have explored the entire galaxy
DIFFICULTY LEVELS
Game difficulty has been increased on higher levels in the following ways:
More defending troops at colonies, especially larger colonies
Buying tech from other empires is more expensive for the player
Selling tech to other empires is less lucrative for the player
Relationship thresholds for buying tech from other empires is higher for player (i.e. other empire has to like you more)
Non-player empires build more exploration and construction ships when they are able
Overall difficulty factors have been increased (i.e. each difficulty setting above normal is now harder)
RESEARCH AND SHIP DESIGN
Ship Design editor now warns when Resort Base designs are missing passenger components or are too big to build
AI-designed spaceports and defensive bases now properly use area weapons when specified in design templates
Lessened chance of critical research success or failure for larger/longer research projects
GAME PERFORMANCE AND DISPLAY
Improved game performance, especially in late-game with large galaxies
Improved rendering performance, especially when zoomed out to sector- or galaxy-level
Improved appearance of stars in mainview
OTHER
Pirates now more careful about honoring protection arrangements
Improved willingness of passenger ships to perform tourism missions
Retrofit button in Ships and Bases screen now enabled for bases not at colonies
Something strange happened just after my first construction ship was build, the Fully automated AI decided to cancel it's protection agreement with the pirates. Without defences ? The pirates started to shot my construction ship and the starport. Obviously I had to remove the auto-diplomacy.
It was gameover from here because, the pirates being angry at me, I couldn't afford their new protection deal.
< Message edited by OzoneGrif -- 12/10/2013 12:20:26 AM >
Posts: 814
Joined: 1/31/2002 From: Central Texas Status: offline
Nice fixes, but my AV (Zone Alarm Extreme Security) program says the patch has a virus in it.
HEUR:Trojan.Win32.Generic
It claims it was high risk (?) and that it was treated. That has never happened before with a patch.
< Message edited by solops -- 12/10/2013 12:18:15 AM >
_____________________________
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Notice the symbol HEUR before the description of the "virus"...
HEUR --> Heuristics, a.k.a. a probabilistic method to find patterns of behaviour. Your AV found one of those, and is programmed to report it as suspicious, but in reality did not find anything specific. Many times the code is just too sensitive and picks much more than it should.
quote:
ORIGINAL: solops
Nice fixes, but my AV (Zone Alarm Extreme Security) program says the patch has a virus in it.
HEUR:Trojan.Win32.Generic
It claims it was high risk (?) and that it was treated. That has never happened before with a patch.
Posts: 814
Joined: 1/31/2002 From: Central Texas Status: offline
quote:
ORIGINAL: Erik Rutins
That's a false positive, the update is virus free.
I rather thought as much, but it would have been irresponsible not to report it.
_____________________________
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Posts: 360
Joined: 12/22/2006 From: From MN now AZ Prescott Valley Status: offline
Now what. The PC says it cannot access the file Fixed My anti virus was blocking it. Even after shutting off the Anti virus it still keeps coming up and saying there is a problem. Annoying.
< Message edited by sventhebold -- 12/11/2013 1:11:06 AM >
To instal the update and to play the game, I need to restore the file Quarantine by Kaspersky. Close Kaspersky, and remove my internet conection to avoid getting a real virus on the net.
When I stop playing, and acitvate Kaspersky, the Distant world.exe is then Quarantined, until I need to restore it and play the game again.
There should be a way to tell your antivirus program to ignore that file. I'm not familiar with Kaspersky, so I can't tell you where to find it, but it shouldn't be too hard to find if you open up the antivirus main console. If all else fails, or you're not feeling adventurous, read whatever instructions you have for it!
There should be a way to tell your antivirus program to ignore that file. I'm not familiar with Kaspersky, so I can't tell you where to find it, but it shouldn't be too hard to find if you open up the antivirus main console. If all else fails, or you're not feeling adventurous, read whatever instructions you have for it!
I manage to find how to make an exclusion in Kaspersky. Thanks. It will save a lot of trouble
I've noticed in my current game with the beta patch that hyperdeny components onboard my ships never activate. I haven't seen whether hyperdeny on a base works or not.
I've noticed this too. I've also noticed that I sometimes tell myself to remove my military ships from my own systems. There's really no downside to it, besides it being ridiculous.
I've noticed that in 1.9.0.12 the auto refit when available suggestion doesn't activate. Is it just me ? and I have changed a setting somewhere, when I check the policy it is still ticked to suggest refit when available but it isn't happening.
ORIGINAL: solops Nice fixes, but my AV (Zone Alarm Extreme Security) program says the patch has a virus in it. HEUR:Trojan.Win32.Generic It claims it was high risk (?) and that it was treated. That has never happened before with a patch.
One thing you can do when your local antivirus reports something like this (for any file) is to upload the file to Virustotal or similar site for scanning by a big amount of antivirus programs.
New patch? Great! Let me see... RESOURCES AND FREIGHTERS... huh... Developers, can you answer me: WHY YOU CAN'T DO OPTIONAL RESOURCE DEPLETION!?!?!? Tell me one good reason! Space Empires V had this option, why you can't do the same?
Posts: 1847
Joined: 6/5/2013 From: Australia Status: offline
quote:
ORIGINAL: Andrew Loveridge DIFFICULTY LEVELS
Buying tech from other empires is more expensive for the player
Selling tech to other empires is less lucrative for the player
Some feedback 15 years into my first game with the 1.9.0.12 Beta to test the change above on Extreme. I have $2.5M of spare credits despite having 0% tax on all my worlds while funding large fleets (only limited by how fast I can build), new colonies and crash research. All of this has been funded by selling technology. It remains the case that the only choice for experienced players is to avoid technology selling as it's completely gamechanging.
Just how significant were these changes? As I've mentioned elsewhere technologies are overpriced by something like a factor of 10 on Extreme.
< Message edited by Icemania -- 12/15/2013 7:23:10 AM >
Buying tech from other empires is more expensive for the player
Selling tech to other empires is less lucrative for the player
Some feedback 15 years into my first game with the 1.9.0.12 Beta to test the change above on Extreme. I have $2.5M of spare credits despite having 0% tax on all my worlds while funding large fleets (only limited by how fast I can build), new colonies and crash research. All of this has been funded by selling technology. It remains the case that the only choice for experienced players is to avoid technology selling as it's completely gamechanging.
Just how significant were these changes? As I've mentioned technologies are overpriced by something like a factor of 10 on Extreme.
Please take this into consideration and ajust the price of selling tech
< Message edited by PsyKoSnake -- 12/15/2013 9:25:35 PM >
Ran the updater to 1.9.0.12 which reported a successful update, and when I click 'Play' absolutely nothing happens. Task Manager doesn't even report a process starting. Reverted to 0.11 and all works normally.