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New Distant Worlds Update v1.9.0.13

 
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New Distant Worlds Update v1.9.0.13 - 12/19/2013 7:37:55 PM   
Gerry Edwards


Posts: 163
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Hello Everyone,

There is a new official update for Distant Worlds Shadows available for download here or through your updater. Below is the change list.

Version 1.9.0.13 – December 19th. 2013
Change History:

CRASH FIXES
• fixed crash when exiting game that uses custom theme with extra races (message says: missing race images)
o reduced chance of thread abort exceptions occurring
o fixed rare crash with freighters
o fixed crash when lock computer (Ctrl-Alt-Del) while playing DW (graphics device lost)

BUG FIXES
• hyperdeny components now working properly for ships (not just bases)
o fixed bug where some failed intercepted intelligence missions were not counting towards victory conditions
o fixed bug where characters were not being properly transferred to troop transports from Troops tab of Colonies screen
o fixed bug where pirate facilities would sometimes not be removed from colonies when pirate faction wiped out
o fixed bug where hyperdeny components not being used on bases defending against attack
o fixed bug where captured and gifted ships would sometimes be attacked when not an enemy
o fixed bug where invading troops disappear when planet bombarded to extinction
o fixed bug where defending troops dropped at rebelling colonies would sometimes join invaders if they were victorious (i.e. rebels or invaders conquered colony)
o 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
o fixed bug where displayed cashflow was not including facility maintenance
o fixed bug where freighters would sometimes attempt to dock at mining stations that did not yet have docking bays

OTHER
• improved freighter network for transporting resources
• AI now more willing to build more freighters when necessary
o pirates now more careful about honoring protection arrangements
o improved willingness of passenger ships to perform tourism missions
o Retrofit button in Ships and Bases screen now enabled for bases not at colonies

RESOURCES AND FREIGHTERS
o improved freighter resource transport network, especially for construction resource shortages
o added option to disable construction resource shortage messages
o 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
o fixed problems where troops were sometimes being recruited incorrectly (e.g. clone troops)
o improved garrison levels of troops at colonies, especially when empire is in low- or negative-cashflow situations
o colony populations now defend better against invasions - their defend strength has been doubled

FLEETS AND SHIPS
o improved fleet response to enemy threats in other systems (i.e. non-automated fleets follow their posture settings to engage enemies in other systems)
o fleets in battle now tolerate lower fuel levels (i.e will wait longer before refuelling)
o ensure that automated fleets load troops when space available
o 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')
o 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
o exploration ships now check for uninvestigated ruins or galaxy locations once they have explored the entire galaxy

DIFFICULTY LEVELS
o Game difficulty has been increased on higher levels in the following ways:
o more defending troops at colonies, especially larger colonies
o buying tech from other empires is more expensive for the player
o selling tech to other empires is less lucrative for the player
o relationship thresholds for buying tech from other empires is higher for player (i.e. other empire has to like you more)
o non-player empires build more exploration and construction ships when they are able
o overall difficulty factors have been increased (i.e. each difficulty setting above normal is now harder)

RESEARCH AND SHIP DESIGN
o Ship Design editor now warns when Resort Base designs are missing passenger components or are too big to build
o AI-designed spaceports and defensive bases now properly use area weapons when specified in design templates
o lessened chance of critical research success or failure for larger/longer research projects

GAME PERFORMANCE AND DISPLAY
o improved game performance, especially in late-game with large galaxies
o improved rendering performance, especially when zoomed out to sector- or galaxy-level
o improved appearance of stars in mainview


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Post #: 1
RE: New Distant Worlds Update v1.9.0.13 - 12/19/2013 10:58:11 PM   
Hawawaa


Posts: 108
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Thanks for continuing to update the game.

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Post #: 2
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 1:11:15 AM   
Tampa_Gamer


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Joined: 12/27/2010
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Agreed - very nice early Christmas present, a non-beta version to start a fresh game with.

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For those interested, forum thread link to post with a master list of all my DW mods: Link


(in reply to Hawawaa)
Post #: 3
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 1:29:50 AM   
HectorOfTroy


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Does this mean I can't play my 19012 game?

(in reply to Tampa_Gamer)
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RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 5:01:36 AM   
Zazen

 

Posts: 6
Joined: 2/21/2010
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Hey, Gerry, could you please update the download in the members section? The in-game updater doesn't work for me, I have to do the updates manually like the beta. The members download is still the 1.9.0.12 beta version. Thanks!

(in reply to HectorOfTroy)
Post #: 5
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 12:11:26 PM   
tjhkkr


Posts: 2428
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Thank you; this will round out my vacation!

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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 Zazen)
Post #: 6
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 12:26:54 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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1.9.0.12 games should be compatible with 1.9.0.13, so you should be able to continue them.

You can download 1.9.0.13 directly from our FTP using this link:

ftp://ftp.matrixgames.com/pub/DistantWorldsShadows/DistantWorldsShadows-Update19013.zip

Or from the Distant Worlds Shadows Downloads section here:

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

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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to tjhkkr)
Post #: 7
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 6:39:46 PM   
Mad Igor

 

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what the difference between 12 and 13 ?

(in reply to Erik Rutins)
Post #: 8
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 7:20:20 PM   
Buio


Posts: 247
Joined: 11/21/2012
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quote:

ORIGINAL: Mad Igor
what the difference between 12 and 13 ?


Difference between patch notes (what's new in 13 from 12)

CRASH FIXES
fixed crash when exiting game that uses custom theme with extra races (message says: missing race images)

BUG FIXES
hyperdeny components now working properly for ships (not just bases)

OTHER
improved freighter network for transporting resources
AI now more willing tbuild more freighters when necessary


< Message edited by Buio -- 12/20/2013 8:21:28 PM >

(in reply to Mad Igor)
Post #: 9
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 7:46:16 PM   
Larsenex


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Joined: 12/31/2010
Status: offline
Sweet! Great Job and Merry Christmas to all of you!

Thank you for making a great game even better!

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(in reply to Buio)
Post #: 10
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 9:33:56 PM   
arkhometha


Posts: 75
Joined: 5/18/2013
Status: offline
Great! Thanks for the Update and merry Christmas!

(in reply to Gerry Edwards)
Post #: 11
RE: New Distant Worlds Update v1.9.0.13 - 12/20/2013 11:55:06 PM   
Max 86


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-improved freighter network for transporting resources
-AI now more willing to build more freighters when necessary

nice! hope you guys were able to make some serious headway in that area.

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No problem Chief!

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Post #: 12
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 7:10:34 AM   
Icemania


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

ORIGINAL: Gerry Edwards
DIFFICULTY LEVELS
o buying tech from other empires is more expensive for the player
o selling tech to other empires is less lucrative for the player

A great update, thanks. I still suggest the above needs far more significant change. The image below is from 2116 ... $5M spare credits on Extreme.




Attachment (1)

< Message edited by Icemania -- 12/21/2013 8:12:51 AM >

(in reply to Gerry Edwards)
Post #: 13
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 1:39:43 PM   
jkile

 

Posts: 38
Joined: 8/6/2011
Status: offline
Is this a viable parch now???? Because I had a heck of a time last couple of days, when I downloaded beta; my Kasperrky virus program said there was a trogen attached and had to go thru. H...... to get a workable game for mods I found earlier. Is it better to use download in members area for this????

JMK

PS: I am asking my question about patch 1.9.0.13; not in above post.

< Message edited by jmkile -- 12/21/2013 4:35:47 PM >

(in reply to Gerry Edwards)
Post #: 14
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 1:45:04 PM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
And now $12M in spare cash I can't spend in 2119. Sigh. Completely and utterly broken still. Time to restart without allowing technology selling like usual.


(in reply to Icemania)
Post #: 15
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 1:49:55 PM   
ASHBERY76


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

quote:

ORIGINAL: Icemania

And now $12M in spare cash I can't spend in 2119. Sigh. Completely and utterly broken still. Time to restart without allowing technology selling like usual.





I can never understand why the game has such a overblown high money value which is very hard to scale.You play Civ,EU,etc you never get over a 1000 gold in most games.

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Post #: 16
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 3:16:48 PM   
aaatoysandmore

 

Posts: 2848
Joined: 9/11/2013
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quote:

ORIGINAL: HectorOfTroy

Does this mean I can't play my 19012 game?


no...it's gone forever like the wind and the rain, now you see it and now you don't. Actually you may still be able to find the save file but new versions of patches usually ruin them and cause you problems.

(in reply to HectorOfTroy)
Post #: 17
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 3:18:36 PM   
aaatoysandmore

 

Posts: 2848
Joined: 9/11/2013
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quote:

ORIGINAL: Icemania

And now $12M in spare cash I can't spend in 2119. Sigh. Completely and utterly broken still. Time to restart without allowing technology selling like usual.




You shouldn't allow it anyways it's been an exploit ever since the game released. To use technology selling is just looking for ways to cheat the ai or exploit it.

(in reply to Icemania)
Post #: 18
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 11:29:56 PM   
Buio


Posts: 247
Joined: 11/21/2012
Status: offline
quote:

ORIGINAL: aaatoysandmore
You shouldn't allow it anyways it's been an exploit ever since the game released. To use technology selling is just looking for ways to cheat the ai or exploit it.

Yeah, there is a checkbox to disallow it in 1.9.0.11+

"- added an option in game setup to turn off Tech Trading between empires (Victory Conditions step)"

(in reply to aaatoysandmore)
Post #: 19
RE: New Distant Worlds Update v1.9.0.13 - 12/21/2013 11:56:58 PM   
Icemania


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

ORIGINAL: aaatoysandmore

quote:

ORIGINAL: Icemania

And now $12M in spare cash I can't spend in 2119. Sigh. Completely and utterly broken still. Time to restart without allowing technology selling like usual.



You shouldn't allow it anyways it's been an exploit ever since the game released. To use technology selling is just looking for ways to cheat the ai or exploit it.



I always play without technology selling but wanted to test the supposed changes.

The point is that it's part of the game and broken. I have never liked the idea that we have to ignore (numerous) features of the game because they are broken. It's about time it was fixed.

Solution: Reduce the prices by 5-10. Implement AI routines to technology trade/buy/sell to each other.



< Message edited by Icemania -- 12/22/2013 1:00:08 AM >

(in reply to aaatoysandmore)
Post #: 20
RE: New Distant Worlds Update v1.9.0.13 - 12/24/2013 10:43:30 AM   
Osito


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Hi Gerry,

Previous updates have (I believe) included the update history for the other patches. Would be useful to have that included as well. I couldn't actually see the complete update history anywhere on the board: I'm sure it's there somewhere, but it ought to be stickied somewhere - and if it is on a sticky somewhere, I apologise for missing it and will crawl back into my hole :-)

Osito

(in reply to Gerry Edwards)
Post #: 21
RE: New Distant Worlds Update v1.9.0.13 - 1/20/2014 5:21:12 PM   
chaosegg

 

Posts: 20
Joined: 12/17/2012
From: The Bitter Hills
Status: offline
Frikking great looking patch notes; I'm excited to try a new game out now!
Thanks!!

It is always extremely gratifying for me to see something in patch notes that I myself had thought might need some love.
(The freighter routing, among other 'bits & bobs', had seemed 'janky' to me last patch.)

(in reply to Gerry Edwards)
Post #: 22
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