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Distant Worlds v1.9.5.6 Public Beta - 2 Update Available!

 
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Distant Worlds v1.9.5.6 Public Beta - 2 Update Available! - 7/18/2014 5:37:01 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Hello Everyone,

The Distant Worlds 1.9.5.6 Beta - 2 Update is now available for testing. You may download it from Here.

This build will hopefully be available an official update next Tuesday.

This build has the following changes from 1.9.5.6 beta:

CRASH FIXES
- fixed crash when evaluating designs

BUG FIXES
- character energy savings bonuses now properly reduce energy consumption instead of increasing it

GAME BALANCE
- counterespionage strength adjusted - slightly less chance of intercepting enemy intelligence missions
- reduced chance of empires switching to Corporate Nationalism government type when available
- altered empire military strength measurement to better account for fighters (affects diplomacy and AI empire evaluations)
- independent colonies now recruit more defending militia troops

PIRATES
- pirate factions now pay maintenance for any non-pirate raider troops (once have proper colonies)
- pirate faction flags retain pirate symbol in top-left corner when edited in game editor
- pirate faction flags propery update in galaxy view when edited in game editor
- pirate factions can now build normal planetary facilities and wonders at fully owned colonies using right-click pop-up menu and action buttons

MODDING
- now allow per-race modding for user interface in a theme (add subfolders named by race under images\ui\chrome folder to mod most chrome images, e.g. customization\THEMENAME\images\ui\chrome\human)
- custom characters with '?' appearance order now never appear at game start


This build has the following changes from 1.9.5.5:


CRASH FIXES

- fixed rare crash when drawing ships
- fixed crash when giving monetary gifts to other empires
- fixed crash when sorting ships in fleets

MODDING

- allow including GameText.txt from a custom mod (i.e. read from theme folder)
- altered images\units\creatures folder to be read from the mod (if present) instead of the root game folder
- allow modding MP3 files in sounds\EFFECTS (not just WAV files)
- fighters now properly use WeaponImageIndex value in fighters.txt to allow customization of fighter weapon effects

SHIP DESIGN

- AI ship design now properly adds damage control components when repair bots are unavailable
- further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)
- Fighter Bay components now considered as weapons in military ship designs (i.e. can have military ship designs with no weapons except for Fighter Bays)

GAME BALANCE

- AI now gives higher preference to mining station build locations that are closer to space ports, colonies, etc
- strategic resources used in construction (for components) now weighted slightly higher when considering stockpiles at spaceports and elsewhere

OTHER

- slightly improved game performance
- can now build bases in disputed systems if your empire has a colony in the system

< Message edited by Erik Rutins -- 7/24/2014 3:52:52 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.
Post #: 1
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/18/2014 6:49:51 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
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I'm getting this after I install this new update


(in reply to Erik Rutins)
Post #: 2
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/18/2014 6:55:56 PM   
Fishers of Men


Posts: 329
Joined: 3/27/2010
From: Fishers, IN USA
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These are very nice improvements, especially the modding section(GameText file).

_____________________________

Old............but very fast

(in reply to fierceking)
Post #: 3
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/18/2014 8:09:54 PM   
lurchi


Posts: 319
Joined: 6/10/2014
From: LV-223
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quote:

ORIGINAL: Erik Rutins

- allow including GameText.txt from a custom mod (i.e. read from theme folder)


Nice improvements, but this one especially caught my eye. Does this mean I can add descriptions for new tech to be shown in the research screen? Would be great as I was about to ask for that feature.

(in reply to Erik Rutins)
Post #: 4
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/18/2014 11:05:33 PM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
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It would be good to be able to download this beta. It seems that the old bugbear is back, being a chore to download the betas. It would not allow me to use Internet Download Manager through Cyberfox. I then tired a direct download through IE 11 then I get asked to log into the ftp server, I put my username and password that I use for the members area, no success there and then I try to log on anonymously and no success again. Please fix this.

(in reply to lurchi)
Post #: 5
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/18/2014 11:13:05 PM   
TheSAguy

 

Posts: 54
Joined: 4/6/2010
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I'm getting this error after installing the beta update. What am I doing wrong?

Steam just did the beta update and that worked.


< Message edited by TheSAguy -- 7/19/2014 12:18:12 AM >

(in reply to lurchi)
Post #: 6
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 12:01:33 AM   
tjhkkr


Posts: 2428
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Yes, thank you very much on the gametext.txt file. :)

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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 TheSAguy)
Post #: 7
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 12:03:14 AM   
tjhkkr


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quote:

ORIGINAL: Erik Rutins
- allow modding MP3 files in sounds\EFFECTS (not just WAV files)


Does this mean that files that were formerly only .wav files allow BOTH .wav AND .mp3 files?
Again 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 Erik Rutins)
Post #: 8
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 12:45:35 AM   
badken

 

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- further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)

This intrigues me - does this mean that military ships limited by construction size can have a better variety of goodies on them? Thus making it more feasible to use AI ship design without having to research down the construction tree for years before researching anything else?

< Message edited by badken -- 7/19/2014 1:45:59 AM >

(in reply to tjhkkr)
Post #: 9
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 2:10:48 AM   
Icemania


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

ORIGINAL: Erik Rutins
SHIP DESIGN
- AI ship design now properly adds damage control components when repair bots are unavailable
- further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)
- Fighter Bay components now considered as weapons in military ship designs (i.e. can have military ship designs with no weapons except for Fighter Bays)


I've just tested the Patch 1.9.5.6 Beta using the Haakonish and Securan in the AI Improvement Mod and can report significant improvements.

I changed the Securan Cruiser design template (post Alpha release) to remove the torpedo (so Fighter Bays only) to verify the Fighter Bay change which worked.

Military Ships were all built with weapons except in one case ... the Securan Cruiser (again Fighter Bays only) which was built at Size 300 with no Fighter Bays. The AI built 6 of these with zero weapons in the test.

< Message edited by Icemania -- 7/19/2014 3:11:00 AM >

(in reply to Erik Rutins)
Post #: 10
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 4:05:24 AM   
Cauldyth

 

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Joined: 6/27/2010
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quote:

ORIGINAL: badken

- further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)

This intrigues me - does this mean that military ships limited by construction size can have a better variety of goodies on them? Thus making it more feasible to use AI ship design without having to research down the construction tree for years before researching anything else?


In my first game with the patch, after researching only the first construction tech (Space Construction, Size: 230) I am able to build the AI-designed capital ships. That definitely didn't use to be the case!

(in reply to badken)
Post #: 11
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 5:29:04 AM   
hewwo

 

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Joined: 4/22/2010
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great list! And please please pretty please make the ships/bases screen remember the last used filter and sorting. Absence thereof is so annoying!

(in reply to Cauldyth)
Post #: 12
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/19/2014 8:57:15 PM   
Keston


Posts: 300
Joined: 5/7/2010
Status: offline
Nice changes, but the GxBO errors (reported as related to save games) are scaring me away.


quote:

ORIGINAL: hewwo

great list! And please please pretty please make the ships/bases screen remember the last used filter and sorting. Absence thereof is so annoying!


+1. Players have been asking for years, so there must be some problem involved, though it might just be that having it work in a "smart" fashion acceptable to all is hard.

Much of my back and forth with ships has been because the mouseover id info for ships when a fleet is selected in the lower left panel doesn't work when the ships/bases screen is open and I am trying to sort some ships into a new "fleet" using the screen. "Smart" behavior might look at whether any substantive commands/keystrokes were issued or what is the currently selected item. Or maybe a "last session" button (or hotkey) when it opens could take it back?

(in reply to hewwo)
Post #: 13
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/20/2014 8:00:29 AM   
impi07

 

Posts: 9
Joined: 8/9/2007
Status: offline

quote:

ORIGINAL: Keston

Nice changes, but the GxBO errors (reported as related to save games) are scaring me away.


quote:

ORIGINAL: hewwo

great list! And please please pretty please make the ships/bases screen remember the last used filter and sorting. Absence thereof is so annoying!


+1. Players have been asking for years, so there must be some problem involved, though it might just be that having it work in a "smart" fashion acceptable to all is hard.

Much of my back and forth with ships has been because the mouseover id info for ships when a fleet is selected in the lower left panel doesn't work when the ships/bases screen is open and I am trying to sort some ships into a new "fleet" using the screen. "Smart" behavior might look at whether any substantive commands/keystrokes were issued or what is the currently selected item. Or maybe a "last session" button (or hotkey) when it opens could take it back?



+1. I'm thinking of creating some autohotkey scripts to show military ships only and jumping to the end of the list so see the newly created ships.

(in reply to Keston)
Post #: 14
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/22/2014 12:37:37 AM   
hewwo

 

Posts: 276
Joined: 4/22/2010
Status: offline

quote:

ORIGINAL: impi07
+1. I'm thinking of creating some autohotkey scripts to show military ships only and jumping to the end of the list so see the newly created ships.


Please share if you make this:) Would make life infinitely better #firstworldproblems

(in reply to impi07)
Post #: 15
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/23/2014 3:46:45 PM   
TheSAguy

 

Posts: 54
Joined: 4/6/2010
Status: offline
Any update on release of the patch?

(in reply to hewwo)
Post #: 16
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/23/2014 6:11:51 PM   
gormack82

 

Posts: 1
Joined: 7/23/2014
Status: offline
You are not allowed to post links for 7 days from the date of your tenth post.

LOL how the f am i supposed to show my bug now?

Anyway it crashes to desktop and say error code GxBO


(in reply to TheSAguy)
Post #: 17
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/23/2014 11:38:31 PM   
AstroCat


Posts: 440
Joined: 7/31/2003
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quote:

ORIGINAL: gormack82

You are not allowed to post links for 7 days from the date of your tenth post.

LOL how the f am i supposed to show my bug now?

Anyway it crashes to desktop and say error code GxBO



Yeah seems like this is an issue, reported over in the Tech sub forum. I've stopped playing till this is fixed actually.

(in reply to gormack82)
Post #: 18
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 12:03:48 AM   
Erik Rutins

 

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

We're working on a new update for tomorrow, which should resolve the crash issues and have some more improvements.

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 AstroCat)
Post #: 19
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 8:39:01 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
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Great! I can't wait to see the Tech Support Forum filled with Elliot's humble responses!

(in reply to Erik Rutins)
Post #: 20
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 2:36:39 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
During QA this morning we found that the save file crash issues were not entirely resolved, so we're posting the new build as an updated public beta today with the goal of working on those issues a bit more for an official release hopefully early next week.

Also just FYI - we often read the tech support forum and take notes without responding. Sorry if that is disappointing.

We would appreciate if anyone who had loading crash issue with the first 1.9.5.6 beta would please give the new one a try once available. We think most of the issues are solved, but a few may remain and we'd like to narrow those down ASAP.

Regards,

- Erik


< Message edited by Erik Rutins -- 7/24/2014 3:41:58 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 Icemania)
Post #: 21
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 2:53:19 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
The new beta update is now available, please see the first post in this thread.

_____________________________

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 #: 22
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 3:39:50 PM   
Nanaki

 

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Not many changes, but still, very excellent changes. Hope you guys can sort out that crash soon.

quote:


- now allow per-race modding for user interface in a theme (add subfolders named by race under images\ui\chrome folder to mod most chrome images, e.g. customization\THEMENAME\images\ui\chrome\human)


I like this. I still have fond memories of MOO2's custom interfaces.

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I ate the batter of the bulge at Hans' Haus of Luftwaffles

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Post #: 23
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 3:57:30 PM   
Blackstork


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Wow awesome update! Huge thanks. BTW I bought game via Steam, and I don't know my code. Are there any guide how I could register with code and get beta download?

_____________________________


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Post #: 24
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 4:15:36 PM   
Icemania


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Joined: 6/5/2013
From: Australia
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Running a test game on 4X speed and all is looking good so far. Some of these changes will really help the AI Improvement Mod, thanks Erik.


(in reply to Erik Rutins)
Post #: 25
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 11:30:36 PM   
Tcby


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Joined: 12/16/2013
From: Australia
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Blackstork you can opt into the beta on steam.

Elliot + Erik: thank you for being so responsive to both bug reports and modders requests. Much appreciated!

(in reply to Icemania)
Post #: 26
RE: Distant Worlds v1.9.5.6 Public Beta - 2 Update Avai... - 7/24/2014 11:43:43 PM   
Cauldyth

 

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quote:

ORIGINAL: Erik Rutins
altered empire military strength measurement to better account for fighters (affects diplomacy and AI empire evaluations)


Whoot!

(in reply to Erik Rutins)
Post #: 27
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 11:56:34 PM   
Blackstork


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quote:

ORIGINAL: Tcby

Blackstork you can opt into the beta on steam.

Elliot + Erik: thank you for being so responsive to both bug reports and modders requests. Much appreciated!

how? i dunno, i canrfind where i can get it thru steam

_____________________________


(in reply to Tcby)
Post #: 28
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/24/2014 11:58:33 PM   
Keston


Posts: 300
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Are people seeing different (good) results with the update to the beta?

(in reply to Blackstork)
Post #: 29
RE: Distant Worlds v1.9.5.6 Public Beta Update Available! - 7/25/2014 12:17:15 AM   
Tcby


Posts: 342
Joined: 12/16/2013
From: Australia
Status: offline

quote:

ORIGINAL: Blackstork


quote:

ORIGINAL: Tcby

Blackstork you can opt into the beta on steam.

Elliot + Erik: thank you for being so responsive to both bug reports and modders requests. Much appreciated!

how? i dunno, i canrfind where i can get it thru steam


Right click on DW in your steam library, select properties, then click on the Beta tab. Opt in from there.

(in reply to Blackstork)
Post #: 30
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