RE: Distant Worlds 1.0.4 Public Beta Now Available (Full Version)

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jam3 -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 5:49:12 AM)

I do understand its just really frustrating, wanted to play so badly but cant bring myself to it knowing how much time is going to be wasted because of the problem. I guess I just like designing my ships too much.




DiggyDad -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 6:13:58 AM)

I started a new game version 1.04. My home colony is on a Marsh World but I can't build colonies on Marsh Worlds. Is this a bug?




dawilko -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 6:22:09 AM)

Guys they can't implement all the changes you want within one update, have some patience. If you're not aware off what it takes to release major updates such as this look into software development life cycles, and the reality of releasing major code updates to complex systems.

I for one think they are doing a smashing job.




Zakhal -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 7:43:10 AM)

I played two hours yesterday and the early game seems tougher now even though its my best game so far with 6 colonies from the start. I only have two dozen or so small ships and two constructors. The numbers on the right upper corner make no sense. I just want to know how much my stable income is per month but it changes madly. The upper corner could use three numbers for income - one for stable income and another for changing income and third for total. It might make more sense that way.

Most annoying is the constructors auto-building expensive research stations at the beginning of the game just because theres a nova next to my system even though I dont really have the money to pay for those buildings. Those moneys would be better spent on building colony ships for the empty worlds waiting for takers.




jam3 -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 7:55:15 AM)

quote:

ORIGINAL: dawilko

Guys they can't implement all the changes you want within one update, have some patience. If you're not aware off what it takes to release major updates such as this look into software development life cycles, and the reality of releasing major code updates to complex systems.

I for one think they are doing a smashing job.




I actually understand sdlc better than you could imagine. I also understand that I want to play this game but just can't bring myself to do it since I have gotten into it and have realised there is a really annoying problem with the ship designer that adds an enormous amount of overhead everytime you update a ship and want a reasonable naming convention in place for your design. If you get deep into designing your ships you'll see what I mean. This can add alot of needless data entry work to a 30 or 40 hour game session. Not to mention if your using the save design / load design feature once you hit update all your work gets renamed, very very frustrating. I am also not the only one to bring up the issue.

So while I understand and have personally been annoyed with customers before demanding changes its not going to stop me from venting a bit on the forums staring at the distant worlds icon on my desktop begging me to play it every night and being unable to bring myself to do it because of one super annoying thing. Alot of sword of the stars players got mad over a ship upgrade rename function which worked extremly well because they couldn't turn it off and hated the auto number increment, which worked perfectly. The function in DW is renaming the entire ship design and the auto-increment goes haywire.

There is nothing wrong with being a passionate advocate for something you want fixed in a piece of software, especially when they have acknowledged the problem; I am just being a squeaky wheel.




Pocus -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 8:30:05 AM)

Would it be possible, as an option only perhaps, to have a line going from the selected ship or fleet toward its destination? That would help quite a lot figuring who is doing what. Having the coordinates in the info panel is definitively not enough, and this single line, for the selected object, is not very intrusive IMHO. Thanks.

Also, can the confirmation sound when right clicking to give a mission be generalized. Currently you get one when you right click to attack a target, but can it be generalized to others orders? Not the same sound, right, but a very discreet one would do. If it can be different depending of the order, then all the better, but this is optional. I often wonder if a particular order is taking into account when I right click.




taltamir -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 10:06:46 AM)

it still has the problem where every new ship design made by the AI does NOT obsolete the old ship designs.
as a result you end up with tons of non obsolete designs that clog up any build menu.
So I have to select "show all non obsolete", sort by role, and go role by role and obsolete all but the latest version.

also reserach stations:
1. require drives and other weird things
2. are all illegal builds as made by the AI
3. selecting new design and selecting a research station role causes the game to crash.
4. the game crashes quite often anyways... much more often then previous editons.




taltamir -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 10:07:25 AM)

PS. opening a save from 1.03 in this version made my money show up as 3 red letters NaN or something (I don't remember anymore, I deleted the saves)




Kriegsspieler -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 11:55:47 AM)

I'm sorry if this has been posted elsewhere (Erik, maybe you should start a "1.04 beta feedback" thread?), but I find it odd that now at the start your main space port is not QUITE large or modern enough to build destroyers. It can build frigates, but has to research advanced construction yard to build destroyers. Is that WAD? Seems odd . . . .




Zakhal -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 12:09:39 PM)


quote:

ORIGINAL: Kriegsspieler

I'm sorry if this has been posted elsewhere (Erik, maybe you should start a "1.04 beta feedback" thread?), but I find it odd that now at the start your main space port is not QUITE large or modern enough to build destroyers. It can build frigates, but has to research advanced construction yard to build destroyers. Is that WAD? Seems odd . . . .

The started dd design is too large. Remove two pieces of armor and you can build it.




Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 12:27:45 PM)

We'll be updating the public beta today and I think you guys will like the changes.




Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 12:45:55 PM)

Here's what's coming in Beta 2:

- Mass Retrofit button put back into Ships and Bases screen
- new research station designs fixed
- upgrading designs names them as "Old Design Name Mk2", etc
- Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system
- Fixed the NaN issue with income
- Manually controlled ships now automatically repair as well as refuel
- Improved auto-refueling for manually controlled ships so that will always refuel (e.g. when blockading a planet)
- Games will no longer start with ships that you cannot build (i.e. too big)




jscott991 -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 1:23:28 PM)


quote:

ORIGINAL: Erik Rutins

Here's what's coming in Beta 2:

- Mass Retrofit button put back into Ships and Bases screen
- new research station designs fixed
- upgrading designs names them as "Old Design Name Mk2", etc
- Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system
- Fixed the NaN issue with income
- Manually controlled ships now automatically repair as well as refuel
- Improved auto-refueling for manually controlled ships so that will always refuel (e.g. when blockading a planet)
- Games will no longer start with ships that you cannot build (i.e. too big)


Nice changes.




Sigh -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 1:25:10 PM)

Well I cant help but applauding the change list (of beta2) nice changes (if they work).
And I even use the same ship naming convention




Tyranicus -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 1:57:46 PM)

I am liking where these updates are going! Im hopin for carriers in a future update[:)]




Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 2:18:25 PM)

Elliot managed to fit two more fixes into today's Beta 2 update. Once we finish a quick internal test, we'll upload it for you all to look at as well.

- GxBO crash resolved
- Detached mining station bug fixed!




EisenHammer -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 2:24:16 PM)


quote:

ORIGINAL: Erik Rutins

Elliot managed to fit two more fixes into today's Beta 2 update. Once we finish a quick internal test, we'll upload it for you all to look at as well.

- GxBO crash resolved
- Detached mining station bug fixed!


Speechless [&o]




JasmoVT -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 2:44:15 PM)

Great work Erik. Thanks for the timeliness. Betas are always a challenge.




bstarr -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 3:19:27 PM)

Is this patch going to make any changes as to how the game creates worlds, decreasing the amount of Ocean worlds out there?




Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 3:32:30 PM)

Yes, it does rebalance that as well.




Webbco -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 3:37:40 PM)

Nice one Elliot!




Litjan -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 3:49:01 PM)

Canīt wait to try it, and you guys are even adding more of the much desired improvements, very nice. I think the naming convention change and the "system patrol" are going to make this game so much more enjoyable!

Jan





nammafia -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 3:54:45 PM)

Your continuing support validates my purchase of this enjoyable game. Thank you.

Hopefully, fleet sector or way-point patrol will be added in the future as well.




VarekRaith -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 4:06:30 PM)

[sm=00000436.gif][sm=happy0065.gif]




murteas -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 4:09:51 PM)

Excellent!   Looking forward to beta 2.

Thank you for your continued support. This was my first Matrix purchase, and I'm sure it won't be the last.




Zakhal -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 4:12:48 PM)

Beta2 sounds excellent. Cant wait.




mbar -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 4:29:00 PM)

I'm looking forward to the better ship and fleet control. Nice!




code99 -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 4:52:31 PM)

this is getting better and better, awesome work guys, keep it up !!





Lorini -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 5:01:15 PM)

Would it be possible to add currency signs to the income or even just commas? The numbers are tiny and it's not easy to tell the difference between 56290 and 5629 sometimes. 56,290 and 5,829 make it much clearer.




Lamb Chop -> RE: Distant Worlds 1.0.4 Public Beta Now Available (4/21/2010 5:06:31 PM)

Screw DW's....
GoodOldgames.com released Moo2 Bundle that runs on xp/Vista win7.

Whoever designed DW did a good job but they got dragged down by an extremely "unskilled" programmer with no vision and idea about UI.

Just my 2 cents...

Armada and now this. I am learning to stay clear of anything carrying Matrix Games label in the future.

ability to patch a game fast is not a quality. It is a stop gap measure.
If they were so easy to fix, why was this game released as it was?




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