RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (Full Version)

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taltamir -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 1:31:51 PM)

quote:

ORIGINAL: Fishman

quote:

ORIGINAL: taltamir

Interesting... doesn't happen to me. But I do get a "freeze" whenever I open the construction menu or ships menu in a late game stage (aka, 300 planet empire).

I think that particular funness happens because the game always opens the ship tab in SHOW ALL SHIPS, even though by late game, this tab display is absolutely useless because of the sheer profusion of ships in the list, instead of remembering the last filter you were looking at, which, by that point, will sure as hell NOT be "all".


I agree, as I said its not a REAL freeze because it eventually resolves it if I just leave it to work for a little while :)
I don't honestly see the POINT of an all ships filter personally. If I open the ship list, it was for a reason.




DasTactic -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 1:41:35 PM)

I'm really enjoying this version. :)

Found a bug though (not sure if it has been listed previously).

Select a military ship. Mid view of galaxy. Right click on system. Select 'Patrol XXX system'. And an exception is thrown. Telling it to patrol a particular base or planet in the system isn't a problem.

************** Exception Text **************
System.ApplicationException: Invalid mission target type
  at DistantWorlds.Types.BuiltObjectMission.ResolveCommandsForMission(BuiltObjectMission mission, Boolean allowReprocessing, Boolean& couldResolveCommands)
  at DistantWorlds.Types.BuiltObjectMission..ctor(Galaxy galaxy, BuiltObject builtObject, BuiltObjectMissionType missionType, Object target, Object target2, CargoList cargo, TroopList troops, PopulationList population, Design design, Double x, Double y, Int64 starDate, BuiltObjectMissionPriority priority, Boolean allowReprocessing)
  at DistantWorlds.Types.BuiltObject.AssignMission(BuiltObjectMissionType missionType, Object target, Object target2, CargoList cargo, TroopList troops, PopulationList population, Design design, Double x, Double y, Int64 starDate, BuiltObjectMissionPriority priority, Boolean allowReprocessing, Boolean manuallyAssigned)
  at DistantWorlds.Types.BuiltObject.AssignMission(BuiltObjectMissionType missionType, Object target, Object target2, BuiltObjectMissionPriority priority, Boolean manuallyAssigned)
  at DistantWorlds.Main.2wtdNFqM7Zw0TFIbsvUT6uEiXAi8Uhygvqq67KTrk75SnDBG(Object , ToolStripItemClickedEventArgs )
  at System.Windows.Forms.ToolStripDropDownItem.OnDropDownItemClicked(ToolStripItemClickedEventArgs e)
  at System.Windows.Forms.ToolStripDropDownItem.DropDown_ItemClicked(Object sender, ToolStripItemClickedEventArgs e)
  at System.Windows.Forms.ToolStrip.OnItemClicked(ToolStripItemClickedEventArgs e)
  at System.Windows.Forms.ToolStripDropDown.OnItemClicked(ToolStripItemClickedEventArgs e)
  at System.Windows.Forms.ToolStrip.HandleItemClick(ToolStripItem dismissingItem)
  at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
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   Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
   CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MC
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   CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Windows.Forms
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   CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
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System
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----------------------------------------
System.Drawing
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----------------------------------------
License
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   Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
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----------------------------------------
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   CodeBase: file:///C:/WINDOWS/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
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   CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/AxInterop.WMPLib.DLL
----------------------------------------
DistantWorlds.Types
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HsojVvad -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 1:57:29 PM)


quote:

ORIGINAL: jam3

Pretty sure this is a bug, when I hit "copy as new" the maintenance fee on the new ship is actually increased over the old design and stays that way once saved. As best as I could check the component list has stayed exactly the same.

This is not a bug. Maintenance fees are created by current day prices. What ever components you have on the ship and the prices for that ship can be higher to buy, so therefore your maintenance fees will be more. Maintenance fees are created at time of creation of the ship, other wise maintenance fees would fluctuate as the prices of resources fluctuate.




jam3 -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 7:21:11 PM)

quote:

ORIGINAL: Davor


quote:

ORIGINAL: jam3

Pretty sure this is a bug, when I hit "copy as new" the maintenance fee on the new ship is actually increased over the old design and stays that way once saved. As best as I could check the component list has stayed exactly the same.

This is not a bug. Maintenance fees are created by current day prices. What ever components you have on the ship and the prices for that ship can be higher to buy, so therefore your maintenance fees will be more. Maintenance fees are created at time of creation of the ship, other wise maintenance fees would fluctuate as the prices of resources fluctuate.



No this is me going through and redesigning the original ships with pause on. Like designing a mining base one with the luxury extractor and one without for the maintenance savings. Once I hit copy as new the new base with the exact same components costs more and not a day has passed in the game. I can also redesign the exact same base using "add new" and the maintenace cost will be identical to the original.

This is a bug.

There is absolutly no reason why duplicates with the exact same component list would have different maintenance costs; the fluctuations would effect each ship the same. Likewise a ship with an identical component list minus a few components should always cost less, i.e. hitting "copy as new" and doing nothing but removing components should always cost less than the original because the fluctuations would make the original go up in cost as well.




Astorax -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 7:32:53 PM)

What Jam3 is describing certainly sounds like a bug.

Is this with the newest beta release or 1.03?




jam3 -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/30/2010 8:13:07 PM)

Latest 1.0.4 I was redesigning all my ships after installing at the start of a game when I noticed this.




Vedric -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 1:29:08 AM)

I have a constructor ship stuck in retrofit. 1.0.4.4 Client. I read that this was thought to be fixed with a previous version. My Capital planet ES128. Retrofitting to a Zeus MK4 constructor ship. All resources available.

If you want the savegame let me know. I tried to upload it but it said the file type wasn't supported. Do I just rename it to .txt? Anyway, let me know.





DasTactic -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 1:29:59 AM)

Another bug. Game froze after blowing up a star base. It was straight after the explosion animation where the whole screen rocks. Couldn't reproduce it through so perhaps it is some sort of memory leak that was re-set when I restarted the game???




DasTactic -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 1:31:46 AM)

Suggestion: When the various 'Do you want to...' screens pop up it would be good to have an icon on them so we can see what it is referring to. For example, the spy suggestions I usually say yes, but the attack suggestions I usually ignore. Would be nice to be able to recognise the context before reading it.




Griz -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 2:25:01 AM)

I started a new game as humans and the default destroyer was unbuildable because it was size 201 and the maximum ship size was 200. I think this was because I started with the torpedo tech and the AI really wanted to include one. I let it sit for a few minutes to see if it would redesign a buildable destroyer, but it didn't so I had to do it myself.




Rustyallan -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 5:48:12 AM)

Regarding corruption/inefficiency/social/government services, I think the biggest issue is that it's called "corruption" which as you already guessed, locks the way people think of it. Renaming it and giving a breakout of what it is would be better. Government Overhead or something similar might help get the concept across better. Or just Government if you want to keep it to one-word.

Observations while playing 1.0.4b4:

1400 system galaxy (I like grand empires.[:D]), playing as Quameno Democracy, 11 AI players, slow research, friendly relations, and I think normal everything else.

I didn't spiral 100-200k into the red right off the start as I did in 1.0.3 and 1.0.4b2 which was a very good thing. I've also changed my playstyle some as I learn the game more so that's probably had some effect. In previous games, I couldn't not spiral into the red so something seems to be working.

I'm generally maintaining a decent surplus. Enough to colonize and build a small space port at every planet as fast as I could build ships until I hit around 30-40 colonies and had to start expanding my fleet.

I like the change so that colony ships are built at faster planets, not just the closest. I missed that in the notes and was manually building ships for a while which led to an odd observation. If I had an unassigned colony ship being built, I could assign it to colonize an ocean planet at the expansion builder while it was still in the build queue, but I could not assign it to a continental planet. Also, when I had basic colonization (CL-100) ships I built on my home race's worlds could also colonize continental planets, but ships built on a Zenox world I found could only colonize continentals. I like the mechanic, but it's somewhat confusing to discover and don't recall reading that in the race notes. Perhaps that should be added as a characteristic for each race that does something similar. It's mentioned offhand in the description.

I was tired and did something reaaaaaally stupid. I had just had an autosave so figured I'd just reload. The reload failed, I got an error that there wasn't enough memory for the working set. Exiting the game and restarting allowed me to load the savegame though. I've found that I can't reload after running a game this size at all, I must first exit completely. Even exiting to the game menu gives the memory error. (XP 32-bit, 4[3.25 usable)GB RAM, 4GB, pagefile) I have not gotten to try this with any smaller games.

Mid-game lag at the galaxy level is mostly gone with not showing commercial ships. I can even see the galaxy instead of a multi-colored blob! [&o]

Auto-design is not using my racial tech. I've only just realized this fairly late, but none of my vessels are getting the NovaCore NX-700. I first noticed when reviewing some bases and noticed a warning that it didn't have enough power, then saw it was using researched tech for the reactor and not the NX-700 on any vessel. Clicking "Upgrade Selected" does use the NX-700. Of course, the drive is reverted with the next auto-design pass.

As was previously mentioned by others, construction ships sent to refit get stuck and don't do anything except clog the planet's queue. I realized after sending them all for a refit and not having any construction ships for several game years...[:@]

I'm now at year 2779 with 115 colonies in 83 systems. I have a total of 60 military vessels. 30 of which I just queued to build when I realized I was at war... (I missed the declaration popup!?)[&:] (War and Sanctions is set to manual) Ship building is set to suggest, and it probably should have suggested a few more ships, especially since I've got a consistent decent surplus of cashflow. Even more so since I'm at war and the other empire has 5x the military strength.

I was prompted 3 times to build a resupply ship. I finally allowed it to do so, and the dang thing is sitting there where it was built doing nothing. For the past 10 years. Why was I prompted to build such a beast if it wasn't going to be used? In previous games, they were sent out and used right away.

Overall, much improved. By improved, I mean a smoother game. The economy's not jumping all over the place from -200k to +1m and back with me just sitting here watching. Culture levels seem to be stable. I have two just over 100, many at 100, and the rest are climbing. 1.0.3 and 1.0.4b2 had a few planets well over 100 (150-180) and the rest bouncing from 5-60. More experienced players could certainly use some adjustments to make cashflow a bit tighter, but for a new player to jump in and consistently go deep in the red for several game years and not be able to do a thing no matter how they played at the start... that needed fixed and I'm glad to see it was done.

And just to add a thought on late-game cashflow drain, implement a minimum troop level per planet as garrison/militia forces. One reason I've had such good cashflow is playing nice with everyone and recruiting no new troops.




taltamir -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 7:51:43 AM)

quote:

ORIGINAL: Vedric

I have a constructor ship stuck in retrofit. 1.0.4.4 Client. I read that this was thought to be fixed with a previous version. My Capital planet ES128. Retrofitting to a Zeus MK4 constructor ship. All resources available.

If you want the savegame let me know. I tried to upload it but it said the file type wasn't supported. Do I just rename it to .txt? Anyway, let me know.


This means they are missing a specific resource needed to build one of the new component... eventually a freighter will bring it the resource it needs and it will finish.




Rustyallan -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 8:10:42 AM)

So not long after I made that last post, the game just suddenly froze on me.  Thinking that maybe one of my planets was being attacked by the guy I'm at war with, I let it run for an hour or so to see what happened.  It did continue running in the background and even ran an auto-save while otherwise frozen.   I finally got tired of it and killed the game.  After restarting and loading the save that occurred during the lockup, I found I went from +250k cash and +120k cashflow to -200k cast and -100k cashflow during the time.  Cashflow very quickly went positive, but I'm still not sure what happened during the time.  I'm reverting to the previous save and will continue from there.  I did archive all saves from that set in case they're needed later.  Of course, I had to exit completely before it would let me load the older savegame since the 990mb working set was too large.




Gertjan -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 10:52:12 AM)

Thanks again for the new update. I'm really looking forward to playing the final release of this one. I like the fact that economy has become a bit easier again and the fact that larger empires still are more economically powerful than weaker ones.

Given all the changes, do you plan to update the galactopedia and the manual? New players to this game would need to have easy access to all these changes. Another suggestion is to have a thread on this forum or somewhere else (game website) with all the major changes compared to the 1st version of the game.




RViener -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 2:09:07 PM)

Gertjen,
With each update, beta or official, there is an accompanying "What's New" pdf. which reiterates all changes from release version sequentially. But I do agree that changes to the Galactopedia to reflect these changes would be approproaite and update of the manual would also be extremely helpful.




DasTactic -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 9:56:24 PM)

Bug???: I built a mining station on a moon but even before it was finished the orbits moved the moon away leaving the station floating in space. The Constructor was under attack from pirates during the construction.




TheSAguy -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 10:21:50 PM)

My game on 1.0.4.4 is also hanging once i start my 1st planet attack.
It hangs for me once I destroy a planetary base.

I have a save just before it happens, not sure how to upload.

Really sucks, I was having so much fun :)




Vedric -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/1/2010 11:28:20 PM)


quote:

ORIGINAL: taltamir

quote:

ORIGINAL: Vedric

I have a constructor ship stuck in retrofit. 1.0.4.4 Client. I read that this was thought to be fixed with a previous version. My Capital planet ES128. Retrofitting to a Zeus MK4 constructor ship. All resources available.

If you want the savegame let me know. I tried to upload it but it said the file type wasn't supported. Do I just rename it to .txt? Anyway, let me know.


This means they are missing a specific resource needed to build one of the new component... eventually a freighter will bring it the resource it needs and it will finish.


Way to not read the post champ! I put it in bold for you. That's a stuck ship with all resources available and in stock. No, the resources aren't reserved. Next time please read the whole thing. Thx.

The save game file is waiting if needed. I have one with 1.0.3 and 1.0.4.4.




Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 12:19:17 AM)

Please do upload the 1.0.4 Beta 4 save file and post a note for us in the tech support sub-forum. Much appreciated.




Vedric -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 1:24:18 AM)

quote:

ORIGINAL: Erik Rutins

Please do upload the 1.0.4 Beta 4 save file and post a note for us in the tech support sub-forum. Much appreciated.


Will do Erik. However I tried uploading it in my first post and got an error saying "filetype not supported". Do I just convert it to .txt? Do you want it uploaded in the tech support forum or here?

Thanks

EDIT: I found the upload FAQ in the tech support forum. I will upload and make a post there.




HsojVvad -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 1:29:39 AM)


quote:

ORIGINAL: TheSAguy

My game on 1.0.4.4 is also hanging once i start my 1st planet attack.
It hangs for me once I destroy a planetary base.

I have a save just before it happens, not sure how to upload.

Really sucks, I was having so much fun :)


This seems to be happening to a few of us, you are not alone. You need to upload to their file server. I use FileZillaClient to upload my saves to them. I can't remember where the link is, to show how to do it. I think if you go to the tech support sections you will find it there.




HsojVvad -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 1:30:32 AM)

http://www.matrixgames.com/forums/tm.asp?m=2415085 go here to read on how to upload saves for CodeForce and Matrix to see.




Vedric -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 2:19:24 AM)

Yeah I found it. Thanks Davor




RViener -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 4:36:55 PM)

Erik, I've run 2 complete games for 15 years with 1400 stars 19 auto empires, scattered alien life, slow research, normal creatures and pirates, normal home system, basic tech, spiral galaxy. No crashes, hiccups or slowdowns. The game was run on total AI. Pursuit of pirates AOK. My empire, Humans, lost twice but I did not run retrofit or create new designs other than provided by the AI. Financials OK. End screen announced my loss but there is some question as to the real winner because I did not encounter more than 5 other empires and the winner of one game was not among them. In the other game insectoid, Sluken, announced as winner but the empire screen had the Dhayats Empire as the winner, ?.
Next I plan to try to create new designs and test the retrofit part of the program running hands off otherwise. 




elliotg -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 11:25:46 PM)

quote:

ORIGINAL: Vedric

quote:

ORIGINAL: Erik Rutins

If you click on the fleet name or the general display area once the fleet is selected, does it not center on the fleet for you? Or do you mean something else?


No it doesn't. This is exactly what is going on. I have a small fleet hotkeyed to "1". I click "1" to select my fleet. Clicking the display area in the lower left does nothing. Clicking backspace does nothing. Clicking the "zoom to selected item" button does nothing. If I select a single ship from the fleet in the lower left corner, then the zoom to selected functionality works fine.

I think this might have something to do with setting up a hotkey with ctrl+#. As I mentioned above I can't patrol a system with a fleet. When I hover over the star with my cursor I get no patrol icon, when I right click I get a menu with no patrol option. I'll go play with this some more.

Update edit: I closed the client and restarted, no change. Fleet or no fleet it doesn't matter. When I select multiple ships I can't patrol anything. With a single ship selected, I can hover my cursor over a base or star and get the patrol icon. Right clicking sends it on patrol. For planets, hovering my cursor does not give the patrol icon but a right click will give the menu with the patrol option. None of this happens when I have multiple ships selected. Everything is fine with a single ship both for patrol functionality and for "zoom to selected" functionality.

From your description Vedric, it sound like you don't actually have a proper fleet selected, just a group of ships that you've multi-selected. To make a fleet you need to assign multiple ships to the fleet (right-click, assign to fleet) and then double-click one of the ships to select the fleet itself. With an actual fleet selected you'll be able to zoom to the fleet (Backspace key) and do system patrolling.




hewwo -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/2/2010 11:57:44 PM)

Just wanted to say I've had 1.0.4.4 eventually crash on my every single time I played. Unfortunately no internet on my gaming pc, so can't show screenshots of the errorscreen!

Otherwise I have no commentary on gamebalance improvements, since I just bought the game and started playing with beta 4 right of the bat [:D]




Kushan04 -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/3/2010 1:15:10 AM)

How are armed freighters supposed to work? Mine keep being attacked by other empires as soon as they enter a system. Is the AI trying to provoke me, or is it not happy that my freighters are armed?

Kushan




ductape -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/3/2010 6:46:34 AM)

on the expansion planner screen, the resources have percentages by them, what does this relate to? I scanned the thread here and cant seem to find it. Was it from beta 3?




HsojVvad -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/3/2010 1:47:35 PM)


quote:

ORIGINAL: Kushan

How are armed freighters supposed to work? Mine keep being attacked by other empires as soon as they enter a system. Is the AI trying to provoke me, or is it not happy that my freighters are armed?

Kushan

How many weapons do you have on them? If there is only one weapon, then it shouldn't effect anything, but 2 or more weapons, I believe the AI considers them amred and dangerous ships. Funny thing is, how can the AI know this? We don't know the armerment of thier ships, how can they know ours then?




taltamir -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (5/3/2010 1:55:52 PM)

quote:

ORIGINAL: Davor

quote:

ORIGINAL: Kushan

How are armed freighters supposed to work? Mine keep being attacked by other empires as soon as they enter a system. Is the AI trying to provoke me, or is it not happy that my freighters are armed?

Kushan

How many weapons do you have on them? If there is only one weapon, then it shouldn't effect anything, but 2 or more weapons, I believe the AI considers them amred and dangerous ships. Funny thing is, how can the AI know this? We don't know the armerment of thier ships, how can they know ours then?


I thought it was impossible to design a freighter with more then 1 gun starting with version 1.04. which is also the version where the AI started ignoring armed freighters




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