New DW: Legends v1.7.0.3 Public Beta Available! (Full Version)

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Andrew Loveridge -> New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 6:11:07 PM)

Hello All,

There is a new version of the Public Beta in the Members Club. It fixes many reported issues, including performance, colonizing when at war, and Hive-Mind government affinities. All listed below, with links to the previous update changes. We hope to make this an official update next week.

Please give it a try if you are interested and give us your feed back on these changes.

v1.0.7.3 Beta - December 1, 2011


  • Improved game performance.
  • Enabled colonizing planets and moons in enemy territory when at war.
  • Fixed issue where multi-selected ships assigned to refuel using the Action
    button would travel to top-left corner of galaxy.
  • Fixed bug were rail guns were not bombarding colonies.
  • Altered government affinities for HiveMind government type.
  • Added extra logging for crash diagnosis.
  • Fixed display of engine thrusters on a few additional ship images.

1.7.0.1 Changes
1.7.0.2 Changes




Whydmer -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 6:13:21 PM)

Downloaded just fine thank you very much!




Farrels -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 6:13:50 PM)

nice one [:)]




Whydmer -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 7:01:56 PM)

This could be good... or it could be trouble....

Started a new game in 1.0.7.3.  I'm human (and I am playing the humans too in the game [;)]) and I am exploring my starting system and I have a Dhayut independent colony on a desert moon in my starting system. [:)]




Webbco -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 7:27:36 PM)

Excellent news, esp the lag issue. Thanks guys [8D]




Sylian -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 8:06:53 PM)

Excellent support for this games so far! Thank you!

Since 1.7.0.2. my mouse cursor is flickering in the research window. Seems the " mouse cursor fix" broke it for me.
Not sure what further info you need.

regards




WoodMan -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 8:19:58 PM)

Hey Sylian, I think Eliott is looking into the mouse thing.  I had bad problems before 1.7.0.2, most of which were fixed, but after 1.7.0.2 I have the same issue as you, but thank god all the flickering I was getting in the main game window is now gone!




Bingeling -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 8:50:15 PM)

It seems like lag is indeed gone. The game is not ultra smooth when zooming etc, but no major issues. Also major battle gives some not unreasonable stutter.




Sylian -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 8:51:48 PM)

Well in 1.7.0.0 everything was fine for me.
Anyway, I justed wanted to report it. It will get fixed sooner or later and for now i can live with a little flickering while choosing a research project.
Its more like a feature conveying my thoughts to the screen...
should i research this, or maybe something else? Aaaaargh, i don't know [:D]




Baleur -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 10:15:24 PM)

Will this fix the lag in 1.7.0.1 or 1.7.0.2 savegames if loaded in 1.7.0.3?
*tries anyway*




mikeCK -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 11:21:52 PM)

As above....save game compatable?




Kal Naar -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 11:23:48 PM)

Much better performance with the new patch.




adamsolo -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/1/2011 11:56:46 PM)


quote:

ORIGINAL: Kal Naar

Much better performance with the new patch.


Than 1.7.0.0 or 1.7.0.2?




Gelatinous Cube -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 12:15:39 AM)

Better than both. Kudos to Cordeforce, another good patch!




tjhkkr -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 12:24:16 AM)

This is the first time that I have had a chance to look this over and start the modding work in earnest.
All I can say is: WOW.
This was a major change and a lot of work.
Thank you!




Locarnus -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 2:26:06 AM)

I have a major issue with fleet/ship control.

I dont know whether this was present in the previous betas.

My manual commands are overwritten all the time.
I have a ship in an enemy (pirate) system. It has 1 damaged component. When the shields were down, it refused to obey my commands. I send it to repair and refuel. It tried to escape, but didnt use the hyperdrive! It was impossible to issue commands from there on. They were always overwritten with the stupid escapce without using hyperdrive.

Previously it always wanted to attack the pirates bases in that system. It was impossible to order it out of the system. Within seconds all orders were overwritten with the attack order.

If I give the command to refuel/repair, escape or move somewhere else, those commands cant be overwritten by the ai.

Now I have a massive ships (800 firepower, full 1300 shields) in an enemy system, moving along with speed 10, escaping some mini pirate frigate and I cant issue any orders to it. [:@]

edit: I have now deleted that enemy frigate. My ship now tries to flee (of course without using the hyperdrive) from the carcass of an enemy destroyer, which has no energy and no engines anymore. This is ridiculous. [:@]




tjhkkr -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 6:04:22 AM)

quote:

ORIGINAL: Locarnus

I have a major issue with fleet/ship control.
I dont know whether this was present in the previous betas.

My manual commands are overwritten all the time.
I have a ship in an enemy (pirate) system. It has 1 damaged component. When the shields were down, it refused to obey my commands. I send it to repair and refuel. It tried to escape, but didnt use the hyperdrive! It was impossible to issue commands from there on. They were always overwritten with the stupid escapce without using hyperdrive.

Previously it always wanted to attack the pirates bases in that system. It was impossible to order it out of the system. Within seconds all orders were overwritten with the attack order.

If I give the command to refuel/repair, escape or move somewhere else, those commands cant be overwritten by the ai.

Now I have a massive ships (800 firepower, full 1300 shields) in an enemy system, moving along with speed 10, escaping some mini pirate frigate and I cant issue any orders to it. [:@]

edit: I have now deleted that enemy frigate. My ship now tries to flee (of course without using the hyperdrive) from the carcass of an enemy destroyer, which has no energy and no engines anymore. This is ridiculous. [:@]


Yes, I want some ship to make the jump to hyperspace, and if it would have done it, my ships would survive, but they continue to run sublight, and are then destroyed. This is especially true when I have a ship that has a good lead on a Kaltor... the smartest thing it could do is make the jump, but the Kaltor eats up the distance -- being faster then my ship, and then eats up my ship...
I do not know if this is by design or not...
I have a similar problem... I could see them refusing to turn and fight, but I cannot get them to make the jump into hyperspace when they are in jeopardy.




J HG T -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 6:59:25 AM)

Will test this out extensively on sunday. Got some business to take care of on weekend.





Litjan -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 7:00:19 AM)

Did you check if they have enough time to initiate the jump? Usually the first tech hyperspace drives need a fairly long time while running at standard speed (not sprint!) while initiating the jump. So it looks like they are "just" running away, when in fact the navigational computer is solving the complex math behind 5-dimensional physics [:D]

Jan




Brynder -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 7:16:34 AM)

Same problem with the escaping here. Ships getting eaten up by big huge game in space.




feelotraveller -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 10:30:56 AM)

Escaping takes time to initiate the drives (you spend this at cruise speed). If you give another order meantime you lose (re-zero) the time already spent charging the drives.

In ROTS I found giving the order to 'move to' something out of the system (can be a random point in space) in the direction your ship was facing gave best results. Though use common sense if you are facing your enemy.

Playing 1702 a day or so ago with computer automation on for all ships/fleets it handled it really well. Did not lose a single ship to monsters/pirates. One or two got a bit damaged but got away.




sbach2o -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 10:58:08 AM)

Fleeing ships definitely spend a certain amount of time during which they just flee. You can see when the hyper jump sequence has been initiated by the flashing speed indicator of the selected ship.

The problems I see with fleeing ships are (from memory, I don't have the game right before me):

* A fleeing ship doesn't go at full speed (not sure)?
* It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).
* A ship going for the hyper jump does so at half speed. This may be seen as technichal restriction, in which case a certain period of flight would actually make sense (trying to gain a distance). However, not being at full speed during flight rather spoils that.

Anyway, fleeing ships acting dumb or ineffective in many cases is almost the only way that most of those monsters can get in any kills at all.

quote:

ORIGINAL: feelotraveller

Playing 1702 a day or so ago with computer automation on for all ships/fleets it handled it really well. Did not lose a single ship to monsters/pirates. One or two got a bit damaged but got away.


This is my experience also. I just cannot stand it when I see how dumb the individual ships tend to act, even when it doesn't lead to fatalities.

I think it would be great, if a hyper jump sequence were always disrupted by a ship being damaged or even when shields receive a hit. This would make those pesky raider tactics the AI now seemingly likes to employ more costly (jump to mining station, kill, jump to the next, all while being pursued by a superior fleet). And if those Kaltors were smarter (i.e. not make a pirouette after having a few wacks at a fleeing ship), they could get in more kills.




WoodMan -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 11:16:07 AM)

quote:

It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).


According to the Tech tree it takes 14 seconds for a ship with the 1st type of hyperdrive to jump to hyperspace.  So logic dictates the first 14 seconds of its fleeing would be at sublight speeds.




Brynder -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 11:48:15 AM)

But you also can observe (at least could in ROTS) that while you are in the process of escaping (or aligning yourself towards the target while in peaceful evnironment) the visual cue of engines charging is also flashing in the speed bar. At least did for me. Well, not this time, buddy.

Also can't afford to let AI handle my explorers at the very least. I want to see for myself if a system has something interesting in it and if not... Well, no reason to cruise to the center of the sun to report completed mission nor to circle around the barren planets while somewhere out there is the way of the ancients/darkness, death ray or something else as good to be had. If the game had somekind of "system report on enter" and associated commands of either go for the goodies, baddies, sit tight or go for the next unexplored system - that'd be different story.

Now three scenarios for you to evaluate if there should be some improvement in this thing:

You are escaping a pirate with max speed 46, you yourself are cruise 18 sprint 36 with a functional hyperdrive of any kind. Would you: A) cruise at speed 18 NOT initiating the hyperdrive (as my ships seem to do most of the time). One did so for about a minute while the jolly pirate did what it's best at (counting seconds to jump it could have jumped to hyperspace four times in that time alone with the slowest hyperdrive). B) sprint at speed 36 to a safe distance, then drop to cruise speed and initiate the hyperdrive and off you go (would be stupid because the pirate is faster, but at least it'd show the ship's crew is TRYING to stay alive). C) would you just decide "heck they can pummel me for the 13 or so seconds it takes for this ship to initiate the hyperjump if I'm going to be safe after that - after all I've got shileds and armor" and start charging the hyperdrive right away.

There'd be option D) which would be to initiate the hyperjump - whilst continuing to cruise towards the vector you already are on and not think too much of where in the cold deep space are you going to end - as far as it's clearly out of the harms way. Of course the last would make most sense if we had also directional weaponmounts ("gee you sure have a lot of frontal laser fire coming at me but you are sluggish to turn, I'm going to cut right past you and then let's see if I'm getting out of here alive when you can't hit me anymore".

In ROTS at least the engine charged while you were cruising along and turning to escape as I said before. At least that's what I saw. In Legends I can only say that I know what I see and what I saw was that I didn't see it happen.




sbach2o -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 11:58:30 AM)


quote:

ORIGINAL: WoodMan

quote:

It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).


According to the Tech tree it takes 14 seconds for a ship with the 1st type of hyperdrive to jump to hyperspace.  So logic dictates the first 14 seconds of its fleeing would be at sublight speeds.



I rather took the flashing speed indicator as a sign that a ship is initiating a hyper jump. I do not know this to be a fact, but am assuming this. I also think this to be true, unless refuted by someone with inside knowledge. So, if I am right, fleeing ships do not ever initiate a hyper jump right away.




WoodMan -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 1:08:05 PM)

Just tested myself and you are correct, it doesn't initiate hyperjump immediately and doesn't move at sprint speed.  But when you said this:

quote:

* It just flees a certain amount of time, even when directly going into hyperspace would be the best course (which it is usually).


I thought you didn't know about the initiation of hyperdrive taking 10 seconds+.

I agree when a escape order is given it should start the hyperdrive initiation immediately and move at sprint speed (if its possible to initiate hyperdrive at sprint speed, to be honest i've no idea about this).

However, just jumping straight to hyperspace is not possible, but yes it should be activated and the countdown start right away.




ASHBERY76 -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 1:12:13 PM)

Is this the final beta update for the weekend? I would like to know before I start an epic new game.




Erik Rutins -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 1:56:55 PM)

Nope, one more update coming today.

Regards,

- Erik




comsolut -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 2:57:28 PM)

Please add the warning that it deletes your previously saved games!




Data -> RE: New DW: Legends v1.7.0.3 Public Beta Available! (12/2/2011 3:04:26 PM)

It doesn't, it just creates another folder for them....check in your Documents and Settings, under your profile...search for Code Force or Distant Worlds, dive in and find all of them.




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