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UPDATED: Distant Worlds 1.0.4 Public Beta 2 Now Available

 
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UPDATED: Distant Worlds 1.0.4 Public Beta 2 Now Available - 4/20/2010 8:16:28 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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UPDATED to 1.0.4 Beta 2

Thanks again for your patience while we continue to fix issues, rebalance parts of the game and start to implement some requested improvements.

We strongly recommend that if you are experiencing any serious issues, including crashes or save/load problems that you give this update a try. This update will work fine with existing saved games, but please note that some of the original issues may have introduced corruption in old save files. If your old save file continues to have issues, please start a new game.

We are looking for a lot of feedback on the rebalanced economy and diplomacy in this update, as well as the new auto-engage and auto-refuel for ships under manual control. Please see the readme for details on these points.

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of Distant Worlds, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.

Please note that once this becomes official, it will be available through our normal download and update process (in the Latest Downloads section and through the "Check for Updates" link on your game menu) but we do not like to release public beta updates widely until we are sure they are good to go.

v1.0.4 Beta 2 – April 21, 2010


Public Beta Update
Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.
Also, this update may reset the automation settings in your Options and adds new ship filtering options for the top zoom level in your Advanced Settings on the Options screen. Please open the Options screen again to adjust them to your preference. Apologies for any inconvenience.

Known Issues and Testing Requests:
The economic balance needs some additional tweaking and there may be one bug remaining in the new code that sets money/cash flow to a non-numerical value. Because of the degree of rebalancing required after the earlier economic fixes, we need more feedback here with different race and empire types and galaxy sizes to make sure things are looking better than in previous versions.
We are also very interested in getting more feedback on the new auto-engage and auto-refuel code for manual control ships and how it performs at various game speeds. There may be some minor issues remaining here which we will aim to fix before the official release of 1.0.4.

Beta 2 fixes some issues with the first 1.0.4 Beta that are not mentioned below, these are:
- Mass Retrofit button put back into Ships and Bases screen
- new research station designs fixed
- Fixed the NaN issue with income
- Improved auto-refuelling for manually controlled ships so that will always refuel (e.g. when blockading a planet)

Bug Fixes:

1. Races with special tech now have requisite resources at startup to build ships using the special tech
2. Medical and Recreation center components now work at bases other than space ports
3. Fixed crash with defeated 'ghost' empires reappearing and 'ghost' ships visible in the mini-map
4. Fixed crash that sometimes occurred when viewing a Construction yard list sorted by some columns
5. Fixed various other minor crashes
6. Designs for Resupply ships, Colony ships and Construction ships now have size limits, even though built at colony. Size limit is current maximum base construction size. These civilian ship designs also have some minimum requirements for the number of certain component types that must be present.
7. Fixed issues with super-luxury resource distribution in small galaxies
8. Can no longer retrofit to designs that are bigger than your current construction tech allows
9. Fixed bug where freighters sometime stack up waiting to dock at a space port
10. Fixed 'GxBO' crash reported by some players
11. Fixed detached mining station bug
12. Games will no longer start with ships that you cannot build (i.e. too big)


Game Balance Changes


1. Racial bonuses apply in more gradual manner for multi-racial empires - will only get full bonuses if a race comprises at least half your empire's population
2. Balanced economy with tax resistance and corruption so that income does not vary wildly between large empires and small empires - as your empire grows, increased tax resistance and corruption consumes a lot of revenue, meaning that large empires should no longer have excessive income.
3. Rebalanced trade offers so that valuations for tech, bases and colonies much higher. Valuations now also scale quite dramatically based on how much the other empire likes or dislikes you
4. Research speed has been halved
5. Empires now much less likely to colonize in another empire's system
6. Your empire's reputation now has less impact on your colonies if the population at the colony is aggressive and unfriendly. In other words, citizens of war-like races aren't so concerned about you having a poor reputation.
7. Positive reputation impact from destroying pirate ships has been lowered, but positive reputation impact from destroying pirate bases has been increased.
8. Ending a war no longer completely resets attitudes, there may be some lingering animosity
9. Other empires much less likely to accept unfavourable trade offers
10. Private ships can now only be armed with a single weapon - this armament will not cause any offense when they enter other empire's systems

Fleet and Ship Management Improvements


1. Holding down the Ctrl key while right-clicking to assign a mission now overrides the default mission for the selected ship. This allows you to override the default right-click behaviour and gain access to a comprehensive pop-up menu to select the mission you want, e.g. military ships can refuel at a space port instead of patrolling it, troop transports can refuel at a colony instead of loading troops at it
2. Added filtering for ship and base icons at galaxy zoom level - can selectively enable/disable ship types displayed at galaxy level. By default civilian ships are turned off at Galaxy zoom level. Please see the Options screen, Advanced Display Options to change this to suit your exact preferences.
3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission
4. Manually controlled ships will now automatically repair when damaged, and then return to their previous mission.
5. Manually controlled ships will now automatically engage enemy targets without needing to be manually directed to each target. They will then return to their previous mission, e.g. patrol, escort, etc
6. Patrol missions now automatically reset, i.e. a manually-controlled ship will stay at a patrol target until you tell it to stop
7. Fleets should stay together better than previously
8. Fleets should not cancel their missions when advisors suggest other uses for them
9. Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system

Ship Design and Retrofitting Improvements

1. Added mass retrofit option in Ships and Bases screen. Multi-select ships from the list and click the retrofit button to select the design to retrofit to.
2. Upgrading designs now names them as "Old Design Name Mk2", etc
3. Added new design subroles: energy research station, weapons research station, industrial research station, high-tech research station, monitoring station, defensive base. These types of bases are no longer AI-designed if you turn off automation for ship design
4. Design screen now shows all latest designs (when Show Latest Designs selected), regardless of whether you can build them or not.
5. Added maximum weapons energy use to Design screen (top of Weapons panel) so that you can compare reactor power output to optimize military designs
6. Added energy collector to default military ship designs
7. Games will no longer start you out with ships that you cannot build (i.e. too big)

Other Improvements:


1. Expansion Planner now always shows colonization and mining targets, even when they are considered unimportant
2. Slightly fewer surprise attack suggestions from advisors
3. Message added in research progress bar to indicate when you have completed all research in an area


< Message edited by Erik Rutins -- 4/21/2010 8:34:24 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 1.0.4 Public Beta Now Available - 4/20/2010 8:20:48 PM   
freeboy

 

Posts: 9088
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From: Colorado
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thanks E and all the team!

(in reply to Erik Rutins)
Post #: 2
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:21:19 PM   
SiempreCiego

 

Posts: 38
Joined: 4/8/2010
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downloading now!

Thanks!

(in reply to freeboy)
Post #: 3
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:21:48 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
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Game Balance Changes=Win

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Post #: 4
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:27:13 PM   
Hyfrydle

 

Posts: 75
Joined: 3/22/2010
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Fantastic downloading as I type will play using same settings as my first game and compare.

(in reply to ASHBERY76)
Post #: 5
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:35:59 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
When I started reading the lest I was prepared to quote some lines and remark "Beautiful" but then as I read further I realized that I would have to many quotes and "Beautifuls".
Instead, here is one big...
BEAUTIFUL.
-----
quote:

8. Can no longer retrofit to designs that are bigger than your current construction tech allows

Concerning this, will you also include a fix of the free higher technology components someone reported.
quote:

ORIGINAL:  Sliverine
did u know that u can circumvent the early game ship size limit? say you have a 330 size destroyer design which u want to make but cannot due to your low tech (200 max). just make a skeleton destroyer design (ship types must be the same) that is below 200 but contains some of the parts needed for the 330 design then when it builds, simply retrofit it to the other design. cool huh?
same goes for imported designs. Say you have a design with torp tech and 3rd level shields/engines in a game and u save the ship design list. When u start a new game and load that list u can then retrofit your current ships to the upgraded designs EVEN if you do not possess the tech yet! handy!

Free larger ships. Free higher components.
Good god. Codeforce, fix this please
http://www.matrixgames.com/forums/tm.asp?m=2426148&mpage=3&key= (Did you know?)

_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to Hyfrydle)
Post #: 6
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:48:04 PM   
Sliverine

 

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Whats your estimated release date for the official update?

(in reply to Hyfrydle)
Post #: 7
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 8:58:10 PM   
Astorax

 

Posts: 188
Joined: 4/11/2010
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I believe Erik stated it would be about a week after the beta went public. So, the 27-ish.

(in reply to Sliverine)
Post #: 8
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 9:03:18 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Could be as early as the end of this week, or as late as next week.

_____________________________

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 Astorax)
Post #: 9
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 9:19:14 PM   
Druthlen

 

Posts: 43
Joined: 4/4/2010
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You guys are doing such an amazing job. Please tell me there was enough profit in this game to justify a DW2 or atleast a wee expansion!


(in reply to Erik Rutins)
Post #: 10
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 9:33:40 PM   
bloodystump

 

Posts: 8
Joined: 3/22/2010
Status: offline
Thanks for continuing to improve this great game.

Here's some initial feedback after a little watching of things in action;

Ships manually told to patrol do not refuel automatically.
Ships manually told to escort, refuel perfectly (if a little late sometimes). They do not, however, continue to escort if their target ship goes into "no mission" status and then picks up a new mission (after a freighter unloads for example).

So far, the automated combat for manual ships appears to work beautifully.

EDIT: Escort ships that lose their mission after the target ship goes into "no mission" status, will re-aquire the mission after an auto refuel (until it happens again).

< Message edited by bloodystump -- 4/20/2010 11:10:55 PM >

(in reply to Druthlen)
Post #: 11
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 9:42:03 PM   
Hyfrydle

 

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Joined: 3/22/2010
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Where's the retrofit button in the ships and bases screen?

< Message edited by Hyfrydle -- 4/20/2010 9:51:50 PM >

(in reply to bloodystump)
Post #: 12
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 9:50:46 PM   
OberonDark

 

Posts: 64
Joined: 3/29/2010
Status: offline
Loving the patch, but
--------------------

3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission

I have a fleet blockading an enemy planet of mine, and they're all low/about to run out of fuel, and not refueling. Is this intended?

Edit: I have had the auto refuel function work before, I'm just wondering if the blockade action is something that was overlooked or intended.

(in reply to Hyfrydle)
Post #: 13
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 10:15:07 PM   
Anthropoid


Posts: 3107
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From: Secret Underground Lair
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Hey this is awesome! You guys rock!

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http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

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Post #: 14
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 10:40:43 PM   
deanco2

 

Posts: 75
Joined: 4/1/2010
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Woah, everything's a lot more expensive.

Ctrl-right click rocks.

My construction ships, on auto, are building exploration and escort ships?  Even though ship construction is on 'control manually'?  I didn't even know construction ships could build military ships.  A bug?

Still, major progress made.  Well done.

(in reply to Anthropoid)
Post #: 15
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 10:47:26 PM   
Elrohir525


Posts: 41
Joined: 4/4/2010
From: Canada
Status: offline
I'm definitely liking the improvements guys, but as Hyfrydle said I can't find the retrofit button on the Ships and Bases screen, and also whenever I try to design something with the Defensive Base role, I get "Unhandled Exception: Unknown build object sub-role type" and can't save.

(in reply to deanco2)
Post #: 16
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 10:51:37 PM   
Hyfrydle

 

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Joined: 3/22/2010
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The retrofit button is missing in the beta release an update should be available tomorrow.

(in reply to Elrohir525)
Post #: 17
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 10:56:22 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Well, it is a beta and it looks like we will be updating this beta tomorrow. Sorry for the issues that slipped through, a few more than we really would have liked.

_____________________________

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 Hyfrydle)
Post #: 18
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/20/2010 11:24:11 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
quote:

ORIGINAL: deanco2

Woah, everything's a lot more expensive.

Ctrl-right click rocks.

My construction ships, on auto, are building exploration and escort ships?  Even though ship construction is on 'control manually'?  I didn't even know construction ships could build military ships.  A bug?

Still, major progress made.  Well done.


If construction ships are meant to be able to build ships then that is great! Though, yeah, if ship construction is on "control manually" then it should only let the player order such constructions.

_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to deanco2)
Post #: 19
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 12:04:08 AM   
Stardog


Posts: 93
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From: Hickory N.C.
Status: offline
Patched to 104

Auto-Fuel seams be working ok but I do not see any research stations pre-made & I can not build any research stations ??

WORK AROUND??
Will try taking some stuff off a pre-made space port & adding research labs & see if that works

WM

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Frederick the Great

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Post #: 20
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 12:58:45 AM   
Tomcat


Posts: 131
Joined: 1/29/2003
From: Dallas
Status: offline
I noticed that with the editor I am unable to place research stations. I could do this with the previous version so it seems a glitch has been introduced.

(in reply to Erik Rutins)
Post #: 21
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 1:10:13 AM   
SaltyNuts

 

Posts: 3
Joined: 4/20/2010
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If you try to create a new ship design using one of the new base types, the program crashes whith the following error:

************** Exception Text **************
System.ApplicationException: Unknown built object sub role type.
at DistantWorlds.Types.DesignSpecification.ResolveRole(BuiltObjectSubRole subRole)
at DistantWorlds.Main.aKYFQQys3HF()
at DistantWorlds.Main.aHc24so8kWnIxeQ687E(Object , EventArgs )
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.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)

(in reply to Tomcat)
Post #: 22
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 1:15:09 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Yip, research stations are a bit glitchy.

When I try to design one, it has an unhandled exception error after clicking the role on the drop-down list. As a result, I am unable to build research stations.

Good news is, I discovered, I can add labs to my ships and have them sit wherever, and do the research. Enterprise-style.


(in reply to Tomcat)
Post #: 23
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:23:59 AM   
Joubarbe

 

Posts: 38
Joined: 3/29/2010
Status: offline
Still nothing to auto load troops ? When the war comes, I need a lot of troops and loading each ship one by one is kind of exhausting... At least a "load troops" when multi troops are selected would be nice. Thanks

(in reply to Igard)
Post #: 24
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:24:37 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
It's coming, it just didn't make it for 1.0.4.

_____________________________

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 Joubarbe)
Post #: 25
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:35:05 AM   
Joubarbe

 

Posts: 38
Joined: 3/29/2010
Status: offline
Ok :)
I've just been attacked by a space creature. My construction ship was escorted by a cruiser and this cruiser doesn't attack automatically the creature.

(in reply to Erik Rutins)
Post #: 26
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:47:26 AM   
jscott991


Posts: 530
Joined: 4/23/2009
Status: offline
Wow, the economic balancing seems kind of severe.

I need to learn how to make money more efficiently. I wasn't having much trouble in the early game in 1.0.3 and all I was doing was restricting my building, colonizing every planet I found, and mining based on galactic and empire priorities.

That same strategy bankrupted me in my first 1.0.4 game.

(in reply to Joubarbe)
Post #: 27
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:46:04 AM   
Marcuso

 

Posts: 82
Joined: 11/23/2009
Status: offline
A few things I've noticed so far in the 1.0.4 beta:

1.) Ships are more responsive to nearby enemies, but not as responsive as I believe they are intended to be. I had an incident where a ship was patrolling a structure EXTREMELY close to a freighter that was being attacked by a pirate. Even though two other escorts attacked the pirate ship, this particular ship did not respond; it just kept patrolling this nearby moon. The pirate was pretty screwed, so I dunno if this the AI just doesn't attack an already doomed ship or if this was a bug. I can upload a save for this if necessary.

2.) I am being prompted by my advisors to build "X Destroyers, X Escorts, etc." - however, I cannot even build destroyers yet. I don't even have a destroyer blueprint in my ship designs. In addition, I'm also fairly certain it still deducts the money for a destroyer.

I've only put about 30 mins into the game so far. I will keep looking for bugs to squash.

EDIT: I actually do have a blueprint for a destroyer, it is just not showing up under "latest designs" - it's showing up under "all designs" - and I definitely cannot build it yet.

-Marcus

< Message edited by Marcuso -- 4/21/2010 3:47:21 AM >

(in reply to jscott991)
Post #: 28
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:55:41 AM   
jam3

 

Posts: 65
Joined: 11/9/2003
Status: offline
The new ship name on update hasnt changed? You realise how difficult it is to keep track of specific designs, you either have to manually update or change the name back after you hit update. heck the way ship components work when the research is done it should just auto-update, unless there is some really weird reason why you would want to use an old component.

I have shelved the game until its addressed, no way im spending extra hours of time each game messing with the designer only to have to spend half of that time fighting the auto naming system. Heck you could just turn the auto numbering/naming off for the moment and just have it copy the original string thats like a 5 min change that would save alot of us a bunch of time each game session.

Thanks for the updates but please fix the stuff that is causing major time headaches for alot of us.

(in reply to jscott991)
Post #: 29
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:20:34 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
jam3,

We simply can't do everything at once, I'm sorry this was at the top of your list and it didn't get in. I can only say that it is a priority for us, it just didn't make this release.

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 jam3)
Post #: 30
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