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RE: Distant Worlds 1.0.4 Public Beta Now Available

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

 

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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.

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Post #: 31
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 6:13:58 AM   
DiggyDad

 

Posts: 44
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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?

(in reply to jam3)
Post #: 32
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 6:22:09 AM   
dawilko

 

Posts: 87
Joined: 2/25/2008
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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.

(in reply to DiggyDad)
Post #: 33
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 7:43:10 AM   
Zakhal


Posts: 2494
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From: Jyväskylä, Finland
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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.

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"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to dawilko)
Post #: 34
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 7:55:15 AM   
jam3

 

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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.

< Message edited by jam3 -- 4/21/2010 8:06:37 AM >

(in reply to dawilko)
Post #: 35
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 8:30:05 AM   
Pocus


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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.


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(in reply to jam3)
Post #: 36
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 10:06:46 AM   
taltamir

 

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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.

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(in reply to Pocus)
Post #: 37
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 10:07:25 AM   
taltamir

 

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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)

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(in reply to taltamir)
Post #: 38
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 11:55:47 AM   
Kriegsspieler

 

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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 . . . .

(in reply to taltamir)
Post #: 39
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 12:09:39 PM   
Zakhal


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From: Jyväskylä, Finland
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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.

_____________________________

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"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to Kriegsspieler)
Post #: 40
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 12:27:45 PM   
Erik Rutins

 

Posts: 37503
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We'll be updating the public beta today and I think you guys will like the changes.

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(in reply to Zakhal)
Post #: 41
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 12:45:55 PM   
Erik Rutins

 

Posts: 37503
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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)

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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 #: 42
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 1:23:28 PM   
jscott991


Posts: 530
Joined: 4/23/2009
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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.

(in reply to Erik Rutins)
Post #: 43
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 1:25:10 PM   
Sigh

 

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Joined: 4/12/2010
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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

(in reply to Erik Rutins)
Post #: 44
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 1:57:46 PM   
Tyranicus

 

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Joined: 3/23/2010
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I am liking where these updates are going! Im hopin for carriers in a future update

(in reply to Sigh)
Post #: 45
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:18:25 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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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!

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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 Tyranicus)
Post #: 46
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:24:16 PM   
EisenHammer


Posts: 440
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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

(in reply to Erik Rutins)
Post #: 47
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 2:44:15 PM   
JasmoVT

 

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Joined: 4/19/2010
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Great work Erik. Thanks for the timeliness. Betas are always a challenge.

(in reply to EisenHammer)
Post #: 48
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:19:27 PM   
bstarr


Posts: 881
Joined: 8/1/2004
From: Texas, by God!
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Is this patch going to make any changes as to how the game creates worlds, decreasing the amount of Ocean worlds out there?

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Post #: 49
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:32:30 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
Status: offline
Yes, it does rebalance that as well.

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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 bstarr)
Post #: 50
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:37:40 PM   
Webbco


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Nice one Elliot!

(in reply to bstarr)
Post #: 51
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:49:01 PM   
Litjan

 

Posts: 221
Joined: 3/27/2010
From: Butzbach, Germany
Status: offline
Can´t 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


(in reply to Webbco)
Post #: 52
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 3:54:45 PM   
nammafia

 

Posts: 102
Joined: 3/5/2010
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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.

(in reply to Erik Rutins)
Post #: 53
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:06:30 PM   
VarekRaith


Posts: 138
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From: Manassas, Virginia
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Post #: 54
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:09:51 PM   
murteas

 

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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.

(in reply to nammafia)
Post #: 55
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:12:48 PM   
Zakhal


Posts: 2494
Joined: 1/4/2001
From: Jyväskylä, Finland
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Beta2 sounds excellent. Cant wait.

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"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to murteas)
Post #: 56
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:29:00 PM   
mbar


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

(in reply to Erik Rutins)
Post #: 57
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 4:52:31 PM   
code99

 

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


(in reply to mbar)
Post #: 58
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 5:01:15 PM   
Lorini

 

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Joined: 4/18/2010
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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.

(in reply to code99)
Post #: 59
RE: Distant Worlds 1.0.4 Public Beta Now Available - 4/21/2010 5:06:31 PM   
Lamb Chop

 

Posts: 6
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Status: offline
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?

(in reply to Lorini)
Post #: 60
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