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RE: Distant Worlds 1.0.4 Public Beta 4 Now Available!

 
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RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/28/2010 11:44:50 PM   
Vedric

 

Posts: 35
Joined: 6/2/2005
Status: offline
So how do I get the beta patch release? Link? Info? Thanks.

(in reply to OberonDark)
Post #: 31
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/28/2010 11:45:02 PM   
OberonDark

 

Posts: 64
Joined: 3/29/2010
Status: offline

quote:

ORIGINAL: ASHBERY76


quote:

ORIGINAL: OberonDark

I just retired a cruiser I discovered within a few years of game start. I started with basic technology, research set to normal. After I retired this cruiser, I completely finished the hyperdrive tree.

Want a save/screenie? Or is this somehow intended?




You got advanced tech from the ship.No bug.


I know it's intended, I'm just wondering if it should be possible to go from base tech to completing the tree within 7 years of game start from 1 ship.

(in reply to ASHBERY76)
Post #: 32
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/28/2010 11:45:20 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
Here are a few notes etc for the Beta process:

1. Empire Summary Screen. Red numbers too hard to read given the relative values between the lettering and background are similar. No contrast so hard to read for those of us that are colour blind. Suggest lightening this to a pink colour so you can see it is 'reddish' but light enough to read clearly.

2. Expansion Planner and other screens with sortable spreadsheets. When sorting resources etc it would be nice if it remembered the previous sort and used that for secondary sorting. Eg. First click on Name to get an alphabetic list of resource names; then click on Type to get the resource type, but still listed alphabetically within the types. Another example, click Your Demand then Type to segment the resources by type but then sorted by your demand within this.

3. Pop-up Windows. Would be great if these could be moved and positioned around the screen so you can work on a couple at the same time. Minimizing them would also be cool.

(in reply to OberonDark)
Post #: 33
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/28/2010 11:48:14 PM   
Erik Rutins

 

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

quote:

ORIGINAL: Vedric
So how do I get the beta patch release? Link? Info? Thanks.


Instructions are in the first post.

_____________________________

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 Vedric)
Post #: 34
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/28/2010 11:50:46 PM   
Vedric

 

Posts: 35
Joined: 6/2/2005
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I swear the instructions weren't in this post a few days ago! Anyway thanks! Sorry for being blind.

(in reply to Erik Rutins)
Post #: 35
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 1:57:52 AM   
toryn

 

Posts: 7
Joined: 4/28/2010
Status: offline
Found a bug when assigning a single ship to patrol my home system by right clicking on the primary star.  It doesn't cause a crash, but produces the following error message:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** 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
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MC
   Assembly Version: 3.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Windows.Forms
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
š˜“ˆ†‘‰’’šˆ”“‰ŹŒťŽ‡
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
License
   Assembly Version: 1.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds
   Assembly Version: 1.0.4.4
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
DistantWorlds.Controls
   Assembly Version: 1.0.4.4
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
AxInterop.WMPLib
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///D:/Matrix%20Games/Distant%20Worlds/AxInterop.WMPLib.DLL
----------------------------------------
DistantWorlds.Types
   Assembly Version: 1.0.4.4
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
Interop.WMPLib
   Assembly Version: 1.0.0.0
   Win32 Version: 1.0.0.0
   CodeBase: file:///D:/Matrix%20Games/Distant%20Worlds/Interop.WMPLib.DLL
----------------------------------------
Microsoft.DirectX.DirectSound
   Assembly Version: 1.0.2902.0
   Win32 Version: 5.04.00.2904
   CodeBase: file:///D:/Windows/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
System.Deployment
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
Microsoft.VisualBasic
   Assembly Version: 8.0.0.0
   Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
PresentationCore
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.4902 built by: NetFXw7
   CodeBase: file:///D:/Windows/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
   Assembly Version: 3.0.0.0
   Win32 Version: 3.0.6920.4902 built by: NetFXw7
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
   Assembly Version: 1.0.2902.0
   Win32 Version: 5.04.00.2904
   CodeBase: file:///D:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
   CodeBase: file:///D:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



(in reply to taltamir)
Post #: 36
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:34:24 AM   
Sigh

 

Posts: 74
Joined: 4/12/2010
Status: offline
You know if its "accepted" that people "hate" on and mock me for criticizing something i paid for i see no reason whatsoever to not go back to doing exactly that.
It was definitely more fun and fulfilling to read peoples brainless fanboy defenses then this (still) miserable game.




< Message edited by Sigh -- 4/29/2010 2:35:41 AM >

(in reply to taltamir)
Post #: 37
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:52:20 AM   
toryn

 

Posts: 7
Joined: 4/28/2010
Status: offline
My impressions of the B4 are quite positive so far.  A couple crashes at random, I think that autosave is crashing my game.

(in reply to Sigh)
Post #: 38
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:59:18 AM   
Jarhead0331

 

Posts: 145
Joined: 1/25/2005
From: The Bunny Ranch, NV
Status: offline
I'm experiencing some disappointing ship/fleet behavior with the beta 4.  Individual ships tasked to a fleet do not always engage the same target that has been selected.  For instance, I sent a 12 vessel fleet into a gas cloud to attack a pirate base.  The base was protected by one ship.  I wanted to take the ship out first.  No matter how many times I right clicked on it, some of my ships in the fleet kept going after the base as opposed to the ship.  I experienced the same behavior in a defensive battle...2 pirate ships jumped into my home system.  I wanted to coordinate my defense and direct all my firepower on one ship at a time.  Despite orders to attack a one of the pirates, some of my ships kept attacking the other.  I've never had this problem before under any of the other patches.

I've also notice a massive leap in habitable planets.  There are more marshy and continental worlds than I have ever seen in a game. Has this been tweaked as well? 


_____________________________

de.ci.sive.ness\ n. 1. Ability to make decisions promptly and to announce them in clear, forceful manner. 2. See United States Marine.

(in reply to toryn)
Post #: 39
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 3:54:08 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I have been playing for 5 hours now and not a single crash... very nice.

_____________________________

I do not have a superman complex; for I am God, not Superman.

(in reply to taltamir)
Post #: 40
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:06:22 AM   
Kushan04


Posts: 683
Joined: 6/29/2005
Status: offline
Playing a 1500 star galaxy, 10 empires total (including me). No major issues so far. Its running ALOT smoother then in previous versions. Economy seems to be a little better balanced. My economy didn't tank 5 seconds into the game, but I'm not swimming in cash either. Only about an hour or so into the game though.

I have noticed that the system patrol feature doesn't seem to work. I keep trying to get my destroyers to patrol my home system but they seem intent on patrolling the same planet and its not even my capital.

Keep up the good work

Kushan


_____________________________


(in reply to taltamir)
Post #: 41
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:30:10 AM   
Vedric

 

Posts: 35
Joined: 6/2/2005
Status: offline
Can you patrol a system with a fleet? I haven't figured it out if you can. If this was never intended then I think this would be a logical if not excellent feature.

Another UI annoyance is the inability to "zoom to" or "backspace" to a fleet when the whole fleet is selected. If you click a single ship from the fleet in the selection panel then the "zoom to" feature works. Code it to zoom to the fleet leader.

Being able to turn off civilian icons when zoomed out is great. I was going to suggest this when I was playing the last version. It really cleans up the GUI. I have a ton to write on this subject but will make a separate post when I have more time.

There is a Great game under there! Keep it up!

(in reply to taltamir)
Post #: 42
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:35:15 AM   
Erik Rutins

 

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

quote:

ORIGINAL: Jarhead0331
I'm experiencing some disappointing ship/fleet behavior with the beta 4.  Individual ships tasked to a fleet do not always engage the same target that has been selected.  For instance, I sent a 12 vessel fleet into a gas cloud to attack a pirate base.  The base was protected by one ship.  I wanted to take the ship out first.  No matter how many times I right clicked on it, some of my ships in the fleet kept going after the base as opposed to the ship.  I experienced the same behavior in a defensive battle...2 pirate ships jumped into my home system.  I wanted to coordinate my defense and direct all my firepower on one ship at a time.  Despite orders to attack a one of the pirates, some of my ships kept attacking the other.  I've never had this problem before under any of the other patches.


Thanks for the report, any chance of upload a save showing one of these instances? Were the ships that disobeyed your orders under attack by the ships they started firing at?

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 Jarhead0331)
Post #: 43
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:38:29 AM   
Erik Rutins

 

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

quote:

ORIGINAL: Vedric
Another UI annoyance is the inability to "zoom to" or "backspace" to a fleet when the whole fleet is selected. If you click a single ship from the fleet in the selection panel then the "zoom to" feature works. Code it to zoom to the fleet leader.


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?

quote:

Being able to turn off civilian icons when zoomed out is great. I was going to suggest this when I was playing the last version. It really cleans up the GUI. I have a ton to write on this subject but will make a separate post when I have more time.


Did you see the other options in the Advanced Settings too?

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 Vedric)
Post #: 44
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:38:44 AM   
Kushan04


Posts: 683
Joined: 6/29/2005
Status: offline

quote:

ORIGINAL: Vedric

Can you patrol a system with a fleet? I haven't figured it out if you can. If this was never intended then I think this would be a logical if not excellent feature.



According to the first page:

quote:

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


Kushan

_____________________________


(in reply to Vedric)
Post #: 45
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 4:38:50 AM   
Gerth

 

Posts: 42
Joined: 4/6/2010
Status: offline
I just tried the "patrol system" command. Fleet jumped to system edge near a mine. A pirate attacked a mine near the star and one of the patrol ships zoomed over and blasted him to space pebbles, then zoomed back to the fleet.

(in reply to Vedric)
Post #: 46
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 5:17:20 AM   
shinobu


Posts: 214
Joined: 12/12/2009
Status: offline
Much thanks to the Code Force and Matrix team for all their hard work. Got my best game to date going on now and really enjoying it. Keep up the great work and know that it IS appreciated...

(in reply to Gerth)
Post #: 47
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 5:24:48 AM   
Vedric

 

Posts: 35
Joined: 6/2/2005
Status: offline
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.

< Message edited by Vedric -- 4/29/2010 6:04:34 AM >

(in reply to Erik Rutins)
Post #: 48
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 6:36:14 AM   
Druthlen

 

Posts: 43
Joined: 4/4/2010
Status: offline
Getting some very annoying crashes. They happen when i attack something with a fleet and then retarget something else. I am gonna uninstall game and reinstall. It is happening every 30 mins or so and is atm unplayable. Im not sure but I think the game may be corrupted and needs to be uninstalled becuase It wasnt happening at first.

(in reply to Vedric)
Post #: 49
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 7:15:09 AM   
DarkWraith


Posts: 23
Joined: 3/26/2010
Status: offline
Been playing around with the new beta. I haven't encountered any significant bugs. I think the economy is too easy again, though.

In Beta 2, the beginning of the game usually had an extremely tight budget. I always expand as fast as I possibly can, and it was normal for me to dip into the red for a bit in the beginning. The economy had a *slight* limiting effect on my expansion then, and if a war broke out the cost to get my military in shape could easily halt my expansion plans. Somewhere around mid game though, my economy would reach escape velocity, and I could throw money around like crazy because it was always coming in so fast. Half a million a year within 20 years was easy to reach.

For Beta 4, the economy seems a lot easier at the start. Still using my usual rapid expansion play style, I was never threatened with running short on money. I was even able to start buying techs almost right out of the gate (I've been playing with other races having and advanced start). My economy never seemed to really reach the ridiculous heights I saw in beta 2 (corruption, I assume?), but money was never a concern throughout the game.

I think this beta moved the mid and late game economies in the right direction, but the early game economy is too easy right now.

(in reply to Druthlen)
Post #: 50
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 9:28:46 AM   
Dadekster

 

Posts: 141
Joined: 4/18/2010
Status: offline
I've put in a solid ten hours of game play today, (I was off today and wife was at work :p) and so far I am liking what I see a lot. Overall the game is much tighter in regards to the economy. Making sure you get all the strategic resources and luxuries you can seem to make quite a bit of difference between having an economy/colonies that are happy and productive and ones that just sputter along medicore like. What still bugs me is having 3 or 4 mining/gas stations in a system and then the AI planting a colony in there native to them 20 years later and then screaming bloody murder about infringment on his propery. I'm like wtf...I was here like way before you clown. :) Usually leads to a war since you can't remove your private stations so there's no solution other than selling them maybe? Interstingly enough that's exactly what the AI did several years later after the war ended and I had taking his colony. He had a gas station left and offered to sell it to me.

(in reply to DarkWraith)
Post #: 51
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 1:00:28 PM   
RViener

 

Posts: 123
Joined: 7/8/2004
Status: offline
Erik, I wonder if some of the bugs now noted may be corrected by a clean install and adding the new beta update. Also removing mods that may have been added. There have been a lot of changes.
Bob Viener

(in reply to Dadekster)
Post #: 52
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 1:03:00 PM   
lancer

 

Posts: 2963
Joined: 10/18/2005
Status: offline
Goodaye,

I've played two games for 25 years each from a scratch start with Humans (different government types), fully manual woe to go. Also played half a dozen games with automation for a 5 year period to get a feel for the early game balance. Different races, all scratch starts.

Couple of observations.

1.The slowing down of the research speed is a big plus. Map filters likewise.

2.The economy ticks over but I'd have to agree with the gentleman above who thinks it is too easy in the early game. In none of the early game tests did I feel any form of economic squeeze. Cruised through with the greatest of ease.

Mid game (20 year mark) appears about right from my limited sample size, probably due to corruption kicking in, although still verging on 'buckets of cash'.

What a good balance is for the majority of players is probably a tricky decision but for me the early game appears firmly in the 'Too Easy' catergory which takes away from the game as that's the part (as in early - mid - late) that you tend to experience the most. Certainly a lot easier than 1.04 Beta 2 which I found was just about right for an interesting challenge in the early game.

With Beta 2 I was having to prioritise build & colony decisions due to limited cashflow whereas with Beta 4 I can pretty much do what I want, when I want (within the parameters of reasonable strategy).

As a typical early game example I can have my homeworld and up to a dozen fledgling colonies which produce zero income, between 130 and 200 ship, bases and ports (including private sector) and still maintain a healthy double digit cashflow. Couldn't do that with Beta 2 which was more a case of staging your expansion as funds allowed.

I wasn't experiencing any form of meaningful resource crunch either. Resources abound. My rapid expansions generated much private sector construction which provided enough funds to keep me nicely in the black (along with the revenue from my home colony). 'Cause I didn't run into either a resource or financial crunch (a-la-Beta 2) I could happily (not really) keep expanding at will in a kind of virtuous feeback loop.

Once I hit hostiles then it was a different story necessitating a strategy change but I generally had a big enough fleet to deal with them or at least hold them at bay.

Lots of variables involved though and perhaps if I play more games (eight so far) my view might change.

3.All other improvements seem beneficial.

4.Corruption - I'm O.K with this as it echoes what's happened in empires in our own history but I can't seem to find any in game information on the amounts of corruption occuring. It's possible that it's there and I'm not seeing it. As my wife keeps telling me, I'm a man, what do you expect?

I realise that corruption has always been in the game but it appears that it is now a bigger factor.

So if on the other hand it isn't there then I'll offer the comment that you will probably be taking a lot of flak for keeping it a hidden element. Something that has a significant effect on your economy should be shown along with some indication of what's causing it. Apologies if it is there already.

I appreciate all the hard work you are doing to improve the game.

Cheers,
Lancer

(in reply to Dadekster)
Post #: 53
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:14:55 PM   
jscott991


Posts: 530
Joined: 4/23/2009
Status: offline
quote:

ORIGINAL: DarkWraith

Been playing around with the new beta. I haven't encountered any significant bugs. I think the economy is too easy again, though.

In Beta 2, the beginning of the game usually had an extremely tight budget. I always expand as fast as I possibly can, and it was normal for me to dip into the red for a bit in the beginning. The economy had a *slight* limiting effect on my expansion then, and if a war broke out the cost to get my military in shape could easily halt my expansion plans. Somewhere around mid game though, my economy would reach escape velocity, and I could throw money around like crazy because it was always coming in so fast. Half a million a year within 20 years was easy to reach.

For Beta 4, the economy seems a lot easier at the start. Still using my usual rapid expansion play style, I was never threatened with running short on money. I was even able to start buying techs almost right out of the gate (I've been playing with other races having and advanced start). My economy never seemed to really reach the ridiculous heights I saw in beta 2 (corruption, I assume?), but money was never a concern throughout the game.

I think this beta moved the mid and late game economies in the right direction, but the early game economy is too easy right now.


I vehemently disagree.

If anything, the economy in the late game in beta 4 is too contracted. The start-up economy is just about right.

I maintain that using corruption as a means to balance the late game is too rigid and limiting. It is simply a black hole that sucks cash, with the player being unable to do anything about it. It's a cheap, hidden trick that imposes "balance" (whatever the bleep that means) and limits gameplay.

If we absolutely must have reduced economic performance, I think the developers should look at ways to create this within the game's system itself; force players to make trade-offs to make more or less money, rather than simply draining money out of the economy with a shadow global value.

Also, in case people did not notice, corruption rises the further out from the capital you are. This produces a situation where empires located in the deep core are able to keep their homeworlds as their capital, whereas races on the galactic edge will probably have to move it (perhaps several times). Doesn't it seem ridiculous that a race would abandon its homeworld as its political center, especially considering that a homeworld will still have many times the population of other large colonies even deep in to the game?

Using corruption smacks of laziness, which is in complete contrast to all the other work Matrix is doing on this game.

< Message edited by jscott991 -- 4/29/2010 2:15:41 PM >

(in reply to DarkWraith)
Post #: 54
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:29:32 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
Yes but in order to change it there needs to be an alternative.

Can you offer one?

Perhaps corruption can be countered by investments into a Bureaucracy research tree ?

This would allow larger empires to gradually regain their monetary advantage while delaying it long enough for them to have problems early on.


It makes sense for larger entities to be wealthier, especially with sound economic management.

I too feel that corruption is too heavy handed right now.

< Message edited by Bartje -- 4/29/2010 3:03:28 PM >

(in reply to jscott991)
Post #: 55
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:57:24 PM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline
I pretty much agree with jscott991 on the Economy. I think it's just about right now.

On the corruption issue, I think it may be a bit too high or there's some kind of disconnect between the Colonies screen and the Empire screen.
I'm pulling these numbers from memory, but I recall seeing my Colony reporting a revenue of ~147k, but my income was only running around 20k.

Someone else might want to check this as it's going to be a while before I get to look at this again.
If this is due to corruption then it's way way off, and pretty much will just breaks the whole game.



(in reply to Bartje)
Post #: 56
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 2:57:51 PM   
jscott991


Posts: 530
Joined: 4/23/2009
Status: offline

quote:

ORIGINAL: Bartje

Yes but in order to change it there needs to be an alternative.

Can you offer one?


I can offer too many to list here.

The easiest thing to do is simply increase the maintenance and other costs of later technological components (which is exactly what happened in the real world if you compare WWII military equipment with items that became increasingly available during the Cold War). This would allow the player to choose between lots of cheap ships and components or fewer, more technologically advanced vessels. Because almost all players would choose the latter, this would act as a drag on the economy, but it would be a visible and easily diagnosed one.

But I think it's a false dichotomy. I don't think the corruption sink has to be replaced with anything. I think it's poor design to elevate hidden, out-of-reach values to prominent roles within the game. It becomes even worse when those values start to create "gamey" type decisions such as moving your capital around to increase revenue / decrease corruption (because, of course, the solution to America's current financial woes is to move its capital to St. Louis, so all of the nation is equidistant from the federal capital).

(in reply to Bartje)
Post #: 57
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 3:01:39 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
That seems like something that can be introduced as well. Quality vs Quantity. Like the Millions of communists vs the UN in the Korean wars.

Allong with some ways to reduce the impact of corruption it would go along way towards increasing immersion and gameplay.

< Message edited by Bartje -- 4/29/2010 3:02:55 PM >

(in reply to jscott991)
Post #: 58
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 3:10:45 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Wow, you _really_ hate corruption, Jscott.

Corruption is not going to remain a hidden value and the corruption due to distance from Capitol is actually an extremely small part of overall corruption, so getting worked up about that is fairly pointless. The advantage "core" races get from this is minimal. Corruption is also not going away, though it may go through more tweaking. While there are other things that can be done, corruption is a realistic solution to the difficulties that a government which evolved from one planet would find when trying to manage a galaxy. It might more accurately be called "Corruption and Inefficiency" as it does not strictly represent the taking of bribes or such.

I appreciate constructive criticism, so please a bit less of the "lazy" or "poor designers" talk and a bit more of the actual suggestions that you have "too many to list". We really do read and listen and if you come up with a good suggestion we will certainly use it.

< Message edited by Erik Rutins -- 4/29/2010 3:12:42 PM >


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CEO, Matrix Games LLC




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(in reply to Bartje)
Post #: 59
RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! - 4/29/2010 3:21:06 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
Exactly!

Corruption is a logical part of the galaxy. Handeling it requires the evolving / adaptation of interstellar governments to their new situations.

Perhaps investment into the governments bureaucracy or the ability to use space ports as anti - corruption government centers.

Or how about the ability to build a patrol - station, which acts as the hub of law enforcement in a given area (area defined by the amount of stations compared to systems) or even the neccesity to build a Fleet Command - station which would serve as the center point of all communications with one or perhaps several of the Empire's fleets.

Such stations would be prime tactical targets, thus introducing many new strategies.

Want to reduce an Empire's income? Pick of their escorts, bomb their mining bases, take out space ports or remove their patrol efficiency by destroying patrol stations. (perhaps even in several incarnations, small, medium, large?)

Want to throw their fleets into dissaray? Destroy their fleet command centers and severly limit your opponents to coordinate strike fleets.


(in reply to Erik Rutins)
Post #: 60
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