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New 1.0.5.6 Public Beta Now Available! - 6/16/2010 8:50:37 PM   
Erik Rutins

 

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Thanks again for your patience and support while we continue to improve Distant Worlds. This is a MASSIVE update, so please read through the change list very carefully.

We recommend that if you are experiencing any serious issues with the 1.0.4.9 official update, that you give this beta update a try. This update will NOT work with existing saved games, so please be sure to finish any games you have in progress before giving this a try.

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.

v1.0.5.6 Public Beta – June 16, 2010

Public Beta Update

Please Note – This update does create a new save folder and it will NOT work with previous saves.

Also, this update may reset the automation settings in your Options screen. Please open the Options screen again to adjust them to your preference. Please note there are many new settings as well that you should check and set to your preferences. Apologies for any inconvenience.

Bug Fixes:

1. Fixed bug where construction ship would occasionally get stuck in loop rebuilding same item at same location
2. Fixed crash that occurred when bombarded the last colony of an empire
3. Fixed crash in new Diplomatic Message Queue (at top-left of screen)
4. Fixed tech bonus received from disassembling advanced ships - now much lower than before and focussed in area where disassembled ship is advanced (e.g. torpedo weapons, shields, etc)
5. Fixed some special cases where military ships may not always attack an enemy in a timely manner
6. Fixed crash that occurred when you colonized a planet that previously had a blockade and was then bombarded to extinction
7. Fixed bug where ships would sometimes not attack targets (engagement range was corrupted)
8. Fixed bug where abandoned ships and bases with RepairBot components were auto-repairing themselves prior to discovery (e.g. in debris fields)
9. Fixed bug where independent colonies were not generating their own defending militia. This makes independent colonies more difficult to invade
10. Long range sensor display is now properly updated in galaxy view when ships/bases retrofitted with better sensors
11. Resupply ship designs now need only 25% of their components to be either cargo/docking bays/gas extractors (previously was 30%). This ensures that default designs are valid
12. Fixed the following bug: 1) discuss negotiating an end to war with a warring empire in diplomacy screen, but do not end the war. 2) then discuss a trade offer with another empire, including a request to "declare war on XXXX" 3) clear the offered items using the button at the bottom of the screen 4) instead of clearing, the offer changes to "end our war with you"
13. Fixed bug where player is sometimes not notified of an end to war with another empire
14. Fixed bug where newly colonized planets sometimes rebel due to high taxes
15. Fixed rare bug where colonized planets will no longer allow investigation of ruins (this could also lead to exploration ships clustering around the planet)
16. Quameno and Zenox no longer repeatedly offer knowledge of the same secret location
17. Scrapped long range sensors no longer leave sensor range on the galaxy map

New Feature: Habitat Quality determines colony value (income and max population)


1. Colonies with quality below 50% cost an empire money to maintain, instead of earning income
2. Continental and marshy swamp planets usually have high quality, desert and ocean medium quality, ice and volcanic low quality. But there are occasional exceptions to this, with some high quality ice and volcanic planets
3. Abundance of quality planets can be altered with new slider setting in galaxy settings at game start
4. Home system favorability determines quality of home planet – planet type is now determined by native planet type of race
5. Each race receives a 10% maximum population bonus for their native planet type
6. Independent colonies now always have a quality of at least 50%, making them always worth colonizing.
7. Planets and moons with Quality below 50% are also listed in red in the Expansion Planner (along with those in hostile territory).

More Realistic Colonization and Migration:

1. Cannot build colony ships at a colony until population reaches a threshold of 100 million
2. Colony ships take population from the colony they are built at (e.g. 10 million people)
3. Some new colonization tech increases population growth rate for colonies (as well as unlocking new colonization components)
4. When planet type is not native type for a race, then population growth rate is slower, BUT colonization research progressively improves the growth rate for these non-native planet types
5. Passenger ships now carry fewer people when migrating

Planetary Combat and Rebellion Changes:

1. Troops now receive a 10% bonus when fighting on their native planet type (for either attack or defense)
2. Troops now have higher deterrence of rebellion/defection at colonies
3. Rebelling colonies may raise militia forces (their own troops) to battle garrisoned empire troops
4. Independent colonies recruit their own troops to deter invasion
5. When conquered colonies rebel against their new owners, they are likely to return to their previous empire instead of simply becoming independent, but if a rebelling colony with quality below 50% leaves an empire, it will generally become independent instead of joining another empire (because it is a net drain on an empire)

Automation and AI Improvements:

1. Empires are now more likely to invade independent colonies that are likely to resist colonization (due to racial animosity)
2. AI colony tax rate setting is now more accurate and less prone to 'jumping around'
3. Target prioritization altered so that distance is more important, i.e. closer targets more preferred - thus in wars, AI empires much more likely to attack border colonies, thus maintaining more coherent empire borders

Improved Fleet Operations:

1. Fleets will now “assemble” at a nearby friendly system for cohesion and refueling purposes prior to attacking or bombarding in the following situations:
a. at least 10% of fleet ships are far away from lead ship (i.e. need to gather together, once gathered they will proceed with their mission)
b. at least 10% of fleet ships require refueling (they will refuel automatically once assembled and then proceed with their mission)
2. Changed behaviour of fleets when attacking or bombarding planets: will not complete their mission until all ships in the fleet have arrived at the target planet (even when the fleet cannot otherwise carry out the mission, e.g. no troops to invade)
3. Fleet load troops command - right click fleet for pop-up menu item, or use new button in Fleets screen (F8)
4. Fleets try to stay together better to maintain cohesion during movement and attacks

New Target Engagement Stances and Improved Ship Behavior:


1. New Auto-Engagement Stance: engage targets when attacked, engage nearby targets, engage system targets
2. New default Empire-level engagement stances for mission types: patrol, escort, attack/bombard, other (See Game Options screen, Empire Settings sub-screen)
3. New Empire overkill factor, determines firepower (and thus number of ships) auto-assigned to targets within engagement range: 1:1, 1.5:1, 2:1, 3:1, 5:1 (see Game Options screen, Empire Settings sub-screen)
4. Set engagement stance for an individual ship or an entire fleet: use the comma key to cycle settings when an individual ship is selected
5. More careful evaluation of targets – ships do not auto-attack bases (e.g. pirate bases) stronger than self unless other nearby forces available
6. Manual attack mission assignment always sticks with assigned target until complete
7. Auto-refuel refinements – ships do not auto-refuel when colonizing or invading a colony
8. Fine-tuned ship maneuvering when firing weapons at moving targets so that target movement is better accounted for when attempting to maintain ideal firing range
9. Ships will no longer continue an escape mission if all of their attackers are destroyed (i.e. they will stop fleeing)

Interface Improvements:

1. New display of diplomacy messages at left of screen - click a message to discuss with sending empire. Some important message types still popup a window as previously: declarations of war, ending wars, threats of war or trade sanctions, requests to honor mutual defense pact
2. New Slider settings in game startup to alter level of Corruption for player empire and galactic Habitat Quality
3. Design Detail screen updated - design components consolidated so that multiple components of same type are now listed as a single entry (e.g. 5x)
4. Can now select special government types for other empires in Start a New Game screen (when their race allows them)
5. Extra command buttons in Ships and Bases screen: Refuel selected ships, Retire selected ships, Scrap Selected Ships
6. Added explanation of racial bonuses at colonies in the Colonies screen (Population tab). If dominant race at one of your colonies provides a bonus (lower war weariness or higher happiness) it will be explained directly underneath overall colony happiness ("The inhabitants of XXXX are happy with you (+20)")
7. Grid row selection in expansion planner screen properly reverts to previously selected row after assign colony ship or construction ship to a target
8. Grid row selection in ships and bases screen properly reverts to row above when ships or bases are scrapped using the 'Scrap' button
9. Double-clicking a column heading in any sortable grid (e.g. expansion planner targets, colonies screen, ships and bases screen, etc) will 'forget' any sorting
10. If a planet/moon can or can’t be colonized, the details for that planet/moon will now tell you why.

Game Balance Changes:


1. Weapon components rebalanced: Beam Weapons should now be more viable in comparison to Torpedos
2. Invading independent colonies now has less negative reputation impact than before
3. Lower reputation hit from using planet destroyer and bombarding colonies - more viable option, especially against other empires with low reputations
4. Some racial bonuses now apply to individual colonies instead of your entire empire: war weariness, mining and happiness bonuses
5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)
6. Espionage mission to change another empire's government type is now more difficult, especially against large empires
7. Player empire will no longer be offered gifts unless the other empire likes them a lot
8. Slightly expanded the spread in component tech levels in Habitation category

Performance Improvements:


1. Improved game Save/Load performance: saving approx 2-3 times faster, loading approx 50% faster, savegame files smaller
2. Large Address Aware flag set on executable - on 64-bit Windows more memory is now available for use, eliminating any lingering out-of-memory errors. 32-bit Windows users can also configure their PC to make use of this setting
3. Improved performance when zooming

Still Planned and In Progress for the 1.0.5 Official Update:


1. Adding and removing stars/systems/gas clouds to be reenabled in the game editor: please test this out to isolate any bugs and send bug reports (with savegames)
2. Empire Summary screen still to be updated: better readability, fonts, color, etc
3. Galactopedia still to be updated to different format and with latest information after post-release updates




< Message edited by Erik Rutins -- 6/17/2010 12:42:43 AM >


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 1
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 9:12:18 PM   
RoPa

 

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Great news!

(in reply to Erik Rutins)
Post #: 2
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 9:25:49 PM   
armand453

 

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Where can I download the update? doesn't work with auto update

Thx

(in reply to RoPa)
Post #: 3
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 9:34:53 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Please read the instructions on how to download at the top of 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 armand453)
Post #: 4
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 9:43:06 PM   
EisenHammer


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Awesome!!!

(in reply to armand453)
Post #: 5
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:02:52 PM   
shinobu


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Code Force and Matrix: your efforts are appreciated!

(in reply to EisenHammer)
Post #: 6
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:17:22 PM   
Pipewrench


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thank you for all the hard work

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Post #: 7
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:20:44 PM   
DasTactic

 

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This looks fantastic. Thanks guys. :)

(in reply to Pipewrench)
Post #: 8
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:29:22 PM   
Webbco


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This update addresses a HUGE number of issues and it's evident that Elliot and the team have been reading the tech support forum. Thanks for all the hard work folks, it's really appreciated!

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Post #: 9
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:46:17 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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I also wanted to mention that while we still have to see how long it takes for 1.0.5.x to go from public beta to finished and official, in the next update after this we will try to make things a bit better for modders too.

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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 Webbco)
Post #: 10
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 10:55:15 PM   
Kruos


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From: France
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Thank again for this HUGE support!

(in reply to Webbco)
Post #: 11
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 11:24:46 PM   
YvesDelecroix

 

Posts: 15
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Looks like a good update, devs, nice job. :)

Thanks again for listening to the community, it's really great to see that in a dev team.

(in reply to Kruos)
Post #: 12
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 11:29:12 PM   
WoodMan


Posts: 1345
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From: Ol' Blighty
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Thanks Matrix!  I would say this is probably the best level of post release support I've seen for a game, especially in recent years!  Keep up the good work and looking forward to you "making things better for modders" (add/remove races and ship sets please)

(in reply to Kruos)
Post #: 13
RE: New 1.0.5.6 Public Beta Now Available! - 6/16/2010 11:59:41 PM   
taltamir

 

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awesome... and I see so many user requests and things that were hashed out here in the forums in the back and forth.
Also an amazing amount of improvements.

Question: what does this mean?
quote:

5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)

20% of what to give what?

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Post #: 14
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:14:44 AM   
Stilletto


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From: Texas
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quote:

ORIGINAL: Erik Rutins

We recommend that if you are experiencing any serious issues with the 1.0.4.9 official update, that you give this beta update a try. This update will NOT work with existing saved games, so please be sure to finish any games you have in progress before giving this a try.

v1.0.5.6 Public Beta – June 16, 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.




Thank you very much for the hard work!


Does that basically mean it will work or it won't work with old saves since it says both?

I'm guessing it won't work and the other text is left over from the standard post on betas.

< Message edited by Stilletto -- 6/17/2010 12:15:07 AM >


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(in reply to Erik Rutins)
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RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:22:47 AM   
Shark7


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OK, this appears to be an awesome update...now I shall attempt to break it for you.

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Post #: 16
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:24:00 AM   
mim_uk

 

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Great game! Great support. Many thanks.

(in reply to Stilletto)
Post #: 17
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:31:20 AM   
ceyan

 

Posts: 168
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Still working through my first game with the beta, but I love the short form notices instead of the constant window pop-ups. However, can we add Abandoned ships (and other such events whose only reaction is to either close the window or go to the location) to the list of events that don't popup constantly?

(in reply to mim_uk)
Post #: 18
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:41:50 AM   
Erik Rutins

 

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

ORIGINAL: taltamir
Question: what does this mean?
quote:

5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)

20% of what to give what?


This means that you can now get the full racial bonuses if an alien race is 20% of your population (instead of 50%). But note that some bonuses are no longer empire-wide but instead just affect the planet each race is on.


_____________________________

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 taltamir)
Post #: 19
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 12:42:17 AM   
Erik Rutins

 

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

ORIGINAL: Stilletto
Does that basically mean it will work or it won't work with old saves since it says both?
I'm guessing it won't work and the other text is left over from the standard post on betas.


Whoops, indeed it will NOT work with older save files.

_____________________________

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 Stilletto)
Post #: 20
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 1:31:02 AM   
WoodMan


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Playing my first game with the Beta at the moment.  Like the new starting planets, my Humans started on Continental when before it was always Marshy Swamp.

The new diplomacy/pirate alert in the top left is a neat addition.

Also, I *think* I found a bug.  Sorry if it's not a bug and just my lack of knowledge about how the game works, or if it is a bug and has already been brought up previously. When I send a Construction Ship to build a mining station at an Ice planet using the expansion planner it always builds a Gas Mining Station, even if there is no Gas resource on the planet.  Only way to get around is to select Construction Ship and right click on the planet instead.

(in reply to Erik Rutins)
Post #: 21
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:13:41 AM   
Igard


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Thanks Codeforce and Matrix. I'm off to try this out!

(in reply to WoodMan)
Post #: 22
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:15:04 AM   
martok


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Outstanding news! Will download this pronto.



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Post #: 23
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:36:04 AM   
RViener

 

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The improvement in loading and unloading times is terrific.

(in reply to martok)
Post #: 24
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 2:36:15 AM   
Shark7


Posts: 7937
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From: The Big Nowhere
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I haven't been able to narrow it down for sure, but it appears that arming exploration ships in this version will cause a CTD. I'm working on getting it narrowed down and a save game for it.

And when you do get ready and save games, you can't reproduce it.

One thought that comes to mind is that the settings from my game under the previous version were still up and I did not clear them out. All games I started prior to clearing this and starting a new game completely cleared out and reset settings crashed within 5 minutes...after that, I haven't had one crash. If I ever catch what is happening, I'll post a bug report and save game.

< Message edited by Shark7 -- 6/17/2010 3:24:06 AM >


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'When in doubt...attack!'

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Post #: 25
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 4:39:31 AM   
taltamir

 

Posts: 1290
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quote:

ORIGINAL: Erik Rutins

quote:

ORIGINAL: taltamir
Question: what does this mean?
quote:

5. Changed threshold for full empire-wide racial bonuses to 20% (from 10%)

20% of what to give what?


This means that you can now get the full racial bonuses if an alien race is 20% of your population (instead of 50%). But note that some bonuses are no longer empire-wide but instead just affect the planet each race is on.



Oh, well then the description should say changed to 20% from 50% (it currently says changed to 20% from 10%).
Are the planet specific bonuses always at 100% (or rather, the same percent as their ratio of the population in that planet... aka, if race A is 40% of a planet, then they give 40% of that bonus to that planet only). Because I think they should. I really like this change, 20% makes them useful, but it isn't too much...

Also, the saved games folder should really be in the "Saved Games" folder that windows vista and windows 7 have. it is typically under C:\Users\Your Username\Saved Games\Game Name\
All microsoft studio games and several other games save their configuration settings and game data there, and it is integrated with various backup methods (it even has a pretty icon :P)...
it is the absolute most sensible place to store it. MS has been really bad for years in this regards and then finally they come up with this, the perfect solution for game saves, and nobody seems to use it except MS itself...

So far it is very impressive... had one crash (non reproduceable)... very happy with the game. Did the megatron Z4 shield change? their description still says 160 and 1.5 recharge which sucks... but I think they are a lot better now.

There is still two big problems:
1. Need a "load troops until full" command. where it goes from planet to planet and loads troops.
2. If you acquire a design via conquest (aka, conquer a planet with ships under construction, or conquer the last colony of a race), then they should all start obsoleted. They will be a mix of tech identical to yours, tech that is too advanced for you to build, and tech that is obsolete to you...
If obsolete, well it should be obsolete.
If too advanced, well you can't build it, might as well have it obsolete and have you upgrade your own design.
if the same, well, you are already using it in your own design.

So there is absolutely no reason why every time you conquer a race you should open the design menu and manually obsolete a dozen designs.
Also, the AI goes ahead and builds their obsolete (to you) designs, when it really shouldn't.

< Message edited by taltamir -- 6/17/2010 4:47:18 AM >


_____________________________

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Post #: 26
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 5:48:46 AM   
ceyan

 

Posts: 168
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quote:

Need a "load troops until full" command. where it goes from planet to planet and loads troops.


I haven't used it extensively yet (or really at all), but the new Load Troops button doesn't do that?

(in reply to taltamir)
Post #: 27
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 6:59:33 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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quote:

ORIGINAL: ceyan

quote:

Need a "load troops until full" command. where it goes from planet to planet and loads troops.


I haven't used it extensively yet (or really at all), but the new Load Troops button doesn't do that?


No it doesn't, but at least it is a big improvement over the previous version where you had to tell each individual ship to go load 2-3 times to fill it. I can hit 1 button multiple times easier than clicking 2-3 times per ship.

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(in reply to ceyan)
Post #: 28
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 10:17:00 AM   
Haree78


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This is outstanding. I've found a new favourite developer.

(in reply to Shark7)
Post #: 29
RE: New 1.0.5.6 Public Beta Now Available! - 6/17/2010 10:17:31 AM   
Mysterius


Posts: 57
Joined: 3/29/2010
From: Angers, France
Status: offline
Hello Erik, could you please take a look at the conclusions of this topic : http://www.matrixgames.com/forums/tm.asp?m=2486101&mpage=2&key=
I think there's something to fix here, or change, i don't know.


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Post #: 30
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