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New v1.0.6.0 Public Beta Now Available! - 7/22/2010 1:13:49 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
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. The v1.0.6.0 Beta should be the official release version, we just want to give it a quick public beta check before making it official.

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 (including saved games from 1.0.5.6 Beta), 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.

v1.0.6.0 Public Beta – July 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 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.

Note that there is a change to the new fleet behavior from 1.0.5.6, where refueling/gathering automatically kicked in. Now this behavior is opt-in, i.e. you have to specifically request it by selecting these new mission types (from the pop-up menu or by using the ALT key). See the Improved Fleet Operations notes below for more details.

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
18. Fixed a bug where crash research was not completing when you traded that tech with another empire
19. Diplomacy messages (top-left of screen) now correctly use custom race images if a theme is in use
20. Fixed a bug where some races and starting locations where swapped in some situations
21. Fixed a bug where you could colonize ice asteroids
22. Fixed a bug where ships and bases would sometimes have more docking bays or construction yards than specified by their design
23. Fixed a crash that sometimes occurred when zooming
24. Fixed a display problem (garbled fonts) when viewing information on construction yards in the Component Guide (Design Detail screen)
25. Fixed a bug where investigating an abandoned ship or base sometimes caused an infinite loop of messages
26. Fixed another crash that sometimes occurred after using a planet destroyer
27. Fixed a bug where Galaxy Map screen was no longer showing potential colonies
28. Ensured that empires do not perform spy missions against themselves
29. Fixed another rare GxBO crash
30. Fixed tutorials (were broken in 1.0.5.6 beta)
31. Fixed images for refugee ships (discovered from some ruins)
32. Fixed situations where wars or trade sanctions would sometimes unilaterally end without negotiation
33. Fixed additional rare GxBO crash
34. Fixed bug where construction ships could not be retrofitted
35. Fixed bug where large ships would sometimes not move (i.e. top speed was zero or below)
36. Asteroids no longer have ruins on them
37. Fixed crash that sometimes occurred when colonizing a planet (GxBO crash)
38. Fixed crash that sometimes occurred when assigning a fleet to patrol a system
39. Fixed bug where centering on multi-selected ships would not properly center (either by clicking in Selection Panel or using 'Lock to Selected')
40. Fixed bug where colony ships would sometimes not be built at colony with sufficient population (100 million)
41. Pause/spacebar keys no longer active when game screens are open, thus cannot accidentally resume a game while paused in a game screen
42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)

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 less 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
4. Improved AI colonization logic so that AI empires expand better
5. Increased targeting priority for enemy colonies so that they are more likely to be invaded when at war
6. Construction ships and colony ships now remember dangerous areas (pirates and space creatures) and attempt to avoid them. This information is also reflected in the warnings in the Expansion Planner screen for colonization and mining targets
7. Automated ships in a fleet will make a better effort to keep themselves loaded with troops
8. AI expansion improved - other empires will now consider more planets for colonization, thus improving their rate of expansion
9. Empires will now be more careful about declaring wars - will not do so unless they have forces available to attack the enemy
10. Creature threat detection now works properly in restricted areas, so that military ships will auto-engage creatures
11. Improved exploration ship scouting so that they do not cluster
12. Default construction ship designs now have 3 energy collectors (instead of one), so now fully meet their static energy requirements without consuming fuel

Improved Fleet Operations:


1. New fleet mission types: Prepare and Attack, Prepare and Bombard: if the fleet requires refueling or is dispersed then the fleet will first refuel or gather prior to attacking/bombarding the assigned target. To assign these new mission types either select them from the right-click pop-up menu (when zoomed out to sector or galaxy level), or hold down the ALT key when right-clicking a hovered target (i.e. attack or bombard).
You can fine-tune how this behavior works in the new "Fleet Attack Settings" section of the Empire Settings screen (from Game Options). This allows you to specify when fleets will refuel or gather before engaging in attack/bombard missions.
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. Ships in fleets will make a better effort to remain together, new ships assigned to fleets will travel to the fleet location after completing their current mission
5. Troop loading for individual ships and fleets will now pick up more troops from each colony

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)
10. Troop Transport ships now engage enemies more aggressively
11. Improved attack maneuvering so that military ships better stay within weapons range of moving targets

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.
11. Expanded the maximum number of colonization targets displayed in the Expansion Planner screen from 100 to 500
12. For retrofit missions, selection of the retrofit location now pays more attention to travel distance to the location, as well as retrofit time at the location
13. Galaxy backdrop no longer 'bounces' when move to galaxy edge (galaxy zoom level)
14. Music sound volume now honored when exploration event occurs (when discovery screen appears) - i.e. if music volume is zero, no discovery music will play
15. Designs for new ships and bases added to your empire when conquer another empire are set to obsolete so that they are not your default designs for a role
16. All moons now have unique names
17. Can set galaxies to have no space creatures in game setup (except for story-related locations)

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
9. Colonies that leave an empire and become independent now lose any bases at the colony
10. In game setup, the "(Random)" setting for other empire proximity to your empire now excludes "same system" - i.e. other empires will not start in the same system as you when you select random proximity
11. Attacking non-allied military ships in your empire's systems will no longer cause any drop in your empire's reputation, though it will still negatively impact your relations with the attacked empire
12. Starting max ship construction size increased to 230 (from 200). This means that empires should always be able to build troop transports from the start of the game, thus ensuring that wars will include colony invasions, even at game start
13. When a civil war erupts in an empire, the new empire that splits away will now properly determine it's dominant race (based on the populations of its colonies), which may be different from the dominant race of the parent empire
14. Corruption levels tweaked: normal, high and very high corruption rates now slightly lower than before
15. Number of built-in docking bays for all planets and moons increased to 3 (from 2). Planets with super-rare luxury resources (Korabbian spice, Loros fruit, Zentabia fluid) now have 6 built-in docking bays
16. Area weapons now damage space creatures
17. Selection of resort bases as tourism destinations more balanced, so that no passenger ship pile-ups at a single resort

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
4. Added smooth keyboard scrolling and zooming: arrow keys and PageUp/Down keys now work more smoothly than before
5. Improved CPU utilization on multi-core PCs


_____________________________

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: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 1:19:40 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Thank you, I shall be test driving this tomorrow.

(in reply to Erik Rutins)
Post #: 2
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 9:55:22 AM   
armand453

 

Posts: 3
Joined: 5/26/2010
Status: offline
Good Thx.

(in reply to Igard)
Post #: 3
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 10:16:41 AM   
Gareth_Bryne


Posts: 232
Joined: 5/16/2010
Status: offline
quote:

Number of built-in docking bays for all planets and moons increased to 3 (from 2). Planets with super-rare luxury resources (Korabbian spice, Loros fruit, Zentabia fluid) now have 6 built-in docking bays


Eric, just my two cents (allowing that I'm not very good at programming). Shouldn't the number of planetary docking bays rely on the number of planetary population? In fact, it can be a geometric progression, reliant upon population, planetary quality and planetary resources...

(in reply to Erik Rutins)
Post #: 4
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 11:42:20 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
quote:

42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)


Woohoo!  Thanks very much for this fix, I was starting to think I was going mad, seeing as nobody else had mentioned it, but it affected me almost every game

(in reply to Gareth_Bryne)
Post #: 5
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 11:47:37 AM   
Falokis

 

Posts: 144
Joined: 5/23/2010
Status: offline
Awesome.

I'll cross my fingers and hope you fixed my crashes.

(in reply to Erik Rutins)
Post #: 6
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 12:57:12 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
Well done. I'll test this out over the weekend. :)

Great to see named moons. :)

Are showing shield levels and troops along with the fuel level on the cards for the future when looking at fleets or groups of ships? Or shouldn't I hold my breath for this? (http://www.matrixgames.com/forums/tm.asp?m=2418281&mpage=27&key=&#2514750)


(in reply to Falokis)
Post #: 7
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 1:39:33 PM   
randal7

 

Posts: 56
Joined: 5/14/2010
Status: offline
Has the problem been fixed where mine bases with one resource more in demand eventually fill up with the less demanded resource(s) ?

(in reply to DasTactic)
Post #: 8
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 2:41:30 PM   
VarekRaith


Posts: 138
Joined: 2/21/2010
From: Manassas, Virginia
Status: offline
quote:

ORIGINAL: randal7

Has the problem been fixed where mine bases with one resource more in demand eventually fill up with the less demanded resource(s) ?


According to elliotg, yes. Post number 3

http://www.matrixgames.com/forums/tm.asp?m=2509145&mpage=1&key=�

quote:


This has been rectified in the next build. Mining stations now reserve sufficient space for each resource, so that they always have some of each.


(in reply to randal7)
Post #: 9
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 3:03:37 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
so many awesome things!

quote:

15. Designs for new ships and bases added to your empire when conquer another empire are set to obsolete so that they are not your default designs for a role

this is one of my favorites (there is more then one)

< Message edited by taltamir -- 7/22/2010 3:07:40 PM >


_____________________________

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

(in reply to VarekRaith)
Post #: 10
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 5:26:13 PM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline

quote:

ORIGINAL: WoodMan

quote:

42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)


Woohoo!  Thanks very much for this fix, I was starting to think I was going mad, seeing as nobody else had mentioned it, but it affected me almost every game



I'm not even sure what you're talking about here, I've never been able to build Spaceports where I wanted - it's all randomly determined by the game . . . .


(in reply to WoodMan)
Post #: 11
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 5:33:58 PM   
nammafia

 

Posts: 102
Joined: 3/5/2010
Status: offline
"16. All moons now have unique names"

I will certainly appreciate your effort.  Thank you very much.

(in reply to Spacecadet)
Post #: 12
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 6:01:41 PM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline
I cant wait until this patch is officially finished!

(in reply to nammafia)
Post #: 13
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 6:25:18 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
I really sorry to be a major pain but I don't think I like the way the moons are now named  This may sound a bit fussy, but it gives the impression that the moons have greater importance than the planets now, because the planets are still called Clatuueni 1 etc...  However, I don't like to moan without offering an alternative suggestion, so here it is:

All Continental, Desert, Marshy Swamp, Volcanic, Ocean, Ice planets and moons of those same types with a quality of 50% or higher have names the way the moons currently are in 1.0.6.0.

All Barren, Gas planets and all other planets with a quality of less than 50% are named like they are currently, for example Klatuueni 2.

All Barren moons and other moons with a quality of less than 50% are called the same as the planet they orbit, but with a letter atferwards, for example Klatuueni 2a, Klatuueni 2b.

Again, sorry to be a pain as I know this is close to being officialised, but I think this system would strike the right balance between practicality and atmosphere, the current setup is good for practicality but slightly misses the mark for atmosphere.

Finally good job on the fantastic support for DW as usual!  You continue to amaze.

Cheers

(in reply to the1sean)
Post #: 14
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 6:59:34 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I think ALL moons, regardless of quality or type or colonizability, should be named "<Solar System> <Planet Number in Arabic numeral><Moon's number in letter form>"
So, for our system (Sol), the System name is Sol, the Earth is Sol 3, and our moon is Sol 3a (the first moon of Sol 3).

The unique names are nicer then random alphanumeric code, but they still don't TELL us anything (neither does a planet having a unique name)...

If I see "Zentebia 5c" I immediately know that it is a moon, specifically, the third moon of the 5th planet of the Zentebia system.
If I see UX523 it tells me nothing except that it either a moon OR a gas field OR a planet less syetem OR a black hole, if I see "Plemai" (actual name of a moon I saw) it tells me nothing except that it is either a moon OR a sun or an entire solar system (if the AI is asking for Pompei, do they ask for a moon with that name, or for a solar system with that name?).

I wouldn't want to see bad quality moons named UX523 either, since its a completely random name that tells me nothing.

Also, just an FYI. I find that planets and moons under 50% quality are often useful for colonization... remember that a mining station costs over 1000 credits a year in maintenance. so depending on the exact type of resources as well as its exact quality, it might be worthwhile to colonize.

< Message edited by taltamir -- 7/22/2010 7:07:00 PM >


_____________________________

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

(in reply to WoodMan)
Post #: 15
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 7:14:05 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
I haven't had time to play it yet and so I just assumed the planets were going to be named as per Taltamir's suggestion. Hmmm, if it doesn't give immediate feedback on its location then it is still going to be a micro-management problem.

(in reply to taltamir)
Post #: 16
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 7:14:37 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
quote:

I think ALL moons, regardless of quality or type, should be named "<Solar System> <Planet Number in Arabic numeral><Moon's number in letter form>"
So, for our system (Sol), the System name is Sol, the Earth is Sol 3, and our moon is Sol 3a (the first moon of Sol 3).

The unique names are nicer then random alphanumeric code, but they still don't TELL us anything (neither does a planet having a unique name)...

If I see "Zentebia 5c" I immediately know that it is a moon, specifically, the third moon of the 5th planet of the Zentebia system.
If I see UX523 it tells me nothing, if I see "Plemai" (actual name of a moon I saw) it tells me nothing.


Okay, you just gave me an idea Talt, its obvious we are different types of player, practicality seems of paramount importance to you, whereas atmosphere is of paramount importance to me, however all practicality and no atmosphere, or all atmosphere and no practicality is bad for everyone.

If we give all planets a designation following your/mine above suggestions, i.e Star Klatuueni, Planet Klatuueni 1, Moon Klatuueni 1a and keep the above suggestions I made for names also, meaning all planets have a designation following your system, but the naming sytem I suggested still applies.

So, if the first moon of the first planet of the star Klatuueni was an Ocean planet with 65% quality then its designation would be Klatuueni 1a and its name could be Plemai. 

There could be an option in the option screen for named planets to display their designation, their name or both so it could appear as Klatuueni 1a, Plemai or Klatuueni 1a (Plemai) depending on what option you choose.  This would be 100% perfect in terms of practicality and atmosphere and satisfy both the type of player you are and the type of player I am while giving us both that extra bit of practicality and atmosphere that would have been missed by our previous suggestions.


< Message edited by WoodMan -- 7/22/2010 7:16:26 PM >

(in reply to taltamir)
Post #: 17
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 7:19:05 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
wow, The AI is impressively better... 3 minutes into the game (4X speed) I encounter a dhayut independant colony, it has 1 troop, it is very hostile towards me.
The AI immediately sends my fleet of 6 frigates, 1 troop transport, and 1 destroyer and conquers them. I was just about to go do it myself but I didn't have to (thanks to setting that part of empire management to full auto)
construction ships have enough collectors to not burn through fuel when idling or building or repairing a ship, and when I built 8 explorers at the begining of the game each one went to a different system to explore (and nearby system as well). (they were actually two sets of 4 ships, since you start with an MSP)
This is all very impressive so far.

If the AI empires are being as efficient I would get a much better challenge this game.

EDIT: low quality planets are now shown as orange instead of red, very nice touch, it helps differentiate between merely low quality and actual hostile presence.

< Message edited by taltamir -- 7/22/2010 7:24:24 PM >


_____________________________

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

(in reply to taltamir)
Post #: 18
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 7:26:03 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: WoodMan

quote:

I think ALL moons, regardless of quality or type, should be named "<Solar System> <Planet Number in Arabic numeral><Moon's number in letter form>"
So, for our system (Sol), the System name is Sol, the Earth is Sol 3, and our moon is Sol 3a (the first moon of Sol 3).

The unique names are nicer then random alphanumeric code, but they still don't TELL us anything (neither does a planet having a unique name)...

If I see "Zentebia 5c" I immediately know that it is a moon, specifically, the third moon of the 5th planet of the Zentebia system.
If I see UX523 it tells me nothing, if I see "Plemai" (actual name of a moon I saw) it tells me nothing.


Okay, you just gave me an idea Talt, its obvious we are different types of player, practicality seems of paramount importance to you, whereas atmosphere is of paramount importance to me, however all practicality and no atmosphere, or all atmosphere and no practicality is bad for everyone.

If we give all planets a designation following your/mine above suggestions, i.e Star Klatuueni, Planet Klatuueni 1, Moon Klatuueni 1a and keep the above suggestions I made for names also, meaning all planets have a designation following your system, but the naming sytem I suggested still applies.

So, if the first moon of the first planet of the star Klatuueni was an Ocean planet with 65% quality then its designation would be Klatuueni 1a and its name could be Plemai. 

There could be an option in the option screen for named planets to display their designation, their name or both so it could appear as Klatuueni 1a, Plemai or Klatuueni 1a (Plemai) depending on what option you choose.  This would be 100% perfect in terms of practicality and atmosphere and satisfy both the type of player you are and the type of player I am while giving us both that extra bit of practicality and atmosphere that would have been missed by our previous suggestions.



I like it... it has both an address (Star Klatuueni, planet 1, moon a) AND a name (Plemai)... it both provides info and an atmosphere. This is an excellent idea and is far better then my original suggestion.
And personally, I do like a touch of "atmosphere" when it doesn't get in the way of practicality... i would very much prefer to set it to "Klatuueni 1a (Plemai)" rather then just Plemai or just Klatuunei 1a. (although having all 3 options is a good idea)

BTW: if you are wondering what is the practicality part of having the name be the address... If I see in the colonization screen that 3 planets/moons are in the same system, I will first colonize only the best one of them, and focus on claiming other systems (by colonizing one, the best, planet per system)... then later, when I have the cash / am out of systems to claim at the moment, I will solidify my hold on each system by colonizing every planet and moon in it.

also, if I see that a system has multiple good planets, but is infested with pirates or monsters... I will target it before a system with only one planet/moon for clearing of hostiles and colonization.

< Message edited by taltamir -- 7/22/2010 7:31:52 PM >


_____________________________

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

(in reply to WoodMan)
Post #: 19
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 8:11:23 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Yep, I understand where you are coming from with the practicality, also the message at the top when you are being attacked by Pirates, especially if in several places at once, the designation would be more helpful than a name for helping you decide if you have time to get ships there or just give in and pay the protection then kill the ships afterwards  Clicking the message zooms you to the moon, but then you still got to click somewhere to find out what system, or zoom back to galaxy view to see which system, a designation would stop that (assuming you knew the general layout and names of the systems you've colonized, which usually I do, roughly).

I would use the Klatuueni 1a (Plemai) rather than just Plemai if I had the option too

*Eliott bangs head against wall shouting "I'm only Human for God's sake"*

(in reply to taltamir)
Post #: 20
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 8:49:12 PM   
AMF

 

Posts: 25
Joined: 3/31/2010
Status: offline
Wait, are you guys telling me that moons still don't identify which system they're part of? Oh, DW coders, you do such great things, but...this...this is just...hard to understand.

Moons should be named as the above folks suggested (Sol 3A, etc), really. I mean...really. Like, really. Honestly.

Otherwise, all these changes look really great. Thanks!

(in reply to WoodMan)
Post #: 21
RE: New v1.0.6.0 Public Beta Now Available! - 7/22/2010 11:04:50 PM   
shinobu


Posts: 214
Joined: 12/12/2009
Status: offline
quote:

ORIGINAL: Spacecadet


quote:

ORIGINAL: WoodMan

quote:

42. Can now build bases at top-left quadrant of colonies (right-click > build XXX)


Woohoo!  Thanks very much for this fix, I was starting to think I was going mad, seeing as nobody else had mentioned it, but it affected me almost every game



I'm not even sure what you're talking about here, I've never been able to build Spaceports where I wanted - it's all randomly determined by the game . . . .




Spacecadet: If you want to build spaceports or defensive bases in your planet's orbit (and not right on top of your planet), click on the planet highlighting it, move the cursor well off the planet and right-click for the building menu to come up, then pick something to build and left click. Depending where you click to build, the new structure will be constructed on that side of your planet (but is in orbit). This does work for space ports, as I have tested it out- they work perfectly fine. (I don't like all the "clutter" directly on top of my planets...)

< Message edited by shinobu -- 7/22/2010 11:06:39 PM >

(in reply to Spacecadet)
Post #: 22
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 1:46:10 AM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I want my spaceports CENTERED on the planet... but they never are... they are all over the place... and if i right click to pull the planetary menu, then wait a little while (at 4X speed) then click to build, it will build where my mouse was when I first clicked, which is completely off the planet.

_____________________________

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

(in reply to shinobu)
Post #: 23
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 11:03:09 AM   
bigbaba


Posts: 1238
Joined: 11/3/2006
From: Koblenz, Germany
Status: offline
just tested the new beta patch and i am pleased with the changes.

the AI is more aggressive then in the past. i took one of his planets in a early invasion and (unlike in the prior versions of the game) the AI made a counter attack and took back the planet very soon.

plus:

the AI is more active when it comes to colonization of planets. i tend to play in a "100 stars galaxy" and in a early stage of the game, there is a AI opponent with 7 colonies.

imho the nerfing of torpedo weapons was a good thing for the balancing of the game.

to make it short:

great job guys!

(in reply to taltamir)
Post #: 24
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 11:55:55 AM   
RViener

 

Posts: 123
Joined: 7/8/2004
Status: offline
Erik, When will the galactopedia be updated?
Bob

(in reply to bigbaba)
Post #: 25
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 2:02:32 PM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
Good question Bob!

(in reply to RViener)
Post #: 26
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 5:37:12 PM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline

quote:

ORIGINAL: taltamir

I want my spaceports CENTERED on the planet... but they never are... they are all over the place... and if i right click to pull the planetary menu, then wait a little while (at 4X speed) then click to build, it will build where my mouse was when I first clicked, which is completely off the planet.


I hear you, my solution is just to be careful where I put that first click... btw, where is the spaceport positioned if you build it from the planet list menu and not the galaxy screen?

(in reply to taltamir)
Post #: 27
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 6:02:37 PM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
You can always pause to stop the planet moving to get more accurate placement.

(in reply to the1sean)
Post #: 28
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 9:10:21 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
quote:

ORIGINAL: WoodMan

You can always pause to stop the planet moving to get more accurate placement.


that is what i do, but sometimes I miss.

_____________________________

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

(in reply to WoodMan)
Post #: 29
RE: New v1.0.6.0 Public Beta Now Available! - 7/23/2010 9:11:51 PM   
Florestan

 

Posts: 227
Joined: 6/5/2010
From: Montpellier, France
Status: offline

quote:

ORIGINAL: taltamir

I want my spaceports CENTERED on the planet...


I'm quite surprised that this may actually bother someone... What's the difference having it a little bit out-center ?

(in reply to taltamir)
Post #: 30
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