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RE: New Distant Worlds: Legends v1.7.01 Public Beta Now Available!

 
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RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/26/2011 7:50:16 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: tjhkkr

Does this mean raiding the cargo bay is back in session? Please, please, pretty please!
I have been a good jedi...



Only when Igard returns to Romulus TJ!

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(in reply to tjhkkr)
Post #: 31
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/26/2011 12:32:18 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
When you play large sector games 10 or 15 sectors I think the border influence radias is still to small.I think another 1/4 increase at least is needed in my view.

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Post #: 32
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/26/2011 4:10:02 PM   
Baleur


Posts: 372
Joined: 1/18/2010
Status: offline
quote:

MODDING

extended limits to DesignsPictureFamilyIndex value in race files (new maximum is 50, not 22)
extended limits to DesignNamesIndex value in race files (new maximum is 50, not 13)


Any chance to add something like this?

extended flag design limit from 40 to 100

And simply have all the flag files in that folder show up ingame, regardless of name or number. Plz? =)
There are so many awesome flags in the mod forum, but it is such a pain to switch them out.

(in reply to Erik Rutins)
Post #: 33
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/27/2011 1:33:25 AM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
After playing a large,long game I think the borders are too small and new colonies never increased the influence radii much at all in 20 years play.New colonies need to have a much faster increase in radii if we want to have mining treatys,ect be effective in gameplay.I am still seeing some messy borders because of this..I am also seeing very slow immigration to new colonies which might be a factor.I think this slow immigration issue to new colonies issue was fixed in ROTS patches but seems to be back in Legends from my game.

Apart from that is it pretty solid,not a single crash.

< Message edited by ASHBERY76 -- 11/27/2011 1:36:22 AM >


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Post #: 34
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/27/2011 2:38:38 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
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@Ashbery
There are balance issues with large borders. The Ancient Guardians border was reduced because it completely ruined the game when they started near you with a massive influence. Home Worlds would extend a too powerful influence.

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Post #: 35
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/27/2011 3:45:46 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
It's not homeworld infuence that is causing issues it is new colonies taking too long to immigrat population and influence.Border are still messy on larger maps because they are not clashing with other empires by mid game.

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Post #: 36
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/27/2011 6:11:22 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
I very much prefer a minimal border influence. That keeps the game fluid while still providing a modicum of protection for potential intrasystem assets. Staking out vast areas of interstellar space as belonging to someone is both silly and overly restrictive.

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All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to ASHBERY76)
Post #: 37
RE: New Distant Worlds: Legends v1.7.01 Public Beta Now... - 11/27/2011 7:57:56 PM   
Sithuk

 

Posts: 431
Joined: 12/17/2010
Status: offline
New colonies have never really become relevant. They weren't in patched RoTS either. The immigration does need to be seriously expanded. Possibly much larger transport capacities for the passenger ships?

(in reply to solops)
Post #: 38
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