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RE: Update Schedule Information - 1/31/2012 9:40:23 PM   
adecoy95


Posts: 420
Joined: 3/26/2010
Status: offline
quote:

ORIGINAL: Erik Rutins

Ok, I just finished a call with Elliot. We're aiming for Wednesday morning for the public beta release (we're confident on that) and I will post a change list for you all tomorrow. It has a lot of bug fixes as well as the design list screen improvements we discussed.

Regards,

- Erik



i cant wait to see whats on it!!!

any chance of any slight automated tax rate balance adjustments? it would make me this happy!


< Message edited by adecoy95 -- 1/31/2012 9:41:04 PM >

(in reply to Erik Rutins)
Post #: 151
RE: Update Schedule Information - 1/31/2012 10:03:44 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Ow, my eyes.

There will be a few additional changes and fixes for tomorrow's release, but here's what we have so far. Please note that the support for external designs is still in the works and planned for the next public beta, but the other design improvements are in this one.

These are changes from 1.7.0.7 Beta:

CRASH FIXES
- fixed rare crash when zooming into systems
- fixed rare crash in diplomacy
- fixed crash when take over colony with unowned troops
- fixed crash when building ships
- fixed crash when ships exit hyperspace
- fixed a number of rare crashes related to ships
- fixed crash when AI disbands excess troops
- fixed crash when an empire's last colony is wiped out through bombardment
- fixed crash when assigning ship mission

BUG FIXES
- fixed bug where game would sometimes lockup
- fixed rare situation where ships would sometimes not undock properly, preventing hyperjump from working
- fixed bug where setting a subjugated empire free sometimes did not remove visibility of all their ships
- fixed bug where AI empire in Mutual Defense Pact with you sometimes mistakenly cancels treaty
- fixed bug where moving to another ship that then hyperjumps would drag the other ship through hyperspace
- fixed bug where planets would sometimes become invisible

EMPIRE TERRITORY
- New Start Game options: empire territory colony influence size slider (defaults to current setting), maximum colonization range slider (this is off by default)

CHARACTERS
- increased maximum skill count for intelligence agents from 3 to 4
- increased chance of randomly generating new intelligence agents

FLEETS
- fleets no longer auto-refuel when ships under construction mistakenly triggering refueling
- fleet mission "Repair and Refuel" (from Action button) now correctly both repairs AND refuels all ships
- now ensure that automated fleets intercepting enemy forces wait at defend location until enemy attack force arrives

SHIPS AND PATROLLING
- rebalanced AI selection of patrol locations for automated military ships - now avoid too many ships patrolling same location
- improved patrol missions - automated ships now patrol for longer at a location
- military ships no longer keep engaging threats after manually ordered to do something else (manually-assigned missions now always override engagement stances)
- troop loading improved - all available troops at a colony will be loaded when a ship or fleet is ordered to pick up troops

FREIGHTERS
- ensured freighters carry minimum amount of resources for orders (thus less trips) - especially affects bases in deep space that need constant fuel replenishment
- added further fixes to ensure that freighters do not attempt to dock at incomplete space ports (i.e. no docking bays), but instead dock at colony of space port

DIPLOMACY
- fixed Protectorate display in Diplomacy screen (narrow end was wrong)
- AI empires now give diplomatic gifts only when other empire's evaluation drops below friendly threshold
- fixed AI empires sometimes canceling military refueling rights when have Mutual Defense Pact

DESIGNS SCREEN
- added extra filter to show only state ships, state bases, private ships or private bases
- default view is now 'Show non-obsolete designs' (was 'Show latest designs')
- state-owned designs can now be designated not to automatically retrofit (e.g. via advisor suggestion). This setting will flow through to any ships or bases built from the design, but can also be changed individually for each state-owned ship or base. These ships and bases will only retrofit when manually ordered to do so by the player. See top of Design Detail screen for this new setting. Also see Components tab in Ships and Bases screen to update this setting per ship. Also available in a column on the main Design List screen.
- added new button 'Manually Upgrade Design' that functions similarly to 'Copy As New', but also obsoletes the existing design to save time.
- added ability to turn design upgrading on or off for each subrole. Thus you can automate ship design for some ship types (e.g. private ships), while manually designing other types (e.g. military ships). See Empire Policy screen for settings (Research & Design section). Also available in a column on the main Design List screen.
- added extra buttons in Design Detail screen to allow adding and removing multiple components from a design at a time

COLONY BOMBARDMENT
- increased reputation hit from bombarding colonies
- fixed bug where bombarded colonies that were totally wiped out were becoming 'lost colonies' that could be acquired
- rebalanced bombardment so that colony damage occurs at a slower rate

OTHER
- now properly revert zoom level when load saved games
- fixed mixed up setting for Empire Policy setting "Prompt for Retrofit when new tech becomes available" - now properly allows auto-retrofitting regardless of this setting
- ensured that invalid advisor suggestions in diplomatic message panel are removed, e.g. treaties no longer valid, bases already built, etc
- accelerated ROTS storyline progression when have expensive research settings
- fixed missing text for title of message when civil war or revolution in another empire
- increased size of popup message panel so that message text not cut off
- fixed bug where Ardilus creatures were sometimes not visible
- space ports built from advisor suggestions are now located over colony instead of further away
- AI empires now more likely to use Trade Sanctions against other empires
- further improved freighter availability by reducing empire willingness to do freight missions for other empires
- slightly altered how retrofitting works - private ships are always retrofitted if new designs are available, whereas retrofitting for state ships is prompted by your advisors (if Empire Policy setting 'Prompt for Retrofit when new tech becomes available' is enabled). Retrofitting is no longer controlled by the Ship Design automation setting

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 adecoy95)
Post #: 152
RE: Update Schedule Information - 1/31/2012 10:15:04 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Wow the gay picture worked well.

EMPIRE TERRITORY
- New Start Game options: empire territory colony influence size slider (defaults to current setting), maximum colonization range slider (this is off by default)

Bravo
I am also glad bombarded has been fixed and balanced.

I know what I am playing this weekend.

_____________________________


(in reply to Erik Rutins)
Post #: 153
RE: Update Schedule Information - 1/31/2012 10:35:01 PM   
adecoy95


Posts: 420
Joined: 3/26/2010
Status: offline
huzzah! civilian ships retrofitting!

(in reply to ASHBERY76)
Post #: 154
RE: Update Schedule Information - 1/31/2012 11:03:23 PM   
Falokis

 

Posts: 144
Joined: 5/23/2010
Status: offline
Man, lots of good stuff in there. My favorites....

quote:

ORIGINAL: Erik Rutins

- fixed a number of rare crashes related to ships
- fixed crash when AI disbands excess troops
- fixed crash when an empire's last colony is wiped out through bombardment
- fixed crash when assigning ship mission

EMPIRE TERRITORY
- New Start Game options: empire territory colony influence size slider (defaults to current setting), maximum colonization range slider (this is off by default)


- fleet mission "Repair and Refuel" (from Action button) now correctly both repairs AND refuels all ships
- now ensure that automated fleets intercepting enemy forces wait at defend location until enemy attack force arrives

- troop loading improved - all available troops at a colony will be loaded when a ship or fleet is ordered to pick up troops

FREIGHTERS
- ensured freighters carry minimum amount of resources for orders (thus less trips) - especially affects bases in deep space that need constant fuel replenishment
- added further fixes to ensure that freighters do not attempt to dock at incomplete space ports (i.e. no docking bays), but instead dock at colony of space port

DIPLOMACY
- fixed Protectorate display in Diplomacy screen (narrow end was wrong)
- AI empires now give diplomatic gifts only when other empire's evaluation drops below friendly threshold
- fixed AI empires sometimes canceling military refueling rights when have Mutual Defense Pact

DESIGNS SCREEN
- added extra filter to show only state ships, state bases, private ships or private bases
- default view is now 'Show non-obsolete designs' (was 'Show latest designs')
- state-owned designs can now be designated not to automatically retrofit (e.g. via advisor suggestion). This setting will flow through to any ships or bases built from the design, but can also be changed individually for each state-owned ship or base. These ships and bases will only retrofit when manually ordered to do so by the player. See top of Design Detail screen for this new setting. Also see Components tab in Ships and Bases screen to update this setting per ship. Also available in a column on the main Design List screen.
- added new button 'Manually Upgrade Design' that functions similarly to 'Copy As New', but also obsoletes the existing design to save time.
- added ability to turn design upgrading on or off for each subrole. Thus you can automate ship design for some ship types (e.g. private ships), while manually designing other types (e.g. military ships). See Empire Policy screen for settings (Research & Design section). Also available in a column on the main Design List screen.
- added extra buttons in Design Detail screen to allow adding and removing multiple components from a design at a time

COLONY BOMBARDMENT
- increased reputation hit from bombarding colonies
- fixed bug where bombarded colonies that were totally wiped out were becoming 'lost colonies' that could be acquired
- rebalanced bombardment so that colony damage occurs at a slower rate




(in reply to Erik Rutins)
Post #: 155
RE: Update Schedule Information - 2/1/2012 12:07:19 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Yip, all looks good. The new colonise range slider should be interesting.

Thanks team.


_____________________________


(in reply to Falokis)
Post #: 156
RE: Update Schedule Information - 2/1/2012 3:07:12 AM   
Kadrush

 

Posts: 82
Joined: 11/11/2010
Status: offline
Are the AI designs improvements coming with this patch?

(in reply to Igard)
Post #: 157
RE: Update Schedule Information - 2/1/2012 3:09:53 AM   
MartialDoctor


Posts: 388
Joined: 3/7/2011
Status: offline
Looks like you all put a good amount of work and made some nice changes.  Big for that!

But, to be honest, the only thing I really wanted for this patch was 3 or 4 more AI difficulty levels...   I await the day when I can put the AI on a similar start as myself and have a fun, challenging game.

(in reply to Igard)
Post #: 158
RE: Update Schedule Information - 2/1/2012 5:19:37 AM   
nickwwest

 

Posts: 18
Joined: 11/26/2011
Status: offline
Can't wait to give it a go, thanks for the fixes!

As an aside, any chance you've made some of the menu and screen rendering faster? I still haven't been able to finish a game as it eventually gets so slow: http://www.matrixgames.com/forums/tm.asp?m=2979297

(in reply to MartialDoctor)
Post #: 159
RE: Update Schedule Information - 2/1/2012 6:28:14 AM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline

quote:

ORIGINAL: nickwwest

Can't wait to give it a go, thanks for the fixes!

As an aside, any chance you've made some of the menu and screen rendering faster? I still haven't been able to finish a game as it eventually gets so slow: http://www.matrixgames.com/forums/tm.asp?m=2979297


Why not? After all, it would be just one line of code, right?

(in reply to nickwwest)
Post #: 160
RE: Update Schedule Information - 2/1/2012 6:33:51 AM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline

Great work! Nice fixes/changes allround.

- increased chance of randomly generating new intelligence agents
- New Start Game options: empire territory colony influence size slider (defaults to current setting), maximum colonization range slider (this is off by default)

Those were definetly needed. Fixes to designing also sound good. Can't wait for the external designs. Should fix the puny AI designs quite well.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Erik Rutins)
Post #: 161
RE: Update Schedule Information - 2/1/2012 9:09:50 AM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
Status: offline
I just want to say.. I am a happy Cube because of the Max Colonization Range slider. That was my last major complaint with the game, and I should now be able to create games with the EXACT pacing that I desire. Combine that with the ship design improvements and well.. I'm happy. Thank you!

You guys have outdone yourselves here, truly. This is one of the best patches for any 4x Game i've ever seen, and I can't wait to play it. I see a ton of (optional!) things in there that were in the Master Wishlist thread, which is absolutely awesome. Thank you.



_____________________________


(in reply to J HG T)
Post #: 162
RE: Update Schedule Information - 2/1/2012 11:10:58 AM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
SoI mechanics had not been changed

(in reply to Gelatinous Cube)
Post #: 163
RE: Update Schedule Information - 2/1/2012 12:01:38 PM   
Morelyn

 

Posts: 83
Joined: 1/29/2012
Status: offline
Some really nice changes in this patch. Thanks for the hard work.

(in reply to WiZz)
Post #: 164
RE: Update Schedule Information - 2/1/2012 12:15:35 PM   
Gelatinous Cube


Posts: 696
Joined: 10/26/2011
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quote:

ORIGINAL: WiZz

SoI mechanics had not been changed



You sure?

quote:

-New Start Game options: empire territory colony influence size slider (defaults to current setting)


_____________________________


(in reply to WiZz)
Post #: 165
RE: Update Schedule Information - 2/1/2012 1:13:55 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
It is only small change. I'm sure that SoI doesn't influence on diplomatic relations and reputation as I wanted. 

(in reply to Gelatinous Cube)
Post #: 166
RE: Update Schedule Information - 2/1/2012 1:18:25 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Elliott, Erik: thank you!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to WiZz)
Post #: 167
RE: Update Schedule Information - 2/1/2012 1:33:36 PM   
Belhoriann

 

Posts: 4
Joined: 1/31/2012
Status: offline
Yes thanks very much !

What I would like to see in the next update is the ability to ask for mining and refuel rights as well as building rights in a foreign empire.

(in reply to tjhkkr)
Post #: 168
RE: Update Schedule Information - 2/1/2012 1:58:41 PM   
Cauldyth

 

Posts: 752
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Awesome, thanks guys!

(in reply to Belhoriann)
Post #: 169
RE: Update Schedule Information - 2/1/2012 2:59:36 PM   
Erik Rutins

 

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

quote:

ORIGINAL: WiZz
SoI mechanics had not been changed


We did look into adding an option for "soft" borders where you would get a more severe diplomatic hit for mining/colonization without permission within the borders of other factions, rather than be unable to do that at all, but it proved to be a very risky change at this point, as many of the other systems and improvements in Legends are built on top of the borders system. We may revisit this in the future as we recognize that this would enable more playstyle options, but unlikely for this update.

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 WiZz)
Post #: 170
RE: Update Schedule Information - 2/1/2012 3:03:16 PM   
Theluin


Posts: 189
Joined: 5/13/2011
From: Europe, Terra
Status: offline
So what's up with the update? I'm not rushing you but is it still going to be released today?

(in reply to Erik Rutins)
Post #: 171
RE: Update Schedule Information - 2/1/2012 3:11:46 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
Status: offline
quote:

We did look into adding an option for "soft" borders where you would get a more severe diplomatic hit for mining/colonization without permission within the borders of other factions, rather than be unable to do that at all, but it proved to be a very risky change at this point, as many of the other systems and improvements in Legends are built on top of the borders system. We may revisit this in the future as we recognize that this would enable more playstyle options, but unlikely for this update.

Regards,

- Erik


Thanks for answer! I hope you upgrade border system in right way.

(in reply to Erik Rutins)
Post #: 172
RE: Update Schedule Information - 2/1/2012 6:18:04 PM   
Erik Rutins

 

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

We are working on the installer, but there are always other priorities as well. We should have it finished and posted today.

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 WiZz)
Post #: 173
RE: Update Schedule Information - 2/1/2012 6:40:14 PM   
Caesar_Augustus


Posts: 182
Joined: 3/29/2005
From: Henneth Anûn
Status: offline
Most excellent news!

(in reply to Erik Rutins)
Post #: 174
RE: Update Schedule Information - 2/1/2012 6:57:05 PM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: Erik Rutins
- further improved freighter availability by reducing empire willingness to do freight missions for other empires

Regards,

- Erik


Great find and bug fix!


_____________________________


(in reply to Erik Rutins)
Post #: 175
RE: Update Schedule Information - 2/1/2012 7:40:42 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
Thanks for the patch guys !

(in reply to LoBaron)
Post #: 176
RE: Update Schedule Information - 2/1/2012 7:48:04 PM   
Hawawaa


Posts: 108
Joined: 11/21/2010
Status: offline
Thanks for the updates! I will make sure to put sometime aside for a game or two with the new patch! Lots of quizzes and tests coming up...




_____________________________


(in reply to dejagore)
Post #: 177
RE: Update Schedule Information - 2/1/2012 8:40:16 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
There is a silent hush across DW space as people wait patiently, and perhaps even impatiently for

V1.7.0.8


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Hawawaa)
Post #: 178
RE: Update Schedule Information - 2/1/2012 9:17:45 PM   
mikeCK

 

Posts: 565
Joined: 5/20/2008
Status: offline
Erik, if there is a god in heaven...you will post this patch. I've been without DW since last Thursday waiting for this so I can start a new game....please man!

(in reply to tjhkkr)
Post #: 179
RE: Update Schedule Information - 2/1/2012 9:35:47 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
quote:

V1.7.0.10


V1.7.0.10
IS AVAILABLE TO DOWNLOAD FOLKS


_____________________________

Make it so!

(in reply to mikeCK)
Post #: 180
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