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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

 
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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 8:00:33 AM   
HectorOfTroy


Posts: 312
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quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: WoodMan
Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about


I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape.
It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...

If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask.
[Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh].
But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.

Please let me know...




They don't jump at all to hyperspace or they take several seconds as intended by their tech level?

(in reply to tjhkkr)
Post #: 31
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 9:05:20 AM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Well, darn! Another patch out of the door. Didn't even have time to test the 1.7.0.3 properly.
Not that I'm complaining; With this rate there'll be one another patch before I get back to my computer in monday.
Anyways, changes look good once again.



_____________________________

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

(in reply to HectorOfTroy)
Post #: 32
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 12:48:31 PM   
WoodMan


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

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: tjhkkr

quote:

ORIGINAL: WoodMan
Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about


I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape.
It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...

If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask.
[Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh].
But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.

Please let me know...




They don't jump at all to hyperspace or they take several seconds as intended by their tech level?


As Hector says it takes time (I believe approx 14 seconds with baasic hyperdrive tech) for the hyperdrive to charge.

I have tested this yesterday, the move command will activate the hyperdrive immediately but the escape command does not, I've reported this to Eliott.


_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

(in reply to HectorOfTroy)
Post #: 33
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 1:17:50 PM   
Bingeling

 

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I think what happened to me yesterday was.

1. Move to nubu system! Fire up that hyperdrive
2. Frigate attacking from our left, sir!
3. Fire at that darn frigate! And stop that hyperdrive
4. Repeat from 1.

6 second hyperdrive start time, and 30 seconds to get into the air with the order window of the cruiser switching between move and attack. It could be a resource shortage that stops the hyperdrive when weapons go up, but when the order it move, the movement should have 100% priority and it should be allowed to shoot as long as that does not interfere.

If the cruiser had not been rather dominant at the scene it would not have been able to get into the air in 30 seconds. It would have been destroyed.

(in reply to WoodMan)
Post #: 34
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 1:37:46 PM   
LordOfChange

 

Posts: 9
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I have experienced a bug or 2 when playing.

Bug 1, was pretty early game when i took over a planet from a volcanic race and for some reason my own desert people wanted to migrate to that planet, nothing wrong there. Except that while the passengers ships was on their way to the new planet the old owner decided to attack and bombard the planet, thus killing everyone that lived there. Was abit surprised of his move, but was even more surprised when my passengers ship still was in route to the planet. And when they got to the planet they released the migrants on the planet and i got a message that i found an old lost colony of my people event. Im sure its not as intended, or is it?

And since i again got the planet he did not long after bombard it again, and my passenger ships was on their way for a second run, i did a save right before they arrived this time, and sure enough, i got the event lost people colony again and got the planet back.

Bug 2, i havent testet this on the newest patch, but was in the last public one and i didnt see any notes on it. When you get long range sensors and have the options on to show the ranges on them, they will show at the wrong places when you are zoomed in a certain distance. Its not a big deal, but it was enough to be annoying.

(in reply to Bingeling)
Post #: 35
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 2:35:07 PM   
Bingeling

 

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That scanner problem is reported/discussed on the tech forum.

The other one is new, as far as I can see.

(in reply to LordOfChange)
Post #: 36
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 7:03:50 PM   
DasTactic

 

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I like that redesigned ships are now coloured orange in the Design dialogue panel but it is just a shade dark for my eyes. A yellow or pale green may make it a little easier to read. Also, it was mentioned earlier that some work was going to be done in the Design panel to stop auto design on certain classes or to allow the player to set their own defaults. Is this still on the cards? I thought it was in place in this patch so tried overriding a few designs and removing the AI designs (both deleting and making them obsolete) but with design on auto it put its old designs back into the game again and built them instead of the design I wanted it to focus on. My preference would be to be able to leave the AI to design most of the ships but for me to be able to control some of the classes.

It would be awesome for the AI to be able to give suggestions on components that it would include in a design. For example, if you have just researched damage control and you later go to upgrade one of your ships it would be nice if it listed the new components for your consideration if it would have included them. Like the way it does for troop storage on destroyers and cruisers. Perhaps instead of in the suggestion box these components could also be colour coded in the component list. Green is a must-have component for the design; white is a consideration component; and orange for components you shouldn't consider for the design. Components that have already been included where you only need one of them could be greyed back a bit.

Next thing would be to similarly colour code luxury resources in all dialogues so at a glance you can see issues with strategic resources. I check cargoes a lot on my planets to see what is wanted and how much it has. Having the rows for luxury resources a different colour would differentiate nicely between the 'must have' strategic resources and the 'nice to have' luxury resources.


< Message edited by Das123 -- 12/3/2011 7:06:16 PM >

(in reply to Bingeling)
Post #: 37
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 7:57:47 PM   
Bingeling

 

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The latest fix to ship design is a small tweak to the design list. There is limits to how much even Elliot can make work in 2 days.

The more proper work on ship design is for the next patch, which is not the one we are currently seeing improvements on.

(in reply to DasTactic)
Post #: 38
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 9:50:47 PM   
WiZz

 

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Played Ackdarians and found interesting things. Default AI design for carriers after learning Tactical Interceptor was not appeared. It's not difficult for me to create a new one, but what about players which use AI designs. 

(in reply to Bingeling)
Post #: 39
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 9:52:48 PM   
Bingeling

 

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Hm, I played them my first legends game, and had no problems that I can remember. I may have had to look at "non obsolete designs", though.

(in reply to WiZz)
Post #: 40
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 10:09:50 PM   
WiZz

 

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Played Humans and when I had learned Tactical Interceptor they got AI carrier design. Launched Ackdarians new game with advanced technology - they had a design. Maybe, a design creates not always?  

(in reply to Bingeling)
Post #: 41
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 10:13:08 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
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After a days playing my views.
10x10 sector map

Long journeys are still causing some issues with small freighters traveling at 0 speed as they just do not have the fuel reserves to reach.It's Improved a lot from the release version.

Long range sensor base seems to have gone from default design so how does the A.I empires have sensor coverage?.

New colonies border territory takes to long to expand and still causes messy maps with various empire colonies all over the place..Only the homeworld seems to have any territory infuence of any worth.New colonies need to expand territory much quicker to counter messy borders.

Explorer ships do not understand that space monsters are the enemy.

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Post #: 42
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 10:57:50 PM   
Webbco


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I concur with Ashbury's points after a day of playing. I'd especially like to see influence borders expand quicker.

(in reply to ASHBERY76)
Post #: 43
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/3/2011 11:48:53 PM   
Gelatinous Cube


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quote:

ORIGINAL: WiZz

Played Humans and when I had learned Tactical Interceptor they got AI carrier design. Launched Ackdarians new game with advanced technology - they had a design. Maybe, a design creates not always?  


Ackdarians get larger ships by default, which means they get some designs sooner.

(in reply to WiZz)
Post #: 44
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/4/2011 11:30:48 AM   
El Vis

 

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Joined: 5/25/2005
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First... Great Game. It feels a bit like my expirience with Europa Universalis III. Vanilla was an interesting game and with the AddOns it became one of the best games of their genre,
My points with 1.703 (It dont looks like anything of the following was touched with 1.704)Setting: humans, hard, 1000Stars, 15x15 Galaxie, 20 factions)
  • Known Problem also with 1.703: Most of my Freighters travelling without fuel to the end of the galaxie ruined my economy. I solved the problem turning the trade in the policys off, I had no problem with money, so I dont needed any income from trade.
  • But one reason that I dont needed any money was that I get nearly every minute a gift from anyone. Sometimes more than my taxes because often the gift was 20.000 Credits. Thats far too much. Perhaps its a bit because of my playstile not rampaging with a millitary dictatorship through the galaxy. But it looks like a cash cow when factions are friendly towards you. Another reason could be that every leader of my republic boosted the diplomacy very much. So you have to do nothing that everyone who is not a bug loves you.
  • In both of my games there were the insectoids on the one side (in one case in addition with a reptillian race) and the rest with mutual defensive pacts with each other on the other side living in perfect harmony. So every war became a world war with everyone involved. But because of the multi-front wars for everyone the wars were often very short, seeing not much action.


< Message edited by El Vis -- 12/4/2011 11:44:08 AM >

(in reply to Gelatinous Cube)
Post #: 45
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/4/2011 4:09:54 PM   
Sithuk

 

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Agree with El Vis on the gifts. I get them all the time.

Also, we can see if pirate bases are in a system by clicking on the system on the main view screen... without having sent a ship in to check first. Must be a bug?

(in reply to El Vis)
Post #: 46
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/4/2011 9:18:06 PM   
RooksBailey


Posts: 80
Joined: 11/21/2009
Status: offline

quote:

ORIGINAL: El Vis

  • In both of my games there were the insectoids on the one side (in one case in addition with a reptillian race) and the rest with mutual defensive pacts with each other on the other side living in perfect harmony. So every war became a world war with everyone involved. But because of the multi-front wars for everyone the wars were often very short, seeing not much action.


  • This is something I've been noticing, too. It's hard to draw conclusions with a game like DWL, where there is so much randomness and different starting conditions from game to game, but I've always had the general impression that the AI in the game is generally too reluctant to go to war, and when war is declared, it seems to be more of a smash and grab than an epic knock down - drag out fight. I was hoping the new spheres of influence would create greater friction, but I really haven't seen that. I don't know what the solution is, but I would like to see a more aggressive AI across the board.


    _____________________________


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    Post #: 47
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/4/2011 10:29:35 PM   
    colonyan

     

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    I think also that AI Empires are too passive.
    Maybe they should crave for more luxury and make luxuries more scarce. Scarce I mean more source but less productivity.

    (in reply to RooksBailey)
    Post #: 48
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/4/2011 10:41:25 PM   
    Canute0

     

    Posts: 616
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    From: Germany
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    quote:

    Ackdarians get larger ships by default, which means they get some designs sooner.

    Wrong, Carrier and Resupply ships arn't based on Size, they are based on research. You can made very tiny carrier with just 1 fighter bay or max them out at the ship size limit.
    And any race should have Carrier and Resupply ships by default at the Design list, even they can't build them.

    quote:

    the AI in the game is generally too reluctant to go to war, and when war is declared, it seems to be more of a smash and grab than an epic knock down


    When you start next time a new game, increase the aggresion to max, maybe you notice a different.
    But when you dont encount a race that hate your Race and your goverment, and if you smash alot pirate bases the other races don't have a reason to attack you.



    (in reply to RooksBailey)
    Post #: 49
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 7:42:19 AM   
    Trifler

     

    Posts: 115
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    quote:

    ORIGINAL: El Vis

    First... Great Game. It feels a bit like my expirience with Europa Universalis III. Vanilla was an interesting game and with the AddOns it became one of the best games of their genre,
    My points with 1.703 (It dont looks like anything of the following was touched with 1.704)Setting: humans, hard, 1000Stars, 15x15 Galaxie, 20 factions)
    • Known Problem also with 1.703: Most of my Freighters travelling without fuel to the end of the galaxie ruined my economy.



    Seems like having freighters simply not go on trips that would use more than 50% of their fuel would be the way to go. Right now if you click on a Constructor, for example, it shows you the fuel range (if you zoom out), but it's based on using all of the fuel available. The freighters (and probably only the freighers) need to assume they need to make a round-trip to avoid lengthy delays. If such a check was in place, then players would be able to get freighters to make the journey by adding more fuel cells, using a faster hyperdrive, or both.

    (in reply to El Vis)
    Post #: 50
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 8:48:48 AM   
    colonyan

     

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    Something strange happened. All non fleet military ships were heading to mechanoid system.
    It happened twice. I had to select them manually stop and refuel to turn them back.
    Before that also, I've been warned by mechanoid that I've put my force in their territory, which I did not.

    (in reply to Trifler)
    Post #: 51
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 9:31:15 AM   
    Bingeling

     

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    The AI loves to park automated ships in the mech system. I guess it fears you will be bored if you don't get those warnings, and also make sure to keep you on your toes to catch them in the act.

    (in reply to colonyan)
    Post #: 52
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 9:44:41 AM   
    Gelatinous Cube


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    Building a space port near the system does solve the problem! Although it had to be a large one, on a colony that was maybe 1/4 Sector away from utopia. For some reason, every escort i owned in that part of space wanted to go to utopia. Thankfully, you can bribe the Ancient Guardians sometimes (unless they naturally dislike your race and governent, and your rep sucks) when you notice that the modifier for having your ships intruding in their space is getting a little high.

    (in reply to Bingeling)
    Post #: 53
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 11:22:34 AM   
    Bingeling

     

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    Why would the AI have military ships hang around in Utopia due to lack of a nearby space port? That does not make sense at all.

    They have no reason going there in the first place, unless the AI feels some freighter needs protection. And if they go to protect a freighter, they should have the sense to go home once the freighter is gone.

    (in reply to Gelatinous Cube)
    Post #: 54
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 12:31:01 PM   
    Wolfe1759


    Posts: 798
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    I think I've been getting something similar with all my Explorer ships heading to one enemy controlled (and fully explored) system at the edge of the map.

    _____________________________

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    (in reply to Bingeling)
    Post #: 55
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 2:33:34 PM   
    Krippakrull

     

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    Wonderful with the quick patching going on! I played this game first when it came out, and found it a fun toy to play with for a while. Now, with the expansions applied and some smoothing out, it has turned out to a real diamond. The living universe makes it feel like the spiritual 4x companion to Space Rangers 2.

    I also got the automated ships heading to Utopia problem a few times. As I was playing an Ackdarian empire in my last game it sometimes felt like seals trolling orcas, and people that have watched what happens in most orca vs seal confrontations know how that usually turns out. ;) Building a space port does solve it in most cases, but I agree about being able to set systems like Utopia to no-go zones.

    As for the slowboating freighters I don't find it a huge problem to be honest. I have yet to see it tying up so many freighters it causes logistical problems and resource shortages with my empire. They do get where they are going eventually and I find it an interesting logistical problem to try solving with placing spaceports in the right places.

    Also, a quick litte suggestion that probably would be quick and very easy to implement is that I would like to have a "None" option for the tax rate settings in the empire policy screen (Making each colony size have "None" in addition to "Low", "Medium" and "High"). I often run my colonies with zero taxes to maximize growth until they have grown quite a lot, and then set the tax rate to some arbitrary number to let them still grow at a decent pace until they max out.

    (in reply to Gelatinous Cube)
    Post #: 56
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 5:16:25 PM   
    Gelatinous Cube


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    Also, for all those people wondering why they're explorers aren't exploring: Are you at war!?

    During war, some of your automated explorers will scout out enemy systems, instead of exploring the map. You can bias the AI towards exploration by changing the exploration priority in the policy settings.

    (in reply to Krippakrull)
    Post #: 57
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 6:04:42 PM   
    colonyan

     

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    About explorers exploring enemy systems and getting attacked.

    Its OK, if some or many of them dies in process of getting info, its really annoying to have all those under attack
    sign. Smaller independent under attack notifier would be nice...

    (in reply to Gelatinous Cube)
    Post #: 58
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 6:07:01 PM   
    Gelatinous Cube


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    My biggest wish for DW is currently to have some kind of checkbox for specific attack popups. For example "Check this box to ignore explorers under attack" or "Check this box to ignore non-fleets under attack" or "Check this box to ignore under attack by pirates" ect.

    Pop-ups for attack are vital! But having the ability to parse the information is also pretty swell.

    (in reply to colonyan)
    Post #: 59
    RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Av... - 12/5/2011 6:14:28 PM   
    nammafia

     

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    Playing still with Legends 1701.

    Should the Shakturi sue for peace treaty after the player chose alliance and protect Utopia?  Is this a bug?  After the alliance is set, the two factions must fight to the death. 

    (in reply to Gelatinous Cube)
    Post #: 60
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