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Author Topic: Distant Worlds (4x RTS)  (Read 130386 times)

Krelos

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Re: Distant Worlds (4x RTS)
« Reply #225 on: April 14, 2010, 02:54:39 pm »

Ahh, yeah I'll report it. Though I don't have the save for that particular one. Not that it's needed, it wasn't a one time thing, its dependable and constant. The stupidest and most friendly race will do trades that favor you over 30%, like, if you give them 6k they will willingly give you 9-10k back, every time, every game.
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Quote from: Ravenplucker
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Quote from: smokingwreckage
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
or maybe throw them into the large hadron collider to atom-smash them instead.
Not to mention to throw all available animals into tiny pits.

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #226 on: May 05, 2010, 09:26:02 pm »

Just thought everyone should know, the 1.0.4 patch is available now.

http://www.matrixgames.com/products/379/downloads/Distant.Worlds

The 1.0.4 official update is now available. You can install this on top of the 1.0.4 beta updates without a problem if you have those installed. This should fix all the crash/freeze issues that were reported in 1.0.4 Beta 4, even if not specifically noted in the fix list (which focuses more on fixes related to the 1.0.3 official update).

Here's the final change list, we included quite a few more bug fixes and there are a few minor fixes and improvements we probably missed adding to the list as well.

Change History:

v1.0.4 – May 5, 2010

Fourth Official 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. Apologies for any inconvenience.

Suggestions on Game Difficulty Settings: It has come to our attention that some of the sliders intended to control difficulty may not be as intuitive as we had hoped. If you want an easier or harder game, please consider adjusting the Expansion, Aggressiveness and Home System sliders in your galaxy settings when you start a new game. Expansion controls the level of development the other AI empires start with, Aggressiveness controls how likely they are to forego diplomacy and provoke or declare war, Home System plays a huge role in how wealthy your economy is to begin with. For a harder game, try increasing Expansion a step or two (to Young or Expanding) and increasing Aggression to Unstable or Chaos, along with decreasing your Home System to Trying. For an easier game, move each of these in the other direction. We recommend trying these out in different combinations to determine what works best for you.

Bug Fixes:

1. Races with special tech now have requisite resources at startup to build ships using the special tech
2. Medical and Recreation center components now work at bases other than space ports
3. Fixed crash with defeated 'ghost' empires reappearing and 'ghost' ships visible in the mini-map
4. Fixed crash that sometimes occurred when viewing a Construction yard list sorted by some columns
5. Fixed various other minor crashes
6. Designs for Resupply ships, Colony ships and Construction ships now have size limits, even though built at colony. Size limit is current maximum base construction size. These civilian ship designs also have some minimum requirements for the number of certain component types that must be present.
7. Fixed issues with super-luxury resource distribution in small galaxies
8. Can no longer retrofit to designs that are bigger than your current construction tech allows
9. Fixed bug where freighters sometime stack up waiting to dock at a space port
10. Fixed 'GxBO' crash reported by some players
11. Fixed detached mining station bug
12. Games will no longer start with ships that you cannot build (i.e. too big)
13. Fixed a crash that could be caused when ships reverted to an invalid mission
14. AI-generated designs now always use the latest technology
15. Default colony ship designs now come with more engines, making them faster and better able to “meet” the planets they are heading to colonize
16. Retrofits are now always charged for, regardless of the method used to order them
17. The automation AI will no longer cancel retrofit missions
18. Fixed a crash when a single ship was sent to patrol a system
19. Fixed a bug that could cause invisible space monsters
20. Fixed a bug that caused the AI Empires to sometimes not build military ships
21. Fixed occasional game freezes during space battles and planetary invasions
22. Fixed a bug that could cause two ships in the same location to merge
23. Fixed a bug that would not cancel an alliance agreement with a pirate faction when you attack their ships or stations
24. Fixed retrofitting for construction, resupply and colony ships
25. Disabled command and selection popup menus when autosaving
26. The Ship Designer now properly resets values for targeting and countermeasures when the relevant components are removed
27. Fixed a crash that could happen when editing some planets in the game editor
28. Automatically designed Resort Bases no longer include bombard weapons
29. The Quameno now properly use their special tech (NovaCore reactor) in their designs
30. Government attributes are now properly updated when the government type is changed in the game editor
31. Manually recruited intelligence agents now properly use racial espionage bonuses (reflected in their starting skill levels)
32. Fixed messages explaining new racial bonuses when colonizing a new planet. These now only display when a new race has joined your empire as a result of the colonization.
33. When retrofitting space ports to larger or smaller sizes, the role now properly changes after retrofit (e.g. from medium to large space port)
34. Mining stations no longer start right next to pirate bases
35. Improved the placement of defensive bases around colonies, they should no longer be built right next to each other.

Game Balance Changes

1. The economy has been overhauled in several respects. It should now scale better and work better than in previous versions. Colony development level now comes half from population (0 at 0 population up to 50 at 500 million) and half from access to luxury resources (50 for 10 luxury resources). Colony income is reduced by local corruption, global empire corruption and corruption caused by distance from the capitol system. The larger and more populated an empire becomes, the greater the overall corruption will be, though larger empires should still be more economically powerful than smaller ones. Please also see the notes at the top of this readme for suggestions on how to make the game easier or harder, depending on your preference.
2. Racial bonuses apply in more gradual manner for multi-racial empires - will only get full bonuses if a race comprises at least half your empire's population
3. Rebalanced trade offers so that valuations for tech, bases and colonies much higher. Valuations now also scale quite dramatically based on how much the other empire likes or dislikes you
4. Research speed has been halved
5. Empires now much less likely to colonize in another empire's system
6. Your empire's reputation now has less impact on your colonies if the population at the colony is aggressive and unfriendly. In other words, citizens of war-like races aren't so concerned about you having a poor reputation.
7. Positive reputation impact from destroying pirate ships has been lowered, but positive reputation impact from destroying pirate bases has been increased.
8. Ending a war no longer completely resets attitudes, there may be some lingering animosity
9. Other empires much less likely to accept unfavourable trade offers
10. Private ships can now only be armed with a single weapon - this armament will not cause any offense when they enter other empire's systems
11. Government types have been rebalanced, resulting in less extreme values for corruption and approval
12. The AI for other empires and for your own automation is now much more careful about what ships and bases it builds, resulting in much better automated management without overspending.
13. War weariness now starts lower and increases more gradually

Fleet and Ship Management Improvements

1. Holding down the Ctrl key while right-clicking to assign a mission now overrides the default mission for the selected ship. This allows you to override the default right-click behaviour and gain access to a comprehensive pop-up menu to select the mission you want, e.g. military ships can refuel at a space port instead of patrolling it, troop transports can refuel at a colony instead of loading troops at it
2. Added filtering for ship and base icons at galaxy zoom level - can selectively enable/disable ship types displayed at galaxy level. By default civilian ships are turned off at Galaxy zoom level. Please see the Options screen, Advanced Display Options to change this to suit your exact preferences.
3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission
4. Manually controlled ships will now automatically repair when damaged, and then return to their previous mission.
5. Manually controlled ships will now automatically engage enemy targets without needing to be manually directed to each target. They will then return to their previous mission, e.g. patrol, escort, etc
6. Patrol missions now automatically reset, i.e. a manually-controlled ship will stay at a patrol target until you tell it to stop
7. Fleets should stay together better than previously
8. Fleets should not cancel their missions when advisors suggest other uses for them
9. Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system
10. Fleets are now more responsive and their automatic handing of refuel and repair has been improved
11. It is now possible to assign construction ships to build mining stations at gas clouds from the sector and galaxy-level zoom.


Ship Design and Retrofitting Improvements

1. Added mass retrofit option in Ships and Bases screen. Multi-select ships and bases from the list and click the retrofit button to select the design to retrofit to. The mass retrofit cost for all selected ships and bases is shown and if you cannot afford it you will not be allowed to retrofit.
2. Upgrading designs now names them as "Old Design Name Mk2", etc
3. Added new design subroles: energy research station, weapons research station, industrial research station, high-tech research station, monitoring station, defensive base. These types of bases are no longer AI-designed if you turn off automation for ship design
4. Design screen now shows all latest designs (when Show Latest Designs selected), regardless of whether you can build them or not.
5. Added maximum weapons energy use to Design screen (top of Weapons panel) so that you can compare reactor power output to optimize military designs
6. Added energy collector to default military ship designs
7. The AI will no longer build ships of a particular type if all designs of that type are marked as obsolete
8. The AI will try to keep design sizes for destroyers and troop transports under the maximum size of your current construction tech
9. The AI will now add extra reactors to its designs to make sure the ship has enough energy for maximum effectiveness in combat and movement.

Other Improvements:

1. Expansion Planner now always shows colonization and mining targets, even when they are considered unimportant
2. Expansion Planner now uses the best location to build queued colony ships, which is not necessarily the closest colony
3. Expansion Planner now uses the best construction ship to build queued mining stations, which is not necessarily the closest construction ship
4. Slightly fewer surprise attack suggestions from advisors
5. Message added in research progress bar to indicate when you have completed all research in an area
6. Newly-recruited intelligence agents should automatically start off assigned to counter-intelligence
7. The multiple race ability popup messages will now only show a new race becoming part of your empire once
8. The Cash flow number showed at the top right of the screen now has the variable elements smoothed out (i.e. Space Port and Resort income) which should allow the income trend to match the cash flow trend more closely and with less volatility
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ductape

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Re: Distant Worlds (4x RTS)
« Reply #227 on: May 06, 2010, 02:12:09 am »

the game is vastly improved, and for all its problems is still one of the best 4x games ever in my opinion. Just waiting for easy troop loading and other UI improvements. Knowing the developers, it wont be a long wait.

Seriously a great game, worth the price.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #228 on: May 06, 2010, 02:14:18 am »

they do have a context menu troop load option now. Right click a ship capable of carrying troops and you can load troops at the nearest colony.
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ductape

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Re: Distant Worlds (4x RTS)
« Reply #229 on: May 06, 2010, 02:22:25 am »

ship by ship, ugh.

how about just telling my whole fleet to load whatever troops are available at a planet form the right-clicking of the planet itself while the fleet is selected? now THAT would be helpful.
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forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #230 on: May 06, 2010, 02:23:59 am »

ship by ship, ugh.

how about just telling my whole fleet to load whatever troops are available at a planet form the right-clicking of the planet itself while the fleet is selected? now THAT would be helpful.
Even more helpful would be more meta-level orders.

Say I create a fleet as its own entity and assign it slots for 5 frigates, 3 destroyers, and 1 cruiser as well as 5 troops. The automation then fills that fleet with available ships, or prompts you to build the ships if you don't have enough.
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Tarran

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Re: Distant Worlds (4x RTS)
« Reply #231 on: May 06, 2010, 02:29:51 am »

To tell you the truth, I would also like it more if planets were not so 'all your population is here, your money comes from here, and that's it' and more dynamic.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #232 on: May 06, 2010, 02:38:25 am »

They have hinted IIRC that planets will get more depth in an expansion. I hope they do non-planetary population sources as well. I'd love to build some asteroid colonies or large stations with populations on them.
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ductape

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Re: Distant Worlds (4x RTS)
« Reply #233 on: May 06, 2010, 03:20:21 am »

the game is way fun as-is, but holds much promise of greatness to come. Go Elliot and Erik!
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sluissa

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Re: Distant Worlds (4x RTS)
« Reply #234 on: May 22, 2010, 12:52:29 am »

I finally sat down and gave this game a real try. I was put off by the complexity at first, especially with the seeming lack of control for everything, yet the more I play, the more I like. Everything feels... right about it. I was trying to get into Aurora, and I still like the idea of that game/story creator more, I just think it's being held back by the programming language and interface. But... Distant worlds seems to give me most of what I wanted from that without all of the hassle.
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Duelmaster409

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Re: Distant Worlds (4x RTS)
« Reply #235 on: May 22, 2010, 12:59:51 am »

DISTANT WURLDS
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ductape

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Re: Distant Worlds (4x RTS)
« Reply #236 on: May 22, 2010, 01:38:23 am »

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Calhoun

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Re: Distant Worlds (4x RTS)
« Reply #237 on: May 22, 2010, 01:45:01 pm »

Just picked it up, the price was wrong, 40 bucks is a bit much, 25 would have been just right(I would have bought another copy for a friend at that price, but at 40, it's just a recommendation for him). However, I've got a bit of extra cash to spare. So I start playing, I get a couple hours in. I'm having lots of fun, The AI does a good job at managing things that I don't want to, at whatever given time. So far gameplays been great, giving ships commands could be a bit simpler, but it works fine. Then, I decided to save my game. Saving takes a bit of time, then it finishes. Then i get a crash.

So i think, "Good thing i just saved!". Reload my save, Same crash. So now i've gotta start all over again. Bummer. I was just starting to get into a phase of rapid colonization. Oh well.

The games good, though the price point is a bit steep. If they lowered it a bit, I think they'd see more buyers, and thus, more money overall. I can't wait for further development, it has the potential to be something amazing!


EDIT: Hilarious, My allies will give me about 11k for 10k. This seems like a pretty big bug with trade value/relationship status.
« Last Edit: May 22, 2010, 08:03:55 pm by Calhoun »
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I know it's unrealistic, but I can't help but imagine little bearded babies for dwarves. In my mind, they come out of the womb fully bearded. That's how the mother carries them around, too, she just drags them around by the beard or ties it to her belt. When the father's on duty, he just ties their beards together and the baby just kind of hangs there, swinging to and fro with Urist McDaddy's movements.

forsaken1111

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Re: Distant Worlds (4x RTS)
« Reply #238 on: May 23, 2010, 02:21:52 am »

EDIT: Hilarious, My allies will give me about 11k for 10k. This seems like a pretty big bug with trade value/relationship status.
Are you playing the latest version? That is a known bug and should have been solved.
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sluissa

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Re: Distant Worlds (4x RTS)
« Reply #239 on: May 23, 2010, 10:14:59 am »

Are you sure relationship status isn't affected if you try to pull that too often? I think it would be fair for you to be able to pull a few unfair deals over on a friend if they liked you enough, but try to do it too much and they won't like you so much anymore. At least that's how I see it... might not work that way in game.
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