New 1.0.4.8 Public Beta Update Available

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Canute0
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RE: New 1.0.4.6 Public Beta Update Available

Post by Canute0 »

Why? they are not stuck at counterint so you can freely change their mission. 

Its just because you need to cancel Counter Intel. all the time when the come back from a Mission. Very annoying.
When you give them a break, like the same time the Tax get adjust at planets, you got time after you get the Msg. to assign them to another mission without canceling the Counter Intel.

Athalian
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RE: New 1.0.4.6 Public Beta Update Available

Post by Athalian »

ORIGINAL: Canute
Why? they are not stuck at counterint so you can freely change their mission. 

Its just because you need to cancel Counter Intel. all the time when the come back from a Mission. Very annoying.
When you give them a break, like the same time the Tax get adjust at planets, you got time after you get the Msg. to assign them to another mission without canceling the Counter Intel.


hmm, should be possible to just change the mission since they should never be on idle, either mission or counter. Maybe do so you can change directly from counter to other mission?
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RE: New 1.0.4.6 Public Beta Update Available

Post by Bartje »

By the way: I love the hint of major changes!
 
Any clue as to what we may expect!?? [:)]
Astorax
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RE: New 1.0.4.6 Public Beta Update Available

Post by Astorax »

Bartje, so far the only hint we have are the weapon balancing for 1.05. Making torps come in line with lazors.
DasTactic
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RE: New 1.0.4.6 Public Beta Update Available

Post by DasTactic »

Have weapons been re-balanced in this download? I retrofitted all my 8 firepower laser escorts and 12 laser firepower frigates to 42 and 84 firepower torpedo ships but they got hammered by the default pirate ships. It seems I needed at least two of my new ships to do much damage to one of their ships. Most of the torpedoes missed their target.

It looks like guidance has been changed in this release. Can we please have some info if this is the case or did I just have a very bad run of luck?

If this is the case I like the balance. Torpedoes really would be standoff weapons good against bases while lasers are anti-ship weapons. :)
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Erik Rutins
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RE: New 1.0.4.6 Public Beta Update Available

Post by Erik Rutins »

No rebalancing yet.
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Shark7
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RE: New 1.0.4.6 Public Beta Update Available

Post by Shark7 »

ORIGINAL: Machaon

ORIGINAL: martok

Awesome! I'm very happy to see the issues regarding the supply ships not mining fuel have been fixed. I have to admit it was really bugging the crap out of me.



ORIGINAL: Machaon

Hey, I just had an extremely irritating issue (in 1.0.4.5) regarding a resupply ship. I deployed it at a planet where it was attacked by a kaltor. It defended itself, killing the kaltor, but not before it took one damaged component. Now, if I tell it to deploy, it immediately undeploys to go repair itself, rendering it useless. I scrapped it just because it pissed me off. I don't have 1.0.4.6 yet so I dunno if this is addressed. If it is, great; if not, fix it, because it's ridiculous.

This was actually a feature just implemented in 1.04 per players' request. Ships that are damaged will head to the nearest spaceport for repairs, and then resume their previous mission once repairs are complete.




Is this a serious post? Yeah, it was much requested, and it's even a good idea in general! I'll bet ya no one wants a resupply ship they just told to deploy to instantly undeploy to go across the galaxy to fix itself (which is exactly what was happening here)! Particularly when it's fully functional despite its damage!

The deploy/undeploy is just an example; I don't think any player would except the game canceling an order they just gave a unit to have it do something else. If I tell a ship to attack I expect it to attack the target until either it or the target no longer exist. If it still has functional weapons and can move, it better attack when I tell it to. Period. And a resupply ship on manual control I just told to deploy should not ever undeploy itself, ever.

Actually, I was under the impression that this whole auto-repair/refuel business was going to be toggleable on a ship-by-ship basis, similar to how automation is. Quite disappointed that it's not, as it has stepped on my toes more than once.

Actually, I do want it doing just that. I for one do not want to have to micromanage ship repairs. There are some things that need to take care of themselves, and a ship with damaged components needs to be fixed, even if I did just deploy it.
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taltamir
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RE: New 1.0.4.6 Public Beta Update Available

Post by taltamir »

I agree, I do not want to micromanage it...
sure auto refuel has stepped on my toes... but those specific instances should be fixed.
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Machaon
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RE: New 1.0.4.6 Public Beta Update Available

Post by Machaon »

You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.
cmdrnarrain
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RE: New 1.0.4.6 Public Beta Update Available

Post by cmdrnarrain »

I've just about had it with the game.  Sheez, war is just about impossible.  You got to fix the problem with half your empire rebeling everytime you use either bombardment or the planet destroyer.  I mean come on, I got a base on every planet, using the Way of Darkness, taxes are low, completely Human worlds, and still my empire splits in half after destroying one world and bombarding another.  I even waited 10 years inbetween and did it to different empires. 
 
This is just plain stupid.   Christ, even my capital rebeled.  The games got hundreds of world, if an alien pisses me off I want to exterminate them, not collect even more worlds by invasion.
 
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VarekRaith
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RE: New 1.0.4.6 Public Beta Update Available

Post by VarekRaith »

ORIGINAL: Machaon

You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.

The auto-attack on manually controlled ships is, indeed, irritating. If I wanted them to roam about the system blasting every enemy in sight, I'd put them on auto! They should only engage targets that engage them, or are within a very short (<1000) distance of their location. They should also return to their assigned position! It just seems that now it's pointless to use manual control for ships, since they act nearly the same as an autoed ship.

As to your resupply ship, I agree. Manual means manual. It's more than annoying to have the AI override the orders of ships I want to control manually. We need options for us microers that don't like the AI overriding manually given orders.
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Erik Rutins
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RE: New 1.0.4.6 Public Beta Update Available

Post by Erik Rutins »

cmdrnarrain,

It's true that DW doesn't support your desired playstyle well right now except for with the hyper-aggressive/xenophobic races or against them. Even so, bombardment is currently an extremely severe hit. We'd like to tone that down in the future and make it a more accessible playstyle, in the meantime be aware that bombardment only works well in terms of not causing huge concern if your race/government combo doesn't care at all about other races or if you are attacking someone far more "evil" than yourself. Bombardment was the last feature added before release and we haven't had time to revisit it yet.

Regards,

- Erik
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shanicus
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RE: New 1.0.4.6 Public Beta Update Available

Post by shanicus »

As a reply to cmdrnarrain,

I love the Planet Destroyer; used it many times but never had the problem that you are having. That sounds really terrible.
In 1 game, I was Monarchy, using the human looking aliens with the big brain cranium, and used the Planet Destroyer at least 10 times in 4 years... on 3 different races! First against my enemy (who had tried to steal the P.D. from me when it was still a derelict vessel; no doubt to use against me), and then against my former allies who had, in anger over me using the PD against the one alien, first hit me with sanctions and wagging fingers; then using proxy races to attack me and finally declaring all out war against my evil empire.

And, no planets rebelled at all!

So, perhaps your problem was unique to your game or maybe mine was!
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Shark7
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RE: New 1.0.4.6 Public Beta Update Available

Post by Shark7 »

ORIGINAL: VarekRaith
ORIGINAL: Machaon

You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.

The auto-attack on manually controlled ships is, indeed, irritating. If I wanted them to roam about the system blasting every enemy in sight, I'd put them on auto! They should only engage targets that engage them, or are within a very short (<1000) distance of their location. They should also return to their assigned position! It just seems that now it's pointless to use manual control for ships, since they act nearly the same as an autoed ship.

As to your resupply ship, I agree. Manual means manual. It's more than annoying to have the AI override the orders of ships I want to control manually. We need options for us microers that don't like the AI overriding manually given orders.

You do realize leaving the war and attack decisions on manual prevents this, right? They will still attack anything that is threatening one of your ships/planets/bases, but they will not go on the offensive. Never let the AI handle diplomacy or war, its fine for the mundane, tedious stuff, but not for stuff that requires your attention.
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Shark7
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RE: New 1.0.4.6 Public Beta Update Available

Post by Shark7 »

ORIGINAL: Machaon

You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.

No, I'm fully aware of what you meant, I was just pointing out that I not only find it useful, but preferable. If anything there needs to be a tick box so you can disable it if you so desire, while I can leave it on full auto.
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taltamir
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RE: New 1.0.4.6 Public Beta Update Available

Post by taltamir »

ORIGINAL: cmdrnarrain

I've just about had it with the game.  Sheez, war is just about impossible.  You got to fix the problem with half your empire rebeling everytime you use either bombardment or the planet destroyer.  I mean come on, I got a base on every planet, using the Way of Darkness, taxes are low, completely Human worlds, and still my empire splits in half after destroying one world and bombarding another.  I even waited 10 years inbetween and did it to different empires. 

This is just plain stupid.   Christ, even my capital rebeled.  The games got hundreds of world, if an alien pisses me off I want to exterminate them, not collect even more worlds by invasion.

[:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:-][:-][:-][:-][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@][:@]

War isn't impossible, use troop ships.
Nuking planets from orbit and killing on life on them is what's near impossible (according to what you described, I never tried it) due to overly severe impact.
Also, try a small space port on every one of your planets, this would help with morale on planets and prevent rebellions.
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VarekRaith
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RE: New 1.0.4.6 Public Beta Update Available

Post by VarekRaith »

ORIGINAL: Shark7

ORIGINAL: VarekRaith
ORIGINAL: Machaon

You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.

The auto-attack on manually controlled ships is, indeed, irritating. If I wanted them to roam about the system blasting every enemy in sight, I'd put them on auto! They should only engage targets that engage them, or are within a very short (<1000) distance of their location. They should also return to their assigned position! It just seems that now it's pointless to use manual control for ships, since they act nearly the same as an autoed ship.

As to your resupply ship, I agree. Manual means manual. It's more than annoying to have the AI override the orders of ships I want to control manually. We need options for us microers that don't like the AI overriding manually given orders.

You do realize leaving the war and attack decisions on manual prevents this, right? They will still attack anything that is threatening one of your ships/planets/bases, but they will not go on the offensive. Never let the AI handle diplomacy or war, its fine for the mundane, tedious stuff, but not for stuff that requires your attention.

No, it doesn't. I've been playing with Automation set Expert since the game came out. Ships will auto-attack anything in the system they are in, regardless of the orders I give them. I don't want them to go after anything, they're on manual for that very reason!

I just tested this. I sent a lone destroyer, on manual, to a system with a pirate base. Said ship is on the other side of the system from the pirate base. Said ship attacks base, getting itself killed.
deanco2
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RE: New 1.0.4.6 Public Beta Update Available

Post by deanco2 »

I have to agree with this.&nbsp; I much preferred the micromanagement hell to the way it is now.&nbsp; I was trying to invade a planet, the troop transports got to the system, I told them to invade, and they turned around and went off to be refueled.&nbsp; This was the first moment I truly felt frustrated with the game.&nbsp;

Up till now, most of the patch changes have been positive ones.&nbsp;&nbsp; The auto refuel and auto attack, as implemented, have just made the game worse IMO.

Same with my fleets .&nbsp; Before, they did what they were told (set to manual), although I had to micromanage the attacks.&nbsp; Now they just bop off every which way.
taltamir
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RE: New 1.0.4.6 Public Beta Update Available

Post by taltamir »

I have to agree with this. I much preferred the micromanagement hell to the way it is now. I was trying to invade a planet, the troop transports got to the system, I told them to invade, and they turned around and went off to be refueled. This was the first moment I truly felt frustrated with the game.
This is something I have noticed, and it needs to be fixed.
Simply add a function where a ship ordered to drop troops will not abort current mission to go refueling.
Maybe an option to disable auto refueling.
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Shark7
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RE: New 1.0.4.6 Public Beta Update Available

Post by Shark7 »

ORIGINAL: VarekRaith
ORIGINAL: Shark7

ORIGINAL: VarekRaith



The auto-attack on manually controlled ships is, indeed, irritating. If I wanted them to roam about the system blasting every enemy in sight, I'd put them on auto! They should only engage targets that engage them, or are within a very short (<1000) distance of their location. They should also return to their assigned position! It just seems that now it's pointless to use manual control for ships, since they act nearly the same as an autoed ship.

As to your resupply ship, I agree. Manual means manual. It's more than annoying to have the AI override the orders of ships I want to control manually. We need options for us microers that don't like the AI overriding manually given orders.

You do realize leaving the war and attack decisions on manual prevents this, right? They will still attack anything that is threatening one of your ships/planets/bases, but they will not go on the offensive. Never let the AI handle diplomacy or war, its fine for the mundane, tedious stuff, but not for stuff that requires your attention.

No, it doesn't. I've been playing with Automation set Expert since the game came out. Ships will auto-attack anything in the system they are in, regardless of the orders I give them. I don't want them to go after anything, they're on manual for that very reason!

I just tested this. I sent a lone destroyer, on manual, to a system with a pirate base. Said ship is on the other side of the system from the pirate base. Said ship attacks base, getting itself killed.

You set the ship to patrol the system and it attacked a PIRATE base. To me, it is behaving as it should. It spotted a pirate with is always considered hostile and attacked it. The real question is: If you send it to a neutral empire system, does it attack? If so, then that is a problem.
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