Are we there yet?????

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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Data
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RE: Are we there yet?????

Post by Data »

Well, it's his fault for setting them so high...so I guess I fall in the damned if you do category [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Igard
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RE: Are we there yet?????

Post by Igard »

I do miss the days of Elliot popping in now and then to chat or to comment on some ideas.

I think the last time I saw him post something content related and outside of the tech support, was when he commented on a borders system being something he might look at.

I just wonder if he regrets making that comment, since there has been much debate about it. I don't think he should regret saying anything, as I think we're all happy if he needs to take all the time necessary to make it work.

Just wondering why he doesn't wade into the conversation anymore. Perhaps it's a Matrix policy that Elliot will concentrate on the coding and Erik will talk to us, but even Erik has been neglecting us a bit lately.

Anyway, not unhappy about it, just letting the devs know. It would be nice to have them pay us a visit from time to time, because we miss you.
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Data
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RE: Are we there yet?????

Post by Data »

Remember the chat session with Elliot? It was a first for any developer that I know off...and hopefully will not be the last.
Patches and new features also count as presence but offcourse you cannot hug a patch [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Lrfss
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RE: Are we there yet?????

Post by Lrfss »

Matrix Gamers need love too bumper sticker!

Drive around maybe someone that counts will see it...[:D]
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Data
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RE: Are we there yet?????

Post by Data »

LOL....but do we want just anyone to see it? [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
ollobrains
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RE: Are we there yet?????

Post by ollobrains »

well we dont have comets in systems could be something useful and tactical.

Some more events and mroe variance in the tech tree.

Terraforming or colony expansion, some form of asteroid settlements, gas giant orbital faciliities that can hold limited populations

More varied pirate experience
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Data
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RE: Are we there yet?????

Post by Data »

Some of them have been requested before but you should also wishlist them; the more votes they get....
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
ThierryBis
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RE: Are we there yet?????

Post by ThierryBis »

I'd wish for :

- something to do with researsh after you found everything. Maybe an exponential cost 'futur tech' reducing cost or giving a small bonus. Not something game breaking or that would even further widens the gap with less advanced civilization, but that still would produce an incentive to researsh and little perks feeling

- better behaviour of fleets, either to gather fuel while idle or troops

- perimeter defence : any non-allied, non-commercial, ship / combat fleet entering a system which you 'claimed' should be considered hostile and trigger hostile action, if wanted, at no reputation hit (hum yer I'm french... Maginot line thinking :) )

- maybee 'projects' to build. I really like the world devastator repairing thing. I'd love to have other things like that, and maybee be able to start my own projects, like terraforming a new planet --> could be an empire wide things because it requires much effort, leading to an economic drain, but scientific boost, etc...

- random events ? A bit like startrek BotF or Moo...

- things that personalise the colonies even more : ruins only gives + cultural bonus, except for a few empire wide bonus. I'd love to be able to have more empire wide bonus (but with less bonus not to unbalance things) As of now, there's few strategic interest to invade enemy colonies except to gain more population and $. Nothing like : I need more oil (japanese WW II) or I need this resource, or this 'wonder'
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Erik Rutins
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RE: Are we there yet?????

Post by Erik Rutins »

Hi guys,

FYI the new DW update should go into public beta this week. After that goes official, we'll be ready to start dropping hints about the future, but not before then. [8D]

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Shuul
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RE: Are we there yet?????

Post by Shuul »

Nice, looking forward for new features
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J HG T
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RE: Are we there yet?????

Post by J HG T »

Thanks for the news Erik! That made my day.
Nothing is impossible, not if you can imagine it!
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Erik Rutins
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RE: Are we there yet?????

Post by Erik Rutins »

FYI, the new DW update includes bug fixes as well as the improved modding support and many of the AI improvements from ROTS.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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cmdrnarrain
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RE: Are we there yet?????

Post by cmdrnarrain »

What AI improves were in ROTS?
"Good, evil... I'm the guy with the World Destroyer"
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cookie monster
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RE: Are we there yet?????

Post by cookie monster »

ORIGINAL: cmdrnarrain

What AI improves were in ROTS?

Check the whatsnew.pdf in your DW install folder

Edit: LOL I guess your asking cos you don't have ROTS.

Here

Change History:

v1.5.0.8 ¡V April 5, 2011

¡P Fleet Automation AI

o AI more careful about when and which ships are added to fleets so that
fleets are more cohesive.
o Automated damaged ships are now automatically removed from fleets
when they go for repairs.
o More careful calculation of fuel requirements when assigning fleet
missions.
o More careful determination of enemy forces at attack targets leading to
better target selection.
o Fleets are now more aggressive in refuelling when idle.
o Automated troop transports now leave fleet before loading troops to avoid
fleet fragmentation.
o Nearby automated idle fleets reinforce colonies under invasion (i.e. entire
fleet will drop troops).
o Unoccupied automated fleets are now more responsive to intercepting
enemy attacks.
o Automated troop transports will now automatically reinforce nearby
colonies under invasion (drop their troops at the colony).
o AI empires more likely to build Troop Cloning Facilities, especially when
their native troops are strong.

¡P Empires and Diplomacy

o War weariness is now a larger factor in encouraging an end to wars,
dependent on the aggression of the empire's dominant race.
o War weariness increases at a slightly slower rate.
o Fewer suggestions of raids against other empires, especially when you are
friendly with them.

¡P Troops and Invasions

o AI now attempts to assign fleets or strike forces to defend critical colonies
when you are at war (automated fleets when Fleet Formation is also
automated).
o Improved troop levels so that there are normally sufficient troops to
defend colonies.
o Orbital bases (space ports and defensive bases) now damage invading
troops if not cleared prior to invasion.
o Planetary shield facilities now damage invading troops.
o Doubled time duration to conquer colony (troops fight at half previous
speed).
o Increased colony unhappiness factor 'At War With Our Race' so that
invading and taking over a large world of an enemy is now more likely to
result in a rebelling population.
o Colony rebellions now raise more militia troops, especially when at war
with the dominant race of the colony.
o Increased population deaths from colony invasions, especially at larger
colonies.

¡P Colonization

o Starting colonies no longer ever have ruins.
o AI colonization now gives higher priority to independent colonies.
o Colony ships now take 3 times longer to build, slowing colonization
slightly.
o Balance of colonizable planets - now more colonizable high-quality ice
and volcanic planets (with appropriate tech).
o More independent colonies than previously.
o Greatly increased capacity of passenger transport components.
o Increased number of passenger ships and freighters.
o Improved how passenger ships respond to migration needs.
o Further refined number of colonizable planets and moons in galaxies
based on Colony Prevalence setting in game startup. By default, there are
now fewer colonies available in galaxies, slowing expansion a bit.
o Ancient Guardians no longer take ownership of lost colonies.
o Limit resources (cargo) at new colonies to small amount of Caslon and
Hydrogen fuel.
o Fixed exploit where you could right-click on an unexplored system and
get ¡§Colonize¡¨ command in right-click pop-up menu.

¡P Bug Fixes

o Fixed bug in diplomacy screen when offer to trade galaxy maps, territory
maps or tech (was previously showing invalid option 'Would you accept
this trade?').
o Fixed bug where ruins were sometimes still appearing on home colonies.
o Fixed rare crash that sometimes occurs after a planet is destroyed.
o Fixed bug where sometimes could not repair a discovered planet destroyer
or damaged ship in debris field.
o Threat of war or trade sanctions in trade negotiations (diplomacy screen)
will now automatically initiate wars or trade sanctions if the other empire
refuses your demands - only threaten if you mean it! This also applies to
other empires threatening you - your refusal will now result in war or trade
sanctions.
o Fixed a bug where clicking the ¡§Stop¡¨ action button for a ship would
sometimes cause the ship to jump coordinates to the edge of the galaxy.
o Fixed a crash that sometimes occurred when adding planets using the
game editor.
o Fixed crash when rebelling militia are defeated at a colony.
o Fixed crash when receive tech bonus from ruins after researching all tech.
o Fixed occasional crash when eliminate an empire.
o Fixed bug where assigning some mission types to fleets (Load Troops,
Refuel, Repair) would cause any ships in the fleet that were still under
construction to prematurely leave their construction yard.
o Fixed bug where game sometimes no longer shows income or cashflow
and other game tasks stop.
o Fixed crash when you have explored the entire galaxy.
o Fixed occasional crash when you recruit new troops at a colony.
o Fixed various GxBO crashes.
o Fixed rare crash in scrolling message list.
o Added extra fixes for ships jumping to galaxy corners.
o Fixed issue on Turkish Windows where could not save new designs.
o Fixed rare crashes in Empire Navigation Tool.
o Fixed bug where fleets sometimes move to top-left corner of galaxy when
assign queued missions.
o Fixed rare crash when colonize planet.
o Fixed crash when edit planet with ruins for super weapons tech bonus.
o Fixed bug where can obtain multiple bonuses from destroying pirate
bases.
o Fixed issue with incomplete message when offering info on story location.
o Fixed rare crash in Empire Navigation Tool when viewing enemy targets.
o Fixed rare crash at colonies when population drops due to invasion.
o Removed duplicated components in 'Latest Components' list in Design
screen.
o Fixed crash when remove planets in game editor.
o Fixed crash when switch themes (to a theme with less ship-sets than the
previous one).
o Fixed bug in Start New Game screen when start game after switching back
from theme with races not in current theme (if missing races set in Other
Empires grid).
o Fixed bug where AI fleet formation would often disband and reform fleets.
o Fixed problem where AI empires sometimes not researching construction
tech enough to build larger ships.
o Fixed bug where auto-retrofit message allowed upgrading to larger ship
sizes than tech currently allowed.
o Fixed bug where ships not completing construction or retrofit because
could modify designs while ships under construction.
o Fixed bug in Expansion Planner and Empire Navigation Tool where some
items not shown in green when in your system.
o Fixed exploit where filtering in Expansion Planner allowed you to exclude
unknown resources and unexplored super ruins.
o Fixed bug where Research locations were disappearing in Empire
Navigation Tool when system was colonized.
o Fixed rare crash when viewing construction ship in Ships and Bases
screen.
o Fixed rare crash when fleet moved to location.
o Fixed crash when view new colony without population.
o Fixed other rare game crashes.
o Fixed rare crash when pirate base destroyed.
o Fixed bug where newly built colony ships were start off without fuel.
o Fixed bug where empires with Mutual Defense Pacts were sometimes
attacking each other.
o Fixed bug where ships were sometimes invisible.
o Nearest construction ship now properly gets repaired abandoned ship in
debris field.
o Fixed bug where Shakturi were sometimes not appearing in game.
o Fixed 'ghost' navigation directions (ping) without item at location.
o Fixed bug where ships were sometimes doing same action twice.
o Fixed bug where ships were sometimes still blockading colony after it was
conquered.

¡P Other

o No new space port construction at colonies when they are under attack or
invasion.
o Medical centers and recreation centers are now always present on all AI
space port designs.
o Increased AI focus on building gas mining stations for fuel sources.
o Increased number of starting construction ships.
o Improved performance in late game when there are many civilian ships.
o Improved amount of space ports AI builds.
o Slightly increased colony income and lowered ship maintenance costs.
o Special racial techs now always show in 'Latest Components' list in
Designs screen.
o Allow scrapping of privately-owned bases in the Ships and Bases screen.
o Altered colony rebellions so that do not begin during invasions. Also
ensure that colony will join empire of invaders if present instead of
becoming independent or joining another empire.
o In nebula clouds movement speed is now 75% of normal (from 50%).
o Automated fleets now do not auto-respond to attacks if more than a sector
away and another fleet is closer.
o Space creatures are now shown in mini-map as dark red diagonal crosses.
o Can now have more starting empires (Start New Game screen) when have
more than 20 races for galaxies with 700 stars or more.
o Now always reset research slider to "Starting" in Edit Empire screen of
game editor.
o Special super-weapon techs set for a race in races.txt file now apply for
the race at game start.
o Rodent races now properly disike insectoid races in biases.txt file.
o Doubled capacity of passenger transport components to increase migration
rates between colonies.
o Added more weapons to default small space port design.
o Dramatically lowered damage from bombardment weapons.
o Blockading fleets now properly respond to attacks, even when not at war
with attacker.
o 'Latest components' in Designs screen now properly obtaining latest
components - may have more than one component in each area if equal
tech level.
o Ancient Guardians no longer investigate ruins or investigate and acquire
abandoned ships and bases.

v1.501 ¡V January 11, 2011

¡P Bug Fixes
o Fixed crash where deleted default designs broke Action buttons when
selecting uninhabited planets and moons (e.g. designs for resort base,
monitoring station, etc)
o Fixed crash when view design of pirate ship or base (via Trace Scanner
component)
o Fixed crash when view components for some resources in Expansion
Planner screen (e.g. Iridium)
o Fixed crash when viewing galactic storms while zoomed in to system level
o Fixed bug where construction ships sometimes would not retrofit
o When take ownership of base or carrier, now also take ownership of
fighters at base or carrier
o Fixed crash when no colony ship design and 'build and send colony ship'
in Expansion Planner screen
o Fixed rare crash when planets/moons/asteroids had been added/removed
from the galaxy
o Fixed resource transporting so that mining stations properly have excess
resources taken to nearest space port
o Fixed 'Load Troops' Action button for individual military ships
¡P Modding Support
o Added new racial biases text file for controlling natural biases between
races (biases.txt)
o Default in-game racial biases now applied when no biases file (biases.txt)
present in a theme
o Fix to allow more than 22 race images in custom themes
o Prevent unplayable races from showing up in Start New Game screen or
Quick Start screen after change themes
¡P Game Editor
o Fixed crash that occurred after adding new stars or systems in game editor
o Added following new options when editing planet/moon/asteroid in game
editor:
„X Toggle planetary rings on/off (for non gas-giant planets)
„X Add/remove resources
„X Edit planet quality
„X Edit planet scenery bonus and description
„X Edit planet/star research bonuses
¡P Empire Policy
o Prevent military ships of another empire from refueling at your colonies
and bases unless have Free Trade Agreement or better (Empire Policy
setting)

¡P Interface Improvements

o Added mass-fighter upgrade button for each carrier (Action buttons)
o Added mass fighter upgrade for entire empire (Empire Policy setting)
o Added separators for thousands in numbers (money values) in Trade
screen, Diplomacy screen, Build Order screen and Advisor messages
o Added list of new techs that triggered mass-retrofit to advisor pop-up (so
that can better determine whether to retrofit)
o Adjusted Selection Panel layout so that info does not 'fall off' bottom
when colonies selected
o Excluded non-playable races from displaying in victory conditions screen
(Ancient Guardians and Shakturi do not count towards victory conditions)
o No longer prepopulate build amounts in Build Order screen (from advisor
suggestions) if Ship Building automation is set to manual
o Build Order advisor recommendations now limited by empire cashflow
and cash on hand

¡P Game Balance Improvements

o Reduced flee/escape distance until begin warp jump (escaping ships jump
sooner)
o Increased military ship-building levels for AI empires
o Ancient Guardians better defend their home colony with troops
o Ensure Ancient Guardians generate intelligence agents
o Ensure some intelligence agents always assigned to counter-intelligence
for AI empires

¡P Performance Improvements

o Ship movement in galaxy map much smoother on multi-core machines

v1.50 ¡V December 16, 2010
¡P Initial Release
martok
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RE: Are we there yet?????

Post by martok »

ORIGINAL: Erik Rutins

FYI, the new DW update includes bug fixes as well as the improved modding support and many of the AI improvements from ROTS.

Regards,

- Erik

Awesome. I'm very much looking forward to it!


"Evil is easy, and has infinite forms." -- Pascal

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Data
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RE: Are we there yet?????

Post by Data »

Here, here....getting that feeling again [:)]
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Igard
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RE: Are we there yet?????

Post by Igard »

Good to know that there is a plan.[;)]
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Simulation01
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RE: Are we there yet?????

Post by Simulation01 »

ORIGINAL: Erik Rutins

Hi guys,

FYI the new DW update should go into public beta this week. After that goes official, we'll be ready to start dropping hints about the future, but not before then. [8D]

Regards,

- Erik


Thanks for the news.[:)]

I'm really hoping this next update is awesome.....I need some awesome.
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
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Lrfss
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RE: Are we there yet?????

Post by Lrfss »

Wow! We gonna get some love'in soon[X(]
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adecoy95
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RE: Are we there yet?????

Post by adecoy95 »

i assume by "improved modding support" your talking about the increased number of ship images and things like that introduced in RotS?
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