Distant Worlds 2 - Latest Update (1.0.2.8)

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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Erik Rutins
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Erik Rutins »

Ranbir wrote: Tue Mar 15, 2022 10:03 am Cool patch. Still some issue of when technology gets discovered in an event that happened to be what you were researching and had "crashed" it; It will get stuck and take up a research spot. The screen says "completed" but it will still tick slowly to 100% as if you hadn't researched it.
Do you have a save file showing this that you could zip up and share with us please?
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Erik Rutins »

martok wrote: Tue Mar 15, 2022 10:28 am In the attached screenshot, I've officially encountered (established diplomatic relations with) 2 pirate factions. However, there's a 3rd pirate faction in my own home system (the Ackdarian Army) who I have *not* officially encountered, despite their base having fired upon two of my exploration ships already. Not sure if that's a bug per se, but it struck me as odd.

Also: Three pirate factions already, when I have pirates set to Very Few, *and* I've not even left my home system yet? That seems like a lot of pirates for "very few" -- that, or I'm really unlucky...
That third is what we call a "dormant" pirate faction. They won't talk, won't generate ships but will defend their local space.

There are pirate factions also generated by story events. That can mean that for some factions, you will still have pirates even if they are completely off, unless you also disable the faction stories.
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Erik Rutins »

martok wrote: Tue Mar 15, 2022 4:27 am Playing as the Ackdarians, the Ancient Small Spaceport is now automatically rebuilt -- and then immediately disbanded afterwards. (I don't get the option to keep the rebuilt spaceport like I did before.)
I'm not able to duplicate this. Could you have mis-clicked?
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StormingKiwi
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by StormingKiwi »

And in my 1.0.1.9 game, the human ghost fleet event has not fired.
martok
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by martok »

Erik Rutins wrote: Tue Mar 15, 2022 5:23 pm
martok wrote: Tue Mar 15, 2022 10:28 am In the attached screenshot, I've officially encountered (established diplomatic relations with) 2 pirate factions. However, there's a 3rd pirate faction in my own home system (the Ackdarian Army) who I have *not* officially encountered, despite their base having fired upon two of my exploration ships already. Not sure if that's a bug per se, but it struck me as odd.

Also: Three pirate factions already, when I have pirates set to Very Few, *and* I've not even left my home system yet? That seems like a lot of pirates for "very few" -- that, or I'm really unlucky...
That third is what we call a "dormant" pirate faction. They won't talk, won't generate ships but will defend their local space.

There are pirate factions also generated by story events. That can mean that for some factions, you will still have pirates even if they are completely off, unless you also disable the faction stories.

Appreciate the explanation(s), Erik. Thanks.



Erik Rutins wrote: Tue Mar 15, 2022 5:23 pm
martok wrote: Tue Mar 15, 2022 4:27 am Playing as the Ackdarians, the Ancient Small Spaceport is now automatically rebuilt -- and then immediately disbanded afterwards. (I don't get the option to keep the rebuilt spaceport like I did before.)
I'm not able to duplicate this. Could you have mis-clicked?

Nope, I didn't click on *anything*. That's the problem.

All I received was a message the ancient spaceport had been rebuilt, and then immediately afterward (1-2 days later), I get another message that it's been scrapped. It all happened in a virtual instant, and with zero input from me. (See attached screenshots.)

And it happens every single time I play as the Ackdarians now -- no exceptions.
Attachments
Ackdarian spaceport disappearing - 1.jpg
Ackdarian spaceport disappearing - 1.jpg (491.29 KiB) Viewed 2417 times
Ackdarian spaceport disappearing - 2.jpg
Ackdarian spaceport disappearing - 2.jpg (554.57 KiB) Viewed 2417 times
Ackdarian spaceport disappearing - 3.jpg
Ackdarian spaceport disappearing - 3.jpg (498.31 KiB) Viewed 2417 times
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Erik Rutins »

We may need you to start a new game and immediately save it right before this happens. If you could do that and please zip it and upload it here, it would help us figure out why this is happening for you and not for us.
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Dominae
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Dominae »

StormingKiwi wrote: Tue Mar 15, 2022 11:38 pm And in my 1.0.1.9 game, the human ghost fleet event has not fired.
I'm also having this issue. I've started 3 fresh games as Human now and the Ghost Fleet events do not occur, they just function like a standard pirate faction. I even spent some time getting them to like me, wondering if that now mattered, but the event won't trigger regardless.
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by stephenpaget »

R_TEAM wrote: Tue Mar 15, 2022 3:48 pm Dont know it is related to last patch - as i have this not happen bevore ... - but zooming in, on an system that is "in" a gas cloud drops the frame rate significant .. from smoth and stable 60fps all times to under 5 ....
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by stephenpaget »

R_TEAM wrote: Tue Mar 15, 2022 3:48 pm Dont know it is related to last patch - as i have this not happen bevore ... - but zooming in, on an system that is "in" a gas cloud drops the frame rate significant .. from smoth and stable 60fps all times to under 5 ....
Win10/12CoreXeon-16GB_RAM/AMD RadeonPro w8100 8GB_RAM

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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by martok »

Erik Rutins wrote: Wed Mar 16, 2022 12:25 am We may need you to start a new game and immediately save it right before this happens. If you could do that and please zip it and upload it here, it would help us figure out why this is happening for you and not for us.

I'd be more than happy to do so, but the forums aren't allowing me to upload it. I keep getting an error message that the zip file is too large (file size is 15,971 KB).
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Re: Distant Worlds 2 - Latest Update (1.0.2.0)

Post by Erik Rutins »

Updated the first post to 1.0.2.0. Any comments after this should be based on 1.0.2.0
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by Erik Rutins »

martok wrote: Wed Mar 16, 2022 9:05 am
Erik Rutins wrote: Wed Mar 16, 2022 12:25 am We may need you to start a new game and immediately save it right before this happens. If you could do that and please zip it and upload it here, it would help us figure out why this is happening for you and not for us.

I'd be more than happy to do so, but the forums aren't allowing me to upload it. I keep getting an error message that the zip file is too large (file size is 15,971 KB).
Could you please e-mail it to me at erikr@matrixgames.com?
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xHattix
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Re: Distant Worlds 2 - Latest Update (1.0.2.0)

Post by xHattix »

When fix for Teekan event colony migration bug?

Migrants will get vented into space on the event colony or ship just flies back fully loaded after about 100-200m pop count
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Re: Distant Worlds 2 - Latest Update (1.0.1.9)

Post by martok »

Erik Rutins wrote: Wed Mar 16, 2022 2:13 pm
martok wrote: Wed Mar 16, 2022 9:05 am
Erik Rutins wrote: Wed Mar 16, 2022 12:25 am We may need you to start a new game and immediately save it right before this happens. If you could do that and please zip it and upload it here, it would help us figure out why this is happening for you and not for us.

I'd be more than happy to do so, but the forums aren't allowing me to upload it. I keep getting an error message that the zip file is too large (file size is 15,971 KB).
Could you please e-mail it to me at erikr@matrixgames.com?

Done!
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StormingKiwi
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Re: Distant Worlds 2 - Latest Update (1.0.2.0)

Post by StormingKiwi »

Erik Rutins wrote: Wed Mar 16, 2022 2:13 pm Updated the first post to 1.0.2.0. Any comments after this should be based on 1.0.2.0
Note intelligence missions now mean that spies won't do missions if the automated policy setting caution factor is set to higher than normal. 92% chance of mission success - and the spies won't do the missions. Could these thresholds be brought down?
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Re: Distant Worlds 2 - Latest Update (1.0.2.1)

Post by Erik Rutins »

The first post in this thread has been updated with the details for the new 1.0.2.1 update, which is the last update for this week. We'll be back next week with further updates.

If you have been experiencing crashes, please try 1.0.2.1 and report your results.

Any further posts here should be based on 1.0.2.1.

If you are having any kind of crash or performance issue, we've had some success with users trying the settings in the gameoverridesettings.txt file (see the Troubleshooting FAQ) to increase or decrease the texture memory budget or try one of the other screen modes. If you try these settings and they help, please report what changes helped and post your DxDiag and Sessionlog.txt (again, see the Troubleshooting FAQ for more details).

Thank you all for your patience while we continue to work to resolve the issues still affecting some customers. These issues have proven difficult to reproduce and complex to investigate and solve, but we are putting every possible effort into them and we are making progress and hope for more significant progress next week.
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MishaTX
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Re: Distant Worlds 2 - Latest Update (1.0.2.1)

Post by MishaTX »

Thanks, Erik, to you and the rest of the team for your tireless work and frequent updates! :)
firemad
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Re: Distant Worlds 2 - Latest Update (1.0.2.1)

Post by firemad »

I think it's fixed the zoom in crash!!!
:mrgreen:
I tried on save that I had problems... so far so good
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Re: Distant Worlds 2 - Latest Update (1.0.2.1)

Post by Cauldyth »

Thanks Erik, Elliot, and whoever else is involved in your tireless work since release!
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Re: Distant Worlds 2 - Latest Update (1.0.2.1)

Post by stephenpaget »

1.0.2.1 Each new version is making things worse. I am now having CTD every couple of minutes. No crash log. The game is unplayable now. Background stars are flickering. Ship movement is jerky. Seems to be a slight delay now after every click of the mouse. Music stops starts, stutters, so I turned it off, which is what I have to do with the game ... hopeless ... why was there no early access to sort these issues out. Very frustrated, disappointed, and £30 worse off!
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