1.1.0.9 Public Beta Update Available

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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rxnnxs
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Re: 1.1.0.3 Public Beta Update Available

Post by rxnnxs »

I am eager to find out how the roles can be designed and if new fleets are built when the game can decide where they are built at.
It reads very promising.
Thank you for the pre weekend release!
StormingKiwi
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Re: 1.1.0.3 Public Beta Update Available

Post by StormingKiwi »

MaximKI wrote: Fri Nov 04, 2022 1:46 pm
SHIP DESIGNS AND RETROFITS
- upgraded ship design automation toggle to be per-hull instead of per-role (Designs List screen)
Dumb questions...

How do I:
1) Change ship design upgrade, retrofit and active/obsolete toggle for multiple items at once without clicking on every single one individually?

2) set default upgrade/retrofit toggle of manual/automatic to match my preferences, atm, ship design is manual, but every ship has defaulted to automatic.

3) View a list of obsolete ships?

4) Prevent the automation from propagating new designs pointlessly?
E.g. 1) sometimes if I capture a ship/base with a hangar, every strikecraft in the hangar will have its own unique design.
E.g 2) And when I was allowing automation to design civilians while I managed military, it never seemed to upgrade ships, instead it generated a brand new design (mind you, that was over 6 months ago) so maybe it got fixed. E.g. 1 was presented in 1.0.9.8 however. I haven't looked at the All designs list with the same scrutiny since.
Last edited by StormingKiwi on Sat Feb 04, 2023 7:30 pm, edited 1 time in total.
zgrssd
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Re: 1.1.0.3 Public Beta Update Available

Post by zgrssd »

StormingKiwi wrote: Sat Feb 04, 2023 12:13 pm
MaximKI wrote: Fri Nov 04, 2022 1:46 pm
SHIP DESIGNS AND RETROFITS
- upgraded ship design automation toggle to be per-hull instead of per-role (Designs List screen)
Dumb questions...

How do I:
1) Change ship design upgrade, retrofit and active/obsolete toggle for multiple items at once without clicking on every single one individually?

2) set upgrade/retrofit toggle of manual/automatic to match my preferences,

3) View a list of obsolete ships?

4) Prevent the automation from propagating new designs pointlessly?
E.g. 1) sometimes if I capture a ship/base with a hangar, every strikecraft in the hangar will have its own unique design.
E.g 2) And when I was allowing automation to design civilians while I managed military, it never seemed to upgrade ships, instead it generated a brand new design (mind you, that was over 6 months ago) so maybe it got fixed. E.g. 1 was presented in 1.0.9.8 however. I haven't looked at the All designs list with the same scrutiny since.
3) Set the Filter to obsolete ships. However that count will be substantial.

4) I keep the Automation on Full Auto Designs, then disable Auto Design (but not Upgrade) for the few Designs I want to manual.
StormingKiwi
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Re: 1.1.0.3 Public Beta Update Available

Post by StormingKiwi »

zgrssd wrote: Sat Feb 04, 2023 1:48 pm
StormingKiwi wrote: Sat Feb 04, 2023 12:13 pm
MaximKI wrote: Fri Nov 04, 2022 1:46 pm
SHIP DESIGNS AND RETROFITS
- upgraded ship design automation toggle to be per-hull instead of per-role (Designs List screen)
Dumb questions...

How do I:
1) Change ship design upgrade, retrofit and active/obsolete toggle for multiple items at once without clicking on every single one individually?

2) set upgrade/retrofit toggle of manual/automatic to match my preferences,

3) View a list of obsolete ships?

4) Prevent the automation from propagating new designs pointlessly?
E.g. 1) sometimes if I capture a ship/base with a hangar, every strikecraft in the hangar will have its own unique design.
E.g 2) And when I was allowing automation to design civilians while I managed military, it never seemed to upgrade ships, instead it generated a brand new design (mind you, that was over 6 months ago) so maybe it got fixed. E.g. 1 was presented in 1.0.9.8 however. I haven't looked at the All designs list with the same scrutiny since.
3) Set the Filter to obsolete ships. However that count will be substantial.

4) I keep the Automation on Full Auto Designs, then disable Auto Design (but not Upgrade) for the few Designs I want to manual.
Hmm...

3) I have a house guest, so can not check. However, I think there is an All Designs Filter and various Active Designs filters. But not an obsolete designs filter.

Ideally there would be a second Filter for use with the first to show designs made by the empire, be that player or automation. e.g. native designs only, non-native designs only, all designs. As you say, the obsolete ships one in All Designs gets long, and it's a pain finding a design you want on that list.

4) well that's not the question.
With derelict designs, it seems every single ship will have a different design, so that list ends up with a lot of designs that are only used by one ship. It is probably unavoidable for everything but strikecraft. I have seen every fighter and bomber used by e.g. Ghost Fleet Base have its own unique design, but the designs have the same components. E.g. Bomber1, Bomber2, Bomber3, etc. That's not necessary.

With ship designs, the automation seemed to resist upgrading and instead generated new designs. So exploration ship design Prospector will be replaced by Discoverer, NOT Prospector V2.

And sorry, 2) is unclear.
2) set default upgrade/retrofit toggle of manual/automatic to match my preferences
Kotopup
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Re: 1.1.0.3 Public Beta Update Available

Post by Kotopup »

Getting a LOT more crashes with this patch. Seems to be i get to a certain point with a game, it crashes. i go back to autosave, try playing again and it crashes again shortly after.

Included my most recent session and crash logs if that helps. Not sure where the problem is here.
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mordachai
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Re: 1.1.0.3 Public Beta Update Available

Post by mordachai »

It's a known issue - will be a patch soon - hoping for Thurs I believe.
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MaximKI
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Re: 1.1.0.6 Public Beta Update Available

Post by MaximKI »

A new public beta build is now live!
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Erik Rutins
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Re: 1.1.0.3 Public Beta Update Available

Post by Erik Rutins »

Kotopup wrote: Wed Feb 08, 2023 2:16 pm Getting a LOT more crashes with this patch. Seems to be i get to a certain point with a game, it crashes. i go back to autosave, try playing again and it crashes again shortly after.

Included my most recent session and crash logs if that helps. Not sure where the problem is here.
This is fixed in today's 1.1.0.6 public beta update.
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Kotopup
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Re: 1.1.0.6 Public Beta Update Available

Post by Kotopup »

Few things i'd like to see in future games (not sure where to put this).

1. possibility of Automatic building upgrades, IE government centers. When you get better ones from tech you need to go back and manually destroy them and create a new one.

2. Research stations on colonized planets. Currently you can select a construction ship and tell it to build on a colonized planet if there are research bonuses and it will build it. However there is no way to build this from the potential research station list and unable to do it from the colony itself (it says there are no research bonuses).

3. What is up with the exploration ships that find that one abandonded space station and get mind control. If on automatic, it will change to a neutral ship and start stealing all the debris/cargo. If you set it to manual before it reaches the station it will just stop and do nothing.

4. Attacking neutral vessels, had issues with games where a colony would rebel and steal some of my ships and attack me with them. There's no way for me to attack them back, my ships just run away from them.
Gamecat
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Re: 1.1.0.6 Public Beta Update Available

Post by Gamecat »

1.) The buildings can be upgraded without having to destroy the original lower grade. Just note, once a higher grade has been researched you can no longer build the lower grade building. I am meaning only for the plant government buildings.
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Erik Rutins
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Re: 1.1.0.6 Public Beta Update Available

Post by Erik Rutins »

Kotopup wrote: Thu Feb 09, 2023 6:51 pm Few things i'd like to see in future games (not sure where to put this).

1. possibility of Automatic building upgrades, IE government centers. When you get better ones from tech you need to go back and manually destroy them and create a new one.

2. Research stations on colonized planets. Currently you can select a construction ship and tell it to build on a colonized planet if there are research bonuses and it will build it. However there is no way to build this from the potential research station list and unable to do it from the colony itself (it says there are no research bonuses).

3. What is up with the exploration ships that find that one abandonded space station and get mind control. If on automatic, it will change to a neutral ship and start stealing all the debris/cargo. If you set it to manual before it reaches the station it will just stop and do nothing.

4. Attacking neutral vessels, had issues with games where a colony would rebel and steal some of my ships and attack me with them. There's no way for me to attack them back, my ships just run away from them.
Do you have save files for #3 and #4 which reproduce those that you could share with us please?
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Kotopup
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Re: 1.1.0.6 Public Beta Update Available

Post by Kotopup »

I don't have a save for this right now but I'll get one next time this occurs!
Kotopup
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Re: 1.1.0.6 Public Beta Update Available

Post by Kotopup »

Okay, found the abandoned spaceport. Let explorer ship auto explore and it will keep going in auto mode as an independant.

How do i upload save game? I zipped it but it's still 13MB and won't let me attach
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Re: 1.1.0.6 Public Beta Update Available

Post by Erik Rutins »

Kotopup wrote: Thu Feb 09, 2023 9:06 pm Okay, found the abandoned spaceport. Let explorer ship auto explore and it will keep going in auto mode as an independant.

How do i upload save game? I zipped it but it's still 13MB and won't let me attach
If you could just e-mail it to me at erikr@matrixgames.com with a brief description of the issue and how to reproduce, I'll make sure we investigate.

Regards

- Erik
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Kotopup
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Re: 1.1.0.6 Public Beta Update Available

Post by Kotopup »

Another weird bug. Missing weapon stats on all my ships
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Re: 1.1.0.6 Public Beta Update Available

Post by Erik Rutins »

Kotopup wrote: Fri Feb 10, 2023 3:56 pm Another weird bug. Missing weapon stats on all my ships
We've seen that blank pop-up from time to time, but haven't been able to reliably duplicate/debug it. If you figure out a way that duplicates it after a save and re-load, please let me know.
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Re: 1.1.0.6 Public Beta Update Available

Post by MorningDew »

With latest beta (steam - 1.1.0.6) fleets in manual mode get automatically assigned attack missions. Constantly having to stop them from suicide missions.
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Re: 1.1.0.6 Public Beta Update Available

Post by Erik Rutins »

MorningDew wrote: Fri Feb 10, 2023 4:18 pm With latest beta (steam - 1.1.0.6) fleets in manual mode get automatically assigned attack missions. Constantly having to stop them from suicide missions.
Do you have a save that reproduces this issue which you could share with us?

Regards,

- Erik
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Re: 1.1.0.6 Public Beta Update Available

Post by MorningDew »

Load save in attached ZIP. I select fleet 1 (only fleet) which is in manual mode. I then set time to 4x. Did this 3 times and every time a little while after retrofit is complete the fleet gets assigned to attack a base in the system.
Fleet_Manual_GettingAssignedAttacks.zip
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Erik Rutins
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Re: 1.1.0.6 Public Beta Update Available

Post by Erik Rutins »

MorningDew wrote: Fri Feb 10, 2023 6:12 pm Load save in attached ZIP. I select fleet 1 (only fleet) which is in manual mode. I then set time to 4x. Did this 3 times and every time a little while after retrofit is complete the fleet gets assigned to attack a base in the system.
Fleet_Manual_GettingAssignedAttacks.zip
Thanks.

FYI If the fleet has an engagement range that's set to at least the same system, then that would not be unexpected or an issue. You can restrict the fleet engagement range to prevent that. Manual fleets should not automatically leave their own system though.
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