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RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Fri Dec 02, 2011 10:34 pm
by Seraphim_slith
ORIGINAL: HercMighty
Looking for the save game folder...know where it should be?
Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...
You can find save games in C:\Users\Username\AppData\Roaming\Code Force Limited\ (For Win Vista but similar pathway on i.e. XP)
And have you played around with the custom themes any? Know I managed to break my game once or twice when it tried to load my theme on startup after I'd changed one thing too many. [;)]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Fri Dec 02, 2011 10:58 pm
by WoodMan
Looking for the save game folder...know where it should be?
Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...
Hey Herc, maybe Erik meant to just reinstall the patch?
Are you a member of the members club? If so you can click on "members" at the top of the forum, then click My Orders in the list of links on the right, then it should list your purchases and there is a "download" option [;)]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 12:07 am
by ASHBERY76
ORIGINAL: Locarnus
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.
You are one negative dude.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 12:32 am
by LeonTheNeon
RESEARCH
increased number of research labs on AI designs for research stations and medium space port
empires now start the game with a research station, allowing them to reach Research output sooner
Did you guys research mind-reading? I was just coming on to post that the AI is too slow at researching.
Looks like a great patch.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 2:55 am
by Hawawaa
You guys ain't human... as in you guys rock busting out update after update! Thanks for all your hard work. Enjoy the new expansion. [&o]
Can't wait for future updates and expansions!
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 2:58 am
by alhscw
ORIGINAL: Locarnus
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.
Have you adjusted the "Range" setting for your fleets? It defaults to "Anywhere". I set mine to "System", but you might prefer "Target." This intially threw me for a loop as my carefully placed guard fleets where heading off all over the place to fight any creatures my explorers discovered. Quite frustrating until I changed this fleet setting.

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 3:01 am
by Gelatinous Cube
ORIGINAL: Locarnus
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.
Huh? Have you tried digging deeper in the settings? There's a ton of different things that change fleet behaviour, from something as simple as not hitting the little "automate" button, or your empire policy settings, or even the way you designed your ship to behave. My ships always do what I tell them to do, as long as it doesn't contradict what i've told them to do automatically.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 4:08 am
by Tanaka
Wow great improvements thanks!!! [&o]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 5:09 am
by tjhkkr
Thank you again CodeForce, Matrix!!!
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 5:16 am
by tjhkkr
ORIGINAL: WoodMan
Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about [&:]
I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape.
It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...
If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask.
[Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh].
But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.
Please let me know... [:)][:)][:)]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 6:00 am
by HectorOfTroy
ORIGINAL: tjhkkr
ORIGINAL: WoodMan
Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about [&:]
I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape.
It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...
If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask.
[Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh].
But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.
Please let me know... [:)][:)][:)]
They don't jump at all to hyperspace or they take several seconds as intended by their tech level?
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 7:05 am
by J HG T
Well, darn! Another patch out of the door. Didn't even have time to test the 1.7.0.3 properly.
Not that I'm complaining; With this rate there'll be one another patch before I get back to my computer in monday. [:)]
Anyways, changes look good once again.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 10:48 am
by WoodMan
ORIGINAL: HectorOfTroy
ORIGINAL: tjhkkr
ORIGINAL: WoodMan
Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about [&:]
I have seen it; it happens to me all the time... when my ships are fleeing. I cannot get them to jump into hyperspace for an escape.
It maybe fixed in 1.7.0.03 or 1.7.0.04. I agree I should not be able to turn them around to launch an attack when they are all shot up...
If it is an issue, I will be happy to save it and upload it. I am not really complaining about it... Erik will know what I mean when I say after playing squadleader for years, I am use to my troops not always doing what I ask.
[Example: Sherman comes down the road, and my 4.6.8 squad does not fire a panzerfaust at it... sigh].
But if it is a help, I will save it next time it happens... and I do not know if it will under 1.7.0.03 or 1.7.0.04.
Please let me know... [:)][:)][:)]
They don't jump at all to hyperspace or they take several seconds as intended by their tech level?
As Hector says it takes time (I believe approx 14 seconds with baasic hyperdrive tech) for the hyperdrive to charge.
I have tested this yesterday, the move command will activate the hyperdrive immediately but the escape command does not, I've reported this to Eliott. [;)]
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 11:17 am
by Bingeling
I think what happened to me yesterday was.
1. Move to nubu system! Fire up that hyperdrive
2. Frigate attacking from our left, sir!
3. Fire at that darn frigate! And stop that hyperdrive
4. Repeat from 1.
6 second hyperdrive start time, and 30 seconds to get into the air with the order window of the cruiser switching between move and attack. It could be a resource shortage that stops the hyperdrive when weapons go up, but when the order it move, the movement should have 100% priority and it should be allowed to shoot as long as that does not interfere.
If the cruiser had not been rather dominant at the scene it would not have been able to get into the air in 30 seconds. It would have been destroyed.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 11:37 am
by LordOfChange
I have experienced a bug or 2 when playing.
Bug 1, was pretty early game when i took over a planet from a volcanic race and for some reason my own desert people wanted to migrate to that planet, nothing wrong there. Except that while the passengers ships was on their way to the new planet the old owner decided to attack and bombard the planet, thus killing everyone that lived there. Was abit surprised of his move, but was even more surprised when my passengers ship still was in route to the planet. And when they got to the planet they released the migrants on the planet and i got a message that i found an old lost colony of my people event. Im sure its not as intended, or is it?
And since i again got the planet he did not long after bombard it again, and my passenger ships was on their way for a second run, i did a save right before they arrived this time, and sure enough, i got the event lost people colony again and got the planet back.
Bug 2, i havent testet this on the newest patch, but was in the last public one and i didnt see any notes on it. When you get long range sensors and have the options on to show the ranges on them, they will show at the wrong places when you are zoomed in a certain distance. Its not a big deal, but it was enough to be annoying.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 12:35 pm
by Bingeling
That scanner problem is reported/discussed on the tech forum.
The other one is new, as far as I can see.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 5:03 pm
by DasTactic
I like that redesigned ships are now coloured orange in the Design dialogue panel but it is just a shade dark for my eyes. A yellow or pale green may make it a little easier to read. Also, it was mentioned earlier that some work was going to be done in the Design panel to stop auto design on certain classes or to allow the player to set their own defaults. Is this still on the cards? I thought it was in place in this patch so tried overriding a few designs and removing the AI designs (both deleting and making them obsolete) but with design on auto it put its old designs back into the game again and built them instead of the design I wanted it to focus on. My preference would be to be able to leave the AI to design most of the ships but for me to be able to control some of the classes.
It would be awesome for the AI to be able to give suggestions on components that it would include in a design. For example, if you have just researched damage control and you later go to upgrade one of your ships it would be nice if it listed the new components for your consideration if it would have included them. Like the way it does for troop storage on destroyers and cruisers. Perhaps instead of in the suggestion box these components could also be colour coded in the component list. Green is a must-have component for the design; white is a consideration component; and orange for components you shouldn't consider for the design. Components that have already been included where you only need one of them could be greyed back a bit.
Next thing would be to similarly colour code luxury resources in all dialogues so at a glance you can see issues with strategic resources. I check cargoes a lot on my planets to see what is wanted and how much it has. Having the rows for luxury resources a different colour would differentiate nicely between the 'must have' strategic resources and the 'nice to have' luxury resources.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 5:57 pm
by Bingeling
The latest fix to ship design is a small tweak to the design list. There is limits to how much even Elliot can make work in 2 days.
The more proper work on ship design is for the next patch, which is not the one we are currently seeing improvements on.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 7:50 pm
by WiZz
Played Ackdarians and found interesting things. Default AI design for carriers after learning Tactical Interceptor was not appeared. It's not difficult for me to create a new one, but what about players which use AI designs.
RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!
Posted: Sat Dec 03, 2011 7:52 pm
by Bingeling
Hm, I played them my first legends game, and had no problems that I can remember. I may have had to look at "non obsolete designs", though.