No it does not break savegames. It does create a lot of new contested bases though, as border circles are now larger at least for large colonies.ORIGINAL: jezwhywhy
Dont know if its been asked before, do patches break save games?
New DW: Legends Public Beta v1.7.0.2 Available!
RE: New DW: Legends Public Beta v1.7.0.2 Available!
- HercMighty
- Posts: 397
- Joined: Fri Oct 31, 2003 7:09 pm
- Location: Minnesota, USA
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Anyone else getting an error trying to download:
421 Over the limit for maximum logins from the same IP
If you click ok you can't download, and if you hit save you get a 0kb file that won't run....
I did also try from 2 different computers....
421 Over the limit for maximum logins from the same IP
If you click ok you can't download, and if you hit save you get a 0kb file that won't run....
I did also try from 2 different computers....
RE: New DW: Legends Public Beta v1.7.0.2 Available!
This logic has been in the game since ROTS actually, but it's really showing up a lot more with the new empire territory system, along with the fixes to that in 1.7.0.2ORIGINAL: Bingeling
I have in a few hours (on slow motion due to a large war) noticed some trade suggestions that surprised me.
The AI asked to swap monitoring station for gas mines. All in contested territory. Another AI suggested end to war if I gave away a contested base. I have never noticed neither before.
Has anyone else seen new trade deals?
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Yes I am getting the same message from Firefox. prompted to login into the FTp server through IE 8.Anyone else getting an error trying to download:
421 Over the limit for maximum logins from the same IP
If you click ok you can't download, and if you hit save you get a 0kb file that won't run....
I did also try from 2 different computers....
been trying to troubleshoot this afternoon. The one thing I haven't done yet is reboot my Modem/router and get a new IP address.
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Could it be issues with some ISP having a huge virtual customer network behind one IP?
RE: New DW: Legends Public Beta v1.7.0.2 Available!
HM is in Minnesota and I am in Arizona, my ISP is Suddenlink.
- HercMighty
- Posts: 397
- Joined: Fri Oct 31, 2003 7:09 pm
- Location: Minnesota, USA
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Actually in Virginia now...need to update my profile...and I got Comcast...
RE: New DW: Legends Public Beta v1.7.0.2 Available!
This latest patch needs some love, it introduces massive slowdowns on my computer that wasn't there at release or the 1st beta.
I don't have to play long before it sets in either. In addition it now also crashes a lot unlike before, also the save function is suffering.
Hope this helps.
I don't have to play long before it sets in either. In addition it now also crashes a lot unlike before, also the save function is suffering.
Hope this helps.
- Gelatinous Cube
- Posts: 696
- Joined: Wed Oct 26, 2011 2:34 am
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Yep,I agree with the above poster. Before this beta patch I had no lag at all, and had never experienced a CTD with DW or any of the expansions. So far after this patch i've had a CTD and considerably worse performance.
However, it is just a beta patch. I'm sure they'll fix whatever this is.
The change to influence is fantastic, however. Big thumbs up!
However, it is just a beta patch. I'm sure they'll fix whatever this is.
The change to influence is fantastic, however. Big thumbs up!
- HectorOfTroy
- Posts: 312
- Joined: Sun Jan 09, 2011 11:37 am
RE: New DW: Legends Public Beta v1.7.0.2 Available!
ORIGINAL: Gelatinous Cube
Yep,I agree with the above poster. Before this beta patch I had no lag at all, and had never experienced a CTD with DW or any of the expansions. So far after this patch i've had a CTD and considerably worse performance.
However, it is just a beta patch. I'm sure they'll fix whatever this is.
The change to influence is fantastic, however. Big thumbs up!
Yeah my last game with 1702 has been laggy as well. I'm playing on 8x8 with I think 400 stars and 6 races and my performance has been laggy in the late game with all races discovered.
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Is unload troop command fixed? Unload troop by giving order for each ship does work, but fleet as whole wont unload the troop.
Besides that, why design screen suggest you to add a troop transport? Every troops are valuable asset and if they are dispersed in different destroyers or cruisers,
they get unloaded at different timing reducing the assault success chance. Overtaking smaller colonies will suffice with those few troops but...
Currently I have a dozen of destroyer which have one troops loaded and now I want to transfer them to dedicated troop transport but now
I have to do it one by one...
Besides that, why design screen suggest you to add a troop transport? Every troops are valuable asset and if they are dispersed in different destroyers or cruisers,
they get unloaded at different timing reducing the assault success chance. Overtaking smaller colonies will suffice with those few troops but...
Currently I have a dozen of destroyer which have one troops loaded and now I want to transfer them to dedicated troop transport but now
I have to do it one by one...
~ Full and Warm ~
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Hm, my game became laggy too, but I figured that was because I kept jumping between two or more simultaneous large battles, something which I had not done earlier in neither of my two legends games this far.
- HectorOfTroy
- Posts: 312
- Joined: Sun Jan 09, 2011 11:37 am
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Elliot, Erik can you please check out the new found lag with this patch [8|]
P.S. I know that Elliot has heaps on his plate, but he created this great game and we just want to play it.
P.S. I know that Elliot has heaps on his plate, but he created this great game and we just want to play it.
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Ater testing the patch I have to agree about the lag too. Significantly more lag than before the patch. The game's playable but the lag is kinda annoying.
Hopefully this gets sorted out.
Hopefully this gets sorted out.
Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."
"And they hurled themselves into the void of space with no fear."
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Crawling beelines
The increase from 2x60 to 3x60 fuel cells for freighters in the beginning was not enough.
The out of fuel problem is reduced, but I still have crawling beelines of 20 ships when I establish a new colony which is a little further away.
3 solutions that can be combined:
1) Scale fuel cell tech with galaxy. Standard fuel cells have higher capacity in larger galaxies.
2) Put more fuel cells on AI design freighters (probably a lot).
3) Tune the private sector AI.
I founded a new colony in some distance from my empire. I ordered it to build a constructor. Then about 20 ships formed a beeline, nearly all of them transporting steel from an alien homeworld to the new colony. None of them transported caslon. So after 3/4 the distance to the new colony they ran out of fuel. At the new colony there was a little bit of caslon (1000), but of course not enough for all those freighters to refuel. So apart from the first few freighters, the beeline crawled back to my empire without fuel, which took them ages, of course...
Sitting Duck explorers
My explorers still wait for the Kaltor to eat them, instead of fleeing.
Overconfident Escorts
My escorts still try to kill a giant kaltor, which is clearly out of their league (speed, armor, weapons).
I didnt notice the lag, so far...
The increase from 2x60 to 3x60 fuel cells for freighters in the beginning was not enough.
The out of fuel problem is reduced, but I still have crawling beelines of 20 ships when I establish a new colony which is a little further away.
3 solutions that can be combined:
1) Scale fuel cell tech with galaxy. Standard fuel cells have higher capacity in larger galaxies.
2) Put more fuel cells on AI design freighters (probably a lot).
3) Tune the private sector AI.
I founded a new colony in some distance from my empire. I ordered it to build a constructor. Then about 20 ships formed a beeline, nearly all of them transporting steel from an alien homeworld to the new colony. None of them transported caslon. So after 3/4 the distance to the new colony they ran out of fuel. At the new colony there was a little bit of caslon (1000), but of course not enough for all those freighters to refuel. So apart from the first few freighters, the beeline crawled back to my empire without fuel, which took them ages, of course...
Sitting Duck explorers
My explorers still wait for the Kaltor to eat them, instead of fleeing.
Overconfident Escorts
My escorts still try to kill a giant kaltor, which is clearly out of their league (speed, armor, weapons).
I didnt notice the lag, so far...
RE: New DW: Legends Public Beta v1.7.0.2 Available!
ORIGINAL: Locarnus
Crawling beelines
The increase from 2x60 to 3x60 fuel cells for freighters in the beginning was not enough.
The out of fuel problem is reduced, but I still have crawling beelines of 20 ships when I establish a new colony which is a little further away.
3 solutions that can be combined:
1) Scale fuel cell tech with galaxy. Standard fuel cells have higher capacity in larger galaxies.
2) Put more fuel cells on AI design freighters (probably a lot).
3) Tune the private sector AI.
I founded a new colony in some distance from my empire. I ordered it to build a constructor. Then about 20 ships formed a beeline, nearly all of them transporting steel from an alien homeworld to the new colony. None of them transported caslon. So after 3/4 the distance to the new colony they ran out of fuel. At the new colony there was a little bit of caslon (1000), but of course not enough for all those freighters to refuel. So apart from the first few freighters, the beeline crawled back to my empire without fuel, which took them ages, of course...
From my observation on my far away colony (Spice!). Ships arrive with a "load spice" order. They refuel while loading, and all is well. Apart from the fact that when the colony is new, there is not fuel present. Thus they have out of fuel issues.
So a good thing would be to make sure there is a fuel supply out there before starting the spaceport construction. That could have a benefit on the freighter situation. Send a construction ship with the colonizer to establish that fuel source, and hope some civilian starts shipping it to the colony (because I don't think a civilian on a load mission takes a detour to refuel).
And solving the issue with bigger tanks or scaling fuel usage defeats the purpose of the larger galaxy. If the problem could be cured by making sure there is fuel available before ordering construction I would be happy (not tested). The rest can be tuned by not too advanced AI tuning, like increasing the priority of getting a decent stock of fuel on the fresh colony. Maybe that is more important than shipping in luxuries on the first few freighters? If in addition freighters can understand they don't have to travel too far back, it should help a lot. Use spaceports as supply depots. For the distant colony the most important is to do trade with the nearest spaceport in direction of "home". And the nearest spaceport should then worry about getting enough supplies to fill that demand. Have this logic ripple through the empire.
- Erik Rutins
- Posts: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Hi Everyone,
Just FYI we are checking on the lag. That's one of the risks with beta updates. Feel free to move back to 1.7.0.1 if the lag is too much for you, but keep playing if it's tolerable as feedback on 1.7.0.2 is very much appreciated.
Regards,
- Erik
Just FYI we are checking on the lag. That's one of the risks with beta updates. Feel free to move back to 1.7.0.1 if the lag is too much for you, but keep playing if it's tolerable as feedback on 1.7.0.2 is very much appreciated.
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
- Howard Mitchell
- Posts: 449
- Joined: Mon Jun 03, 2002 11:41 am
- Location: Blighty
RE: New DW: Legends Public Beta v1.7.0.2 Available!
- reduced number and tech level of ships in debris fields
Pet hate of mine since the original DW came out, glad to see it's being addressed.
While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.
General Sir William Slim
General Sir William Slim
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Looking for feedback on this, and I could maybe, just maybe try to original storyline again. It is a game breaker. I am also not too fond of the massive tech handouts for various feats connected to the storylines. The new pirates are a borderline case in this as well.ORIGINAL: Howard Mitchell
- reduced number and tech level of ships in debris fields
Pet hate of mine since the original DW came out, glad to see it's being addressed.
- Gelatinous Cube
- Posts: 696
- Joined: Wed Oct 26, 2011 2:34 am
RE: New DW: Legends Public Beta v1.7.0.2 Available!
Well, the storylines are always going to contain new stuff. Don't turn them on if you just don't want to be involved period.
However, the new debris fields are much smaller.
However, the new debris fields are much smaller.