DW2 Beta Update - 1.0.5.1 (How to Access and Change List)

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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zgrssd
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by zgrssd »

I think we got a issue with Diassembly.

Playing Boskara and got the Troop Transport ship.
I retired it, albeit at a frontier colony.
It took forever

Yet I do not think there was a single notification about a tech breakthrough
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Erik Rutins
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by Erik Rutins »

zgrssd wrote: Wed May 18, 2022 1:18 am I think we got a issue with Diassembly.

Playing Boskara and got the Troop Transport ship.
I retired it, albeit at a frontier colony.
It took forever

Yet I do not think there was a single notification about a tech breakthrough
If it's the story one, its very advanced so that would take a very long time to disassemble.

You _should_ have gotten a tech breakthrough of some kind, or several, but it is randomized and it is possible you got none. Are you sure you didn't miss any (do you see unexplained progress on any techs in the research tree)?
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SirHoraceHarkness
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by SirHoraceHarkness »

I've noticed that I don't regularly get the tech breakthrough message either but it still grants the tech bonus after disassembly. I'm sure there are other things I'm missing but overall the game seems to be running just fine now on all fronts past anemic AI expansion if you don't give them enough of a head start.
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Thineboot
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by Thineboot »

Erik Rutins wrote: Wed May 18, 2022 2:59 am [...]

If it's the story one, its very advanced so that would take a very long time to disassemble.

You _should_ have gotten a tech breakthrough of some kind, or several, but it is randomized and it is possible you got none. Are you sure you didn't miss any (do you see unexplained progress on any techs in the research tree)?
I've retired the worst pirate escort over and over by stopping disassembly once it reached the hull, let it repair and start the process again. In 2776 I had generated about 1672 research worth at that moment more than 7 years of research. While this doesn't seem much remember, that's early game, when SSPs and RS are very rare, and I've added a few research bays only lately.
Since I'm playing atm on very slow research this may be less effective in normal or fast research setting.
The first point is, you can just scuttle one ship instead of a whole fleet.

The second point is the randomization. I really like the idea of studying tech by carefully disassembling it and than repairing it again, learning by doing, try and error, well none of these terms really fit, but you get the point. You'd expect to gain knowledge about the tech your working on. But it's not only randomized when you have an eureka moment discovering something new about this armor you're not able to add to your own designs - you're always capable to rebuild any destroyed component, even when it's beyond your imagination - you'll find tech that wasn't even part of the repaired object in the first place. Or, for that matter, known to the alien creator of the design you're working on.

It may make sense from a game design point of view, but for immersion that's a huge drawback. This back and forth, I'm totally fine with it. You're blocking one of your sparse yards in early game anyway. But randomization should focus on the components you're working on, not just tech, that might be part of a ship. The highest tech I got research points for was Shipboard Marines and no pirate I've met so far has ever known this tech, with the exception of The Clan of Superiority, of course.

And since we're talking about disassembling, please add this to construction ships, too. They should be able to disassemble stations instead of blowing them up as the only way to get rid of one - or study new tech, obviously ;)
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by zgrssd »

SirHoraceHarkness wrote: Wed May 18, 2022 3:27 am I've noticed that I don't regularly get the tech breakthrough message either but it still grants the tech bonus after disassembly. I'm sure there are other things I'm missing but overall the game seems to be running just fine now on all fronts past anemic AI expansion if you don't give them enough of a head start.
It is quite possible it is just the "Breakthrough from Retiring" that is broken. I do have some progress, but am not certain if it was this ship or some other Ruins/Events I had in the years since that process had started.
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by zgrssd »

Either the Colonizer Code is realy smart or has one more issue. I am not sure:

Boskara game
I have a planet full of Securans
I gave order to Colonize Mikal. This propably unrelated, but it is noticable this was the last Volcanic Planet at 20+ Suitability for Boskara. In fact, even with current Terraforming there is not a single planet I could get to 20+.
Then I gave order to colonize a Desert Planet.
Then the suggestion negged me to build another colonizer.
Both were build
Both are going to the Desert planet to pick up colonists.

So either the game has a issue - both colonizers are en-route for picking up the Securans. Because Colonizers en-route are not considered when picking up colonists.
Or the game is realy smart - realizing there is nothing left for boskara to conolinze. But plenty of stuff for securans. So it picks them up intentionally.
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100thMonkey
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Re: DW2 Beta Update - 1.0.4.1 (How to Access and Change List)

Post by 100thMonkey »

Erik Rutins wrote: Tue May 17, 2022 6:14 pm
100thMonkey wrote: Tue May 17, 2022 5:14 pm Good to know that I'm already doing the right things to maximize captures. Yet, I've encountered again (even after 1.0.4.1) a situation where a fleet wasn't doing anything after receiving an order to capture a base in the same system. And, as before, the fleet "had" the capture mission, and the flagship had "No mission". While trying to figure out what was going on, I noticed that the flag ship's position within the fleet was "Core", while all the other ships had "Close Escort". I changed that to "Picket" for all ships (thanks for the new buttons/tools in tactical settings), and then they went and captured the base.

Is that the intended behavior: that even with a manual fleet, ship's tactical settings might interfere with a capture order?
Could you please share a save with us showing that issue? Does this duplicate for you in 1.0.4.3? I would love to have that save to see what's happening, impossible to really be sure without it.
I would, but I don't have any. I tried to reproduce the problem from old saves, and up to now, I haven't been able to. So maybe it was fixed by 1.0.4.3, or a combination of the changes in 1.0.4.3 and 1.0.4.1. I'll keep an eye for that behavior, and if I see it again, I'll post a report with a save.

I don't think that should affect the capture process, but it does relate to raid/boarding combat not progressing.
About the raid countdown:
  • Are there indications in the game interface that such a countdown is active for a target? (I hope so: would be annoying to have an invasion stagnate because an enemy colony have been raided by pirates recently)
  • Are there factors that can increase or decrease the countdown duration?
Regarding tankers: I've seen a tanker belonging to a fleet attack an enemy mining station, by itself, while the fleet was on its way toward another mining system in a far away system. That was with 1.0.4.3. I've posted a report about it (with a saved game):

https://www.matrixgames.com/forums/view ... 6&t=384123
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by WiZz »

To devs

When do you plan to release 1.0.4.3?
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Erik Rutins
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Re: DW2 Beta Update - 1.0.4.3 (How to Access and Change List)

Post by Erik Rutins »

We found a few more issues that will lead to one more public beta likely tomorrow, then hopefully an official update based on the latest round of betas on Tuesday next week.
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100thMonkey
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Re: DW2 Beta Update - 1.0.4.1 (How to Access and Change List)

Post by 100thMonkey »

100thMonkey wrote: Wed May 18, 2022 6:39 pm
Erik Rutins wrote: Tue May 17, 2022 6:14 pm
100thMonkey wrote: Tue May 17, 2022 5:14 pm Good to know that I'm already doing the right things to maximize captures. Yet, I've encountered again (even after 1.0.4.1) a situation where a fleet wasn't doing anything after receiving an order to capture a base in the same system. And, as before, the fleet "had" the capture mission, and the flagship had "No mission". While trying to figure out what was going on, I noticed that the flag ship's position within the fleet was "Core", while all the other ships had "Close Escort". I changed that to "Picket" for all ships (thanks for the new buttons/tools in tactical settings), and then they went and captured the base.

Is that the intended behavior: that even with a manual fleet, ship's tactical settings might interfere with a capture order?
Could you please share a save with us showing that issue? Does this duplicate for you in 1.0.4.3? I would love to have that save to see what's happening, impossible to really be sure without it.
I would, but I don't have any. I tried to reproduce the problem from old saves, and up to now, I haven't been able to. So maybe it was fixed by 1.0.4.3, or a combination of the changes in 1.0.4.3 and 1.0.4.1. I'll keep an eye for that behavior, and if I see it again, I'll post a report with a save.
I have encountered a situation, in 1.0.4.3, in which one of my fleet doesn't attack a nearby enemy fleet when ordered to do so, while another of my fleet does. I've posted a report here, with a saved game:
https://www.matrixgames.com/forums/view ... 6&t=384193
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Erik Rutins »

The initial post has been updated to the 1.0.4.6 beta, which is available today via Steam and GOG. We hope to release this later this week or early next week as an official update.
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Thineboot
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Thineboot »

You've can see and change Tactical Settings of enemy ships:
  1. Select own ship and open Set Tactical
  2. Select enemy ship
  3. Change Tactical Settings of enemy ship
  4. Let game run
  5. Repeat
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Valinor
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Valinor »

Confirmed!
I just told the enemy ships to evade and not to attack my poor ships ... and it worked perfectly :shock: :lol: !
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by vladcbnn »

Hello,
With the latest beta 1.0.4.6, the game is broken, my defence fleet will guard the planets but when the planets are attacked my fleets don't do anything, they just watch me planets getting taken over by the enemies. This patch made the game unplayable. Also, sometimes the troops on planets become stuck with the yellow arrow, as reserved by troop transporters, but the troop transporters never pick them up, sometimes the troops are garrisoned, so the only solution is to disband them.
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Erik Rutins »

vladcbnn wrote: Mon May 23, 2022 6:36 pm With the latest beta 1.0.4.6, the game is broken, my defence fleet will guard the planets but when the planets are attacked my fleets don't do anything, they just watch me planets getting taken over by the enemies. This patch made the game unplayable. Also, sometimes the troops on planets become stuck with the yellow arrow, as reserved by troop transporters, but the troop transporters never pick them up, sometimes the troops are garrisoned, so the only solution is to disband them.
Defense fleets are working fine here. Have you re-checked their tactical settings per the explanations in the change notes?

If you can't figure out a solution for these issues, please post a save file for us in the Tech Support sub-forum so that we can look into them.
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Thineboot
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Thineboot »

Send [Ship] to Colonize [Independent] while [Ship] is Load(ing) colonists at [Colony] stops loading and sends ship directly to independent.

Colony ship can arrive with anything between empty and full load of colonists.

Since you don't see how much colonists are loaded when you click Send, you have to cross check before sending any colony ship - which can't be the intended behaviour, right?
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by vladcbnn »

Erik Rutins wrote: Mon May 23, 2022 9:56 pm
vladcbnn wrote: Mon May 23, 2022 6:36 pm With the latest beta 1.0.4.6, the game is broken, my defence fleet will guard the planets but when the planets are attacked my fleets don't do anything, they just watch me planets getting taken over by the enemies. This patch made the game unplayable. Also, sometimes the troops on planets become stuck with the yellow arrow, as reserved by troop transporters, but the troop transporters never pick them up, sometimes the troops are garrisoned, so the only solution is to disband them.
Defense fleets are working fine here. Have you re-checked their tactical settings per the explanations in the change notes?

If you can't figure out a solution for these issues, please post a save file for us in the Tech Support sub-forum so that we can look into them.
I've uploaded the savefile, now, only 1 of the fleets attacks the enemy, but when I played before, none of my fleets attacked the enemy, they just stood and looked at the enemy taking the colony, I could not reproduce the exact same scenario as when all the fleets didn't react.
https://we.tl/t-QxxtTKknA8
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Erik Rutins
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Erik Rutins »

Thineboot wrote: Mon May 23, 2022 10:08 pm Send [Ship] to Colonize [Independent] while [Ship] is Load(ing) colonists at [Colony] stops loading and sends ship directly to independent.

Colony ship can arrive with anything between empty and full load of colonists.

Since you don't see how much colonists are loaded when you click Send, you have to cross check before sending any colony ship - which can't be the intended behaviour, right?
Do you have a save file that duplicates this?
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Thineboot
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Re: DW2 Beta Update - 1.0.4.6 (How to Access and Change List)

Post by Thineboot »

You have a PM; checked it before sending in [1.0.4.6] - same result as described above.
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Re: DW2 Beta Update - 1.0.4.7 (How to Access and Change List)

Post by Erik Rutins »

Updated the original post to reflect the 1.0.4.7 beta update, which has just been released.

We recommend starting a new game with 1.0.4.7 for best results.

We expect the beta updates to become a big new official update next Tuesday.
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