A preview of the v1.9.5.8 Change List

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Erik Rutins
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A preview of the v1.9.5.8 Change List

Post by Erik Rutins »

Should be available as a beta later today.

CRASH FIXES

- fixed rare crash when ships in combat

BUG FIXES

- fixed bug where race-specific diplomacy mood music was not working in a theme

SHIP DESIGN

- AI ship design process now automatically adds extra energy collector components to match static energy requirements of design (similar to the way reactors are added)
- AI ship design now increases size of Carrier designs (beyond default design template) when construction size allows (like Capital Ships already did)
- added medium and large freighter designs to AI ship design shrinking process (attempt to fit within current maximum construction size)
- fighter firepower now listed in ship design detail screen (Weapons panel), to allow better comparison of military designs (firepower and fighters listed separately)

MODDING

- now optionally allow setting battle tactics, invasion tactics and fleeWhen settings for designs in design template files. To do this, for any design template file for any race, use the following entries (Entry name with possible values after the colon):
TacticsWeaker: Evade, Standoff, AllWeapons, PointBlank
TacticsStronger: Evade, Standoff, AllWeapons, PointBlank
TacticsInvasion: DoNotInvade, InvadeWhenClear, InvadeImmediately
FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never

OTHER

- increased the maximum per-resource cargo space at spaceports and other bases from 30000 to 120000
- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them

Erik Rutins
CEO, Matrix Games LLC


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Icemania
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RE: A preview of the v1.9.5.8 Change List

Post by Icemania »

Wow! Talk about exceeding expectations! Can't wait to put it all into practice!
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Retreat1970
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RE: A preview of the v1.9.5.8 Change List

Post by Retreat1970 »

Thank you again.
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Blackstork
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RE: A preview of the v1.9.5.8 Change List

Post by Blackstork »

Great update, happy to see tractors getting love. :)
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Vardis
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RE: A preview of the v1.9.5.8 Change List

Post by Vardis »

You guys are pretty awesome. You know that, right? :)
t1it
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RE: A preview of the v1.9.5.8 Change List

Post by t1it »

- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them

I like very much [8D]
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Tanaka
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RE: A preview of the v1.9.5.8 Change List

Post by Tanaka »

Wow! Great support! Thanks guys! [&o]

"- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony"

Loving this one! This will really help with invasion defense!
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CaptainBipto1
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RE: A preview of the v1.9.5.8 Change List

Post by CaptainBipto1 »

Whoa tractor beams can push?!?
Gregorovitch55
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RE: A preview of the v1.9.5.8 Change List

Post by Gregorovitch55 »

ORIGINAL: Erik Rutins
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them

Nice. Would be good to know some more details about this such as:

if there are more than one planets with pirate facilities how will the AI decide which ones to go land troops at?
will the troops auto-attack and if not how is the player intended to know the troops have landed?
Will the troop ship auto-reload it's troops again after the facility is cleared?
if so will it move on to the next planet with a pirate facility?
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