Distant Worlds Shadows Updated to 1.9.0.8
- Gerry Edwards
- Posts: 124
- Joined: Thu Feb 21, 2013 10:25 pm
Distant Worlds Shadows Updated to 1.9.0.8
Available by clicking "Check for Updates" on your game menu and also here:
http://www.matrixgames.com/products/466/downloads/
Please unzip it and run the included file to install it.
This Build has the following changes from version 1.9.0.7 to 1.9.0.8:
V1.9.0.8 – June 28th, 2013
• Eighth Update
CRASH FIXES
- fixed rare crash when select colony
- fixed rare crash with fleets
BUG FIXES
- fixed bug where AI ship design process was still creating unbuildable new designs (too large) for a ship subrole when there was an existing buildable design for the same subrole
- automation setting for Research now properly honored - will not auto-select new research projects when Research automation is disabled
- fixed filters in Pirate Missions panel in Empire Navigation Tool when playing as normal empire
OTHER
- disabled auto-self-destruct for hopelessly damaged ships when empire is player
- pirate factions no longer offer to sell tech when recipient empire has nearly researched the tech themselves
- improved drawing of Long Range Scanner visibility for Resupply Ships
- characters at ships or bases are now immediately auto-transferred to empire capital (or pirate home base) when manually scrapped (when not damaged and in battle)
- AI no longer auto-researches super weapon techs once all other research completed
- ensure that ship missions are cleared when pirate faction joins another empire
- double-clicking on selected fleet in Selection Panel now opens Fleets screen
- improved freighter fulfillment for construction ships with resource shortages
This build has the following changes from version 1.9.0.6 to 1.9.0.7:
BUG FIXES
- fixed bug where mining stations marked to not auto-retrofit were still retrofitting
- fixed bug where assigning fleet retrofit would sometimes not work (fleet would simply refuel)
- fixed bug where fleets would sometimes not attack space creatures
BUILD ORDER SCREEN
- added civilian ships (freighters, mining ships, passenger ships) to Build Order screen when playing as a pirate faction
- fixed bug where Build Order screen was building new pirate construction ships at controlled (but unowned) colonies
PIRATES
- pirate factions now build more freighters and less military ships
- pirates now more likely to build new mining stations
- slightly reduced pirate income from controlled colonies
- improved willingness of pirate fleets to engage enemies near controlled colonies
MINING AND RESOURCES
- improved distribution of mining station build locations for AI controlled construction ships
- slightly decreased Steel usage in components
COLONY RAIDS AND INVASIONS
- fixed problems with battles at colonies with pirate raiders and standard troops (invasions sometimes being mistaken for raids, etc)
- reduced population losses during colony invasions, especially at smaller colonies
GRAPHICS
- fixed bug where ringed planets and stars would sometimes not be drawn when near edge of screen
OTHER
- improved damage from Ion Weapons against Bombard weapons and Vectoring engines
- captured ships now consider whether hyperdrive is merely disabled (instead of destroyed) before scrapping at capture point (instead of sending to disassemble at yard)
- slightly increased difficulty of 'Destroy Base' intelligence missions
Full Change List for 1.9.0.6 from 1.9.0.5:
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where some pirate games would often 'stall' on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get 'lost' when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered "Random" proximity setting in Game Startup to distribute starting empires *EVENLY* across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has *excess* money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for *manually* controlled ships and fleets (Game Options > Empire Settings). These settings default to 'no change', so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now 'gang-up' on enemy targets better, assigning many attackers to take on a target
Full Change List for 1.9.0.5 from 1.9.0.4:
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen
SMUGGLING AND FREIGHTERS
- improved willingness of pirate freighters to fulfill smuggling missions
- smuggling missions properly expire when resource requirements fulfilled at colony
- slightly lowered number of freighters that AI builds
DEFEND MISSIONS
- increased prices for pirate defend missions
- an empire will assign a maximum of 3 pirate defend missions per system
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful
PIRATES
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)
- pirate factions now better handle tourism, resort bases and passenger ships
- pirates cannot build bases at colonies of other empires (e.g. spaceports)
RAIDS AND INVASIONS
- raids on a colony now inflict less casualties on population at the colony
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve
BOARDING AND CAPTURE
- captured bases at colonies of other empires will now self-destruct
- fighters now better at handling boarding and capture missions
SHIP DESIGNS
- improved function of 'Auto Upgrade' button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)
- can now alter 'Auto Retrofit' dropdown setting for Mining Stations in Design Detail screen
OTHER
- tractor beams now push creatures away when they are attacking a ship
- further improved performance, especially in large games
Full Change List for 1.9.0.4 from 1.9.0.3:
CRASH FIXES
- fixed various crashes
BUG FIXES
- further improvements to ensure that civilian ships do not become idle
- fixed bug where design templates that specify phaser weapons would instead sometimes produce designs with pulse blasters or rail guns (even when phasers available)
- fixed bug where Resort Bases could sometimes not be built at scenic locations if already had mining station built there
OTHER
- improved performance, especially for large games
- can now toggle auto/manual retrofit for private base designs (i.e. mining stations) in designs screen
- added troop type labels (Infantry, Armored, etc) to hover message for troop recruitment action buttons when colony selected
Full Change List for 1.9.0.3 from 1.9.0.2:
CRASH FIXES
- fixed crash when edit planet with Warp Field Precursor tech ruins
- fixed various other crashes
GENERAL BUG FIXES
- fixed problem where research progress sometimes stops
- fixed bug where owned pirate colonies would often not earn tax income
- fixed bug where recruited Cloned troops were too strong
- further fixed Build Order advisor suggestions so that the construction price is constantly updated to reflect current economic conditions
- fixed bug with colony upkeep costs, so that this is now properly calculated and displayed
- fixed bug where the ship design AI would not properly obsolete old ship and base designs if they were above the current construction size limit
- Bombard weapons are now properly added to designs when in a design template
PIRATES
- pirates no longer build new spaceports or other bases at a planet where they already have a spaceport
- fixed description of pirate corruption at colonies to show correct value (Colonies screen, Population tab)
- reduced reputation level increases from destroying pirates, destroying pirate spaceports is the most significant factor counting towards reputation
- now properly show extra settings in Empire Policy screen once a pirate faction builds the Criminal Network and has owned colonies
- pirates now cannot raid a colony when the same pirate faction is already invading colony (with standard troops)
OTHER
- fixed Selection Panel so that it properly displays bases and ships with many fighters (200+)
- changed hotkey for taking screenshots to PrntScrn (was "/" on numeric keypad)
- auto-controlled military ships without hyperdrives now do not attempt to escort ships with hyperdrives
- added further improvements to refuelling for independent freighters and civilian pirate ships
- can no longer board and capture abandoned ships or bases (e.g. planet destroyers, debris fields, etc)
Full Change List for 1.9.0.2 from 1.9.0.1:
CRASH FIXES
- fixed crash when start new prewarp game with very few pirates
- fixed crash when last ship in fleet is destroyed while fleet selected, and then click next fleet button
- fixed various other crashes
GENERAL BUG FIXES
- fixed bug where private sector ships would sometimes stop working
- Improved bug (work in progress) where Build Order screen has zero values for ship construction amounts
- fixed bug where construction ship repairing a damaged ship at a planet would separate from damaged ship being repaired
- pirate faction manually scrapping ships and bases now properly earns looting income
- ensure money obtained as loot from raid is never negative
PIRATES, CONTROLLED COLONIES, FACILITIES AND RAIDS
- fixed bug where sometimes could not build Criminal Network except via advisor suggestion
- pirate facilities are now much less likely to be destroyed in raids
- destroying pirate facilities at colonies of normal empires is now harder, as more pirate raider troops are generated to defend pirate bases at colony. Pirates also receive a combat bonus when defending their controlled colony with a Pirate Base or Fortress
- enemy raids against colonies with pirate facilities will usually only damage the facilities instead of completely destroying them
- pirate control level at colonies now does not drop below thresholds when have pirate base or fortress present (50% or 100%), even when planet population passes cap where pirate control would normally decrease
- pirate military ships do not raid own controlled colonies when control level is above 50%
- raids against controlled colonies where you have own pirate facilities will not destroy these facilities
- pirate factions will now defend against enemy raids on their controlled colonies with pirate facilities
- pirate facilities are now faster to build at controlled colonies
- colony corruption level is now higher when pirates control the colony, and especially when pirate facilities are present
OTHER
- Gizurean alien race now has lower population growth from periodic race change event
- bombardment can now sometimes destroy planetary facilities
- construction ships no longer incorrectly load retrofit resource cargo when repairing damaged ships
- added message to player when foreign intelligence agent successfully sabotages construction at a base, colony or construction ship
- patrolling fleets now more likely to engage enemy targets in same system
- colony ships now always check whether colonization target is within range
Full Change List for 1.9.0.1 from 1.9.0.0:
CRASH FIXES
- fixed crash at game startup on some PCs (ManagementObject)
- fixed another rare crash
BUG FIXES
- fixed bug where could have two smuggling missions for a colony if both manually request and then also accept advisor suggestion
- fixed problem where certain races do not start with Resupply Ship when playing as pirate
- fixed colors of pirate bonuses (Empire Summary screen) so that penalties are red and bonuses are green
FREIGHTERS AND RESOURCES
- Construction Ships now also deliver initial retrofit resource cargo to bases they build, thus mining stations have retrofit resources without freighters needing to deliver them afterwards
- bases present at game startup (e.g. mining stations, etc) now have retrofit resource cargo presupplied
- now have less freighters built by private economy, especially in large empires
- now use less Carbon Fibre in components
USER INTERFACE
- Mining Station list in Empire Navigation Tool now shows resources mined instead of cargo
- remapped Screenshot key to "/" key on numeric keypad (instead of "0")
- added hotkey for opening/closing Ground Report screen ("[", open bracket)
- added pirate stats to *own empire* when selected in Diplomacy screen
- now properly adjust size of Ground Report screen so that edges are not off-screen when enlarged
- altered default values for scroll and zoom speed in Game Options so that zooming and scrolling is slower and smoother
OTHER
- AI is now properly sending advisor suggestion to player before sending a pirate fleet to carry out an assigned Defend mission - i.e. not overriding manual control of fleets
Cheers,
Jander
http://www.matrixgames.com/products/466/downloads/
Please unzip it and run the included file to install it.
This Build has the following changes from version 1.9.0.7 to 1.9.0.8:
V1.9.0.8 – June 28th, 2013
• Eighth Update
CRASH FIXES
- fixed rare crash when select colony
- fixed rare crash with fleets
BUG FIXES
- fixed bug where AI ship design process was still creating unbuildable new designs (too large) for a ship subrole when there was an existing buildable design for the same subrole
- automation setting for Research now properly honored - will not auto-select new research projects when Research automation is disabled
- fixed filters in Pirate Missions panel in Empire Navigation Tool when playing as normal empire
OTHER
- disabled auto-self-destruct for hopelessly damaged ships when empire is player
- pirate factions no longer offer to sell tech when recipient empire has nearly researched the tech themselves
- improved drawing of Long Range Scanner visibility for Resupply Ships
- characters at ships or bases are now immediately auto-transferred to empire capital (or pirate home base) when manually scrapped (when not damaged and in battle)
- AI no longer auto-researches super weapon techs once all other research completed
- ensure that ship missions are cleared when pirate faction joins another empire
- double-clicking on selected fleet in Selection Panel now opens Fleets screen
- improved freighter fulfillment for construction ships with resource shortages
This build has the following changes from version 1.9.0.6 to 1.9.0.7:
BUG FIXES
- fixed bug where mining stations marked to not auto-retrofit were still retrofitting
- fixed bug where assigning fleet retrofit would sometimes not work (fleet would simply refuel)
- fixed bug where fleets would sometimes not attack space creatures
BUILD ORDER SCREEN
- added civilian ships (freighters, mining ships, passenger ships) to Build Order screen when playing as a pirate faction
- fixed bug where Build Order screen was building new pirate construction ships at controlled (but unowned) colonies
PIRATES
- pirate factions now build more freighters and less military ships
- pirates now more likely to build new mining stations
- slightly reduced pirate income from controlled colonies
- improved willingness of pirate fleets to engage enemies near controlled colonies
MINING AND RESOURCES
- improved distribution of mining station build locations for AI controlled construction ships
- slightly decreased Steel usage in components
COLONY RAIDS AND INVASIONS
- fixed problems with battles at colonies with pirate raiders and standard troops (invasions sometimes being mistaken for raids, etc)
- reduced population losses during colony invasions, especially at smaller colonies
GRAPHICS
- fixed bug where ringed planets and stars would sometimes not be drawn when near edge of screen
OTHER
- improved damage from Ion Weapons against Bombard weapons and Vectoring engines
- captured ships now consider whether hyperdrive is merely disabled (instead of destroyed) before scrapping at capture point (instead of sending to disassemble at yard)
- slightly increased difficulty of 'Destroy Base' intelligence missions
Full Change List for 1.9.0.6 from 1.9.0.5:
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where some pirate games would often 'stall' on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get 'lost' when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered "Random" proximity setting in Game Startup to distribute starting empires *EVENLY* across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has *excess* money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for *manually* controlled ships and fleets (Game Options > Empire Settings). These settings default to 'no change', so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now 'gang-up' on enemy targets better, assigning many attackers to take on a target
Full Change List for 1.9.0.5 from 1.9.0.4:
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen
SMUGGLING AND FREIGHTERS
- improved willingness of pirate freighters to fulfill smuggling missions
- smuggling missions properly expire when resource requirements fulfilled at colony
- slightly lowered number of freighters that AI builds
DEFEND MISSIONS
- increased prices for pirate defend missions
- an empire will assign a maximum of 3 pirate defend missions per system
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful
PIRATES
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)
- pirate factions now better handle tourism, resort bases and passenger ships
- pirates cannot build bases at colonies of other empires (e.g. spaceports)
RAIDS AND INVASIONS
- raids on a colony now inflict less casualties on population at the colony
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve
BOARDING AND CAPTURE
- captured bases at colonies of other empires will now self-destruct
- fighters now better at handling boarding and capture missions
SHIP DESIGNS
- improved function of 'Auto Upgrade' button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)
- can now alter 'Auto Retrofit' dropdown setting for Mining Stations in Design Detail screen
OTHER
- tractor beams now push creatures away when they are attacking a ship
- further improved performance, especially in large games
Full Change List for 1.9.0.4 from 1.9.0.3:
CRASH FIXES
- fixed various crashes
BUG FIXES
- further improvements to ensure that civilian ships do not become idle
- fixed bug where design templates that specify phaser weapons would instead sometimes produce designs with pulse blasters or rail guns (even when phasers available)
- fixed bug where Resort Bases could sometimes not be built at scenic locations if already had mining station built there
OTHER
- improved performance, especially for large games
- can now toggle auto/manual retrofit for private base designs (i.e. mining stations) in designs screen
- added troop type labels (Infantry, Armored, etc) to hover message for troop recruitment action buttons when colony selected
Full Change List for 1.9.0.3 from 1.9.0.2:
CRASH FIXES
- fixed crash when edit planet with Warp Field Precursor tech ruins
- fixed various other crashes
GENERAL BUG FIXES
- fixed problem where research progress sometimes stops
- fixed bug where owned pirate colonies would often not earn tax income
- fixed bug where recruited Cloned troops were too strong
- further fixed Build Order advisor suggestions so that the construction price is constantly updated to reflect current economic conditions
- fixed bug with colony upkeep costs, so that this is now properly calculated and displayed
- fixed bug where the ship design AI would not properly obsolete old ship and base designs if they were above the current construction size limit
- Bombard weapons are now properly added to designs when in a design template
PIRATES
- pirates no longer build new spaceports or other bases at a planet where they already have a spaceport
- fixed description of pirate corruption at colonies to show correct value (Colonies screen, Population tab)
- reduced reputation level increases from destroying pirates, destroying pirate spaceports is the most significant factor counting towards reputation
- now properly show extra settings in Empire Policy screen once a pirate faction builds the Criminal Network and has owned colonies
- pirates now cannot raid a colony when the same pirate faction is already invading colony (with standard troops)
OTHER
- fixed Selection Panel so that it properly displays bases and ships with many fighters (200+)
- changed hotkey for taking screenshots to PrntScrn (was "/" on numeric keypad)
- auto-controlled military ships without hyperdrives now do not attempt to escort ships with hyperdrives
- added further improvements to refuelling for independent freighters and civilian pirate ships
- can no longer board and capture abandoned ships or bases (e.g. planet destroyers, debris fields, etc)
Full Change List for 1.9.0.2 from 1.9.0.1:
CRASH FIXES
- fixed crash when start new prewarp game with very few pirates
- fixed crash when last ship in fleet is destroyed while fleet selected, and then click next fleet button
- fixed various other crashes
GENERAL BUG FIXES
- fixed bug where private sector ships would sometimes stop working
- Improved bug (work in progress) where Build Order screen has zero values for ship construction amounts
- fixed bug where construction ship repairing a damaged ship at a planet would separate from damaged ship being repaired
- pirate faction manually scrapping ships and bases now properly earns looting income
- ensure money obtained as loot from raid is never negative
PIRATES, CONTROLLED COLONIES, FACILITIES AND RAIDS
- fixed bug where sometimes could not build Criminal Network except via advisor suggestion
- pirate facilities are now much less likely to be destroyed in raids
- destroying pirate facilities at colonies of normal empires is now harder, as more pirate raider troops are generated to defend pirate bases at colony. Pirates also receive a combat bonus when defending their controlled colony with a Pirate Base or Fortress
- enemy raids against colonies with pirate facilities will usually only damage the facilities instead of completely destroying them
- pirate control level at colonies now does not drop below thresholds when have pirate base or fortress present (50% or 100%), even when planet population passes cap where pirate control would normally decrease
- pirate military ships do not raid own controlled colonies when control level is above 50%
- raids against controlled colonies where you have own pirate facilities will not destroy these facilities
- pirate factions will now defend against enemy raids on their controlled colonies with pirate facilities
- pirate facilities are now faster to build at controlled colonies
- colony corruption level is now higher when pirates control the colony, and especially when pirate facilities are present
OTHER
- Gizurean alien race now has lower population growth from periodic race change event
- bombardment can now sometimes destroy planetary facilities
- construction ships no longer incorrectly load retrofit resource cargo when repairing damaged ships
- added message to player when foreign intelligence agent successfully sabotages construction at a base, colony or construction ship
- patrolling fleets now more likely to engage enemy targets in same system
- colony ships now always check whether colonization target is within range
Full Change List for 1.9.0.1 from 1.9.0.0:
CRASH FIXES
- fixed crash at game startup on some PCs (ManagementObject)
- fixed another rare crash
BUG FIXES
- fixed bug where could have two smuggling missions for a colony if both manually request and then also accept advisor suggestion
- fixed problem where certain races do not start with Resupply Ship when playing as pirate
- fixed colors of pirate bonuses (Empire Summary screen) so that penalties are red and bonuses are green
FREIGHTERS AND RESOURCES
- Construction Ships now also deliver initial retrofit resource cargo to bases they build, thus mining stations have retrofit resources without freighters needing to deliver them afterwards
- bases present at game startup (e.g. mining stations, etc) now have retrofit resource cargo presupplied
- now have less freighters built by private economy, especially in large empires
- now use less Carbon Fibre in components
USER INTERFACE
- Mining Station list in Empire Navigation Tool now shows resources mined instead of cargo
- remapped Screenshot key to "/" key on numeric keypad (instead of "0")
- added hotkey for opening/closing Ground Report screen ("[", open bracket)
- added pirate stats to *own empire* when selected in Diplomacy screen
- now properly adjust size of Ground Report screen so that edges are not off-screen when enlarged
- altered default values for scroll and zoom speed in Game Options so that zooming and scrolling is slower and smoother
OTHER
- AI is now properly sending advisor suggestion to player before sending a pirate fleet to carry out an assigned Defend mission - i.e. not overriding manual control of fleets
Cheers,
Jander
Those who came before pave the path of tomorrow.
RE: Distant Worlds Shadows Updated to 1.9.0.8
Thanks muchly. [;)]- fixed bug where AI ship design process was still creating unbuildable new designs (too large) for a ship subrole when there was an existing buildable design for the same subrole
- automation setting for Research now properly honored - will not auto-select new research projects when Research automation is disabled
RE: Distant Worlds Shadows Updated to 1.9.0.8
link points to 1907. Please correct.
RE: Distant Worlds Shadows Updated to 1.9.0.8
ORIGINAL: ricanuck
link points to 1907. Please correct.
Still points to 1907.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
- scotten_usa
- Posts: 271
- Joined: Fri Dec 09, 2005 4:52 pm
RE: Distant Worlds Shadows Updated to 1.9.0.8
Interesting is there is no official post for this patch from a Matrix person.
RE: Distant Worlds Shadows Updated to 1.9.0.8
Who the blazes is "Jander" and why isn't this posted by a Matrix staff member?
Smells like bullsh*t to me.
Smells like bullsh*t to me.
“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens
RE: Distant Worlds Shadows Updated to 1.9.0.8
maybe he posted in the wrong forum ?
but it doesn't work tho lol
if you look at the patch page,you'll see 8 patchORIGINAL: Kayoz
Who the blazes is "Jander" and why isn't this posted by a Matrix staff member?
Smells like bullsh*t to me.
but it doesn't work tho lol
RE: Distant Worlds Shadows Updated to 1.9.0.8
Works fine for me, I'm playing it right now
- BigWolfChris
- Posts: 665
- Joined: Wed Mar 31, 2010 4:26 pm
- Contact:
RE: Distant Worlds Shadows Updated to 1.9.0.8
ftp://ftp.matrixgames.com/pub/DistantWo ... te1908.zip
Is indeed on the official FTP...
Curious it is going through process atm and got posted before it should have? Hence no official post
Is indeed on the official FTP...
Curious it is going through process atm and got posted before it should have? Hence no official post
AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive
- Erik Rutins
- Posts: 39324
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: Distant Worlds Shadows Updated to 1.9.0.8
Jander is the unofficial non-moderator account for one of our Production Assistants. Andrew and I are out of the office, so Jander (Gerry) had to post this up for you all. Apologies for any confusion this caused.
Regards,
- Erik
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.
- nelsonlee_slith
- Posts: 22
- Joined: Thu Dec 29, 2011 3:32 am
RE: Distant Worlds Shadows Updated to 1.9.0.8
download link wrong
RE: Distant Worlds Shadows Updated to 1.9.0.8
ORIGINAL: nelsonlee
download link wrong
I got the update (FTP) with no issues.
RE: Distant Worlds Shadows Updated to 1.9.0.8
No the download link is definitely wrong, it points to the 1907 patch, I just changed the url from
ftp://ftp.matrixgames.com/pub/DistantWo ... te1907.zip
to
ftp://ftp.matrixgames.com/pub/DistantWo ... te1908.zip
and it worked fine.
ftp://ftp.matrixgames.com/pub/DistantWo ... te1907.zip
to
ftp://ftp.matrixgames.com/pub/DistantWo ... te1908.zip
and it worked fine.
RE: Distant Worlds Shadows Updated to 1.9.0.8
Good idea, Lucian. Thanks! It worked fine. [:)]
RE: Distant Worlds Shadows Updated to 1.9.0.8
Seems like were getting some love on the minor details. Nice! I really hope that you guys could work a bit on fleet management (e.g. when giving a ship in a fleet a refuel order, this ship will refuel and subsequently rejoin the fleet, regardless of what other orders I give to the fleet in the mean time). And AI needs some work on the mid-late game, so that it becomes a bit more difficult to snowball once I hit a certain level of power.
Thanks for the work!
Thanks for the work!
- Gerry Edwards
- Posts: 124
- Joined: Thu Feb 21, 2013 10:25 pm
RE: Distant Worlds Shadows Updated to 1.9.0.8
Hello Everyone,
I apologize for the confusion. Seems that for some reason the link changed back to the 1907 patch. Should be fixed now.
Quick intro for everyone. I am Jander. I'm a Production Assistant here at Matrix and you will probably be hearing a lot from me.
Cheers,
Jander
P.S. Please let me know if the links stop working again
I apologize for the confusion. Seems that for some reason the link changed back to the 1907 patch. Should be fixed now.
Quick intro for everyone. I am Jander. I'm a Production Assistant here at Matrix and you will probably be hearing a lot from me.
Cheers,
Jander
P.S. Please let me know if the links stop working again
Those who came before pave the path of tomorrow.
-
- Posts: 253
- Joined: Thu Jun 13, 2002 9:30 pm
- Location: Southern CA
RE: Distant Worlds Shadows Updated to 1.9.0.8
Thanks. That had me confused as well, but when I used the right link, it downloaded the right file.
RE: Distant Worlds Shadows Updated to 1.9.0.8
helping with coffee production much,eh ?ORIGINAL: Jander
I'm a Production Assistant
- Gerry Edwards
- Posts: 124
- Joined: Thu Feb 21, 2013 10:25 pm
RE: Distant Worlds Shadows Updated to 1.9.0.8
HEH, nah im the only one who drinks coffee in the office, The installers is what i help with
Those who came before pave the path of tomorrow.
- MartialDoctor
- Posts: 391
- Joined: Mon Mar 07, 2011 10:01 am
RE: Distant Worlds Shadows Updated to 1.9.0.8
The ftp download works fine but the download at the matrix site, at the top, does not work. It still downloads the 1907 version.