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Universe Official v1.9.5.4 Update Now Available! - 5/29/2014 5:18:18 PM   
Gerry Edwards


Posts: 163
Joined: 2/22/2013
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Distant Worlds: Universe is now updated to 1.9.5.4. This patch adds a few more fixes and makes game balance and AI improvements. Distant Worlds is improved even further with a new Modding Feature and a move to a common saved games and settings folder, to make applying future updates more convenient.

You can download it using your update client or through our FTP. Please let us know if you have any issues updating.

If you have the Steam version of the game, your patch will be downloaded automatically.

This build has the following changes from 1.9.5.3:


CRASH FIXES
- fixed rare crash when determining object visibility for an empire

BUG FIXES
- fixed bug where loading a previously saved game was sometimes auto-switching to default theme, even when default theme was already loaded
- building pirate bases, fortresses and Criminal Network using the Facility dropdown list in the Colonies screen now properly assigns facility ownership to player pirate faction
- now ensure that cost for building pirate Criminal Network is always properly deducted
- now ensure that custom ship names (shipNames.txt) are used for new pirate ships built using the Build Order screen
- fixed bug where ship design images were being rotated when received a popup message about new ship type research breakthrough (e.g. Carriers)
- fixed bug where Robotic Troops (BattleBots from Robotic Troop Foundry) were not getting maintenance reduction bonuses when recruited from action button under Selection Panel

RESEARCH AND SHIP DESIGN
- AI ship designer now always adds sufficient reactors to ship designs (possibly more than one) to enable hyperdrive to operate at full speed
- AI ship designer now more willing to shrink new designs to fit within current construction size limits, especially when first obtain hyperdrive technology
- altered size of starting Colonization Module component (now 300 instead of 360, updated components.txt)
- NEW MODDING FEATURE: allow restricting any research project to specific races using the new ALLOWED RACES line in the research.txt file (updated header comments of research.txt explains)
- improved AI research pathing to better emphasize tech focuses from empire policy (ResearchDesignTechFocus1-6), while still researching other important techs
- increased research output for lab components by approximately 50% (components.txt and research.txt)

GAME BALANCE
- Shakturi now have faster construction and lower ship maintenance (updated Shakturi.txt race file)
- Shakturi ship design templates now use more weapons and other components (military ships, medium & large spaceports, defensive bases)
- Shakturi empire policy now builds more large military ships and less small military ships
- reputation gain from attacking pirates is now reduced by 50%
- Robotic Troops are now cheaper to maintain (25% of normal instead of 33%), and now twice as fast to recruit
- empires are now more willing to use excess cash on hand as factor when deciding whether to build new ships (e.g. low or negative cashflow, but large cash reserves on hand), especially when at war
- now much harder to perform intelligence missions against Ancient Guardians (steal maps, tech, etc)

OTHER
- no longer scrap and rebuild fighters after loading a saved game
- all sound effects (button clicks, etc) are now disabled when effect volume is set to zero in options screen
- savegame and settings folder location is now standardized to "My Documents\My Games\Distant Worlds Universe" (this remains the same across version updates)

- now send a message to an empire when one of their colonies is lost to a pirate faction that builds a Criminal Network there
- immediately update empire list in Diplomacy screen when trade Empire contact (can now immediately see new empire in list)


This build has the following changes from 1.9.5.2:

CRASH FIXES
- fixed crash when drawing long range scanners in galaxy view
- fixed crash when drawing planet in hover panel
- fixed crash when auto-saving game
- fixed crash when loading game with custom theme from main menu
- fixed crash when drawing Empire Navigation Tool
- fixed crash with advisor message when invading independent colonies
- fixed crash when investigating ruins
- fixed crash when calculating troop strength
- fixed crash when editing ship design
- fixed crash when edit very large stars in game editor
- fixed crash when AI assigns new mining mission

BUG FIXES
- altered Windows API used for checking mouse location to fix screen scrolling to top-left (thus avoiding bug in Windows Vista 64-bit)
- fixed bases detaching from their parent planet/moon/asteroid when initiate retrofit before they are finished their previous retrofit
- sound volume now properly remembered when load games
- Unload Troops missions are now cancelled when target colony changes ownership (thus avoid unloading troops at enemy colony)
- fixed misleading message when your special forces troops destroy hidden pirate base facility at one of your own colonies
- main view now properly regains focus for mouse scroll-wheel when close Build Order screen
- fixed rare bug with pirate colonies over-ordering construction resources
- fixed display problems with main menu screen in Windows XP

USER INTERFACE

- enabled scaling of Empire Navigation Tool at screen left - use new size button next to close button in each panel to cycle 3 sizes: normal, large, extra large

OTHER

- improved how Action buttons (under Selection Panel) determine which mining station design to show (gas vs mineral) when building mining stations at planets/moons/asteroids (better support for custom themes with unusual resource distributions)

Additional changes from 1.9.5.1:

CRASH FIXES
- fixed crash when drawing space monsters ("CheckFixNotInSystem")
- fixed rare crash when drawing ships
- fixed rare crash when drawing Empire Navigation Tool
- fixed rare crashes relating to fleet mission assignment

BUG FIXES
- altered how keyboard input is read (different Windows API) in attempt to resolve view sometimes moving to top-left
- fixed issue where Steam Achievements were often being set prematurely
- fixed AI empires starting and then quickly ending Trade Sanctions - now always honor minimum time period
- fixed RepairBot components being downgraded to Damage Control by AI ship design (updated fix)
- fixed problems when loading and displaying research information when Windows set to some non-English languages (e.g. Turkish)
- ensured that pirate factions are generated at start of a new game when using an existing galaxy map
- slightly increased size of Tutorial screen to account for larger text
- fixed problem where player colony names were sometimes including blank values (colonynames.txt)

GENERAL GAME BALANCE
- adjusted default ship design templates for each race: Large Spaceports have more docking bays and construction yards, Mining Stations have more docking bays, shields and weapons
- low colony tax rates do not increase population growth rates as much as previously, but now make colony more attractive migration destination
- civilian ships now ensure they have enough reactors to power hyperdrives at full speed (same as state ships already did)
- Fighters now weighted higher when evaluating strength of potential attack targets
- AI now willing to build more military ships when at war, especially when have large cash reserves and powerful enemies
- AI now more willing to build more research stations at home colony at game start
- AI takes more care to avoid overspending on troops

EXPLORATION

- Exploration ships now scan for resources more quickly, moving on to next exploration target immediately once resources and ruins investigated
- increased amount of automated Exploration ships that are assigned to simply scout systems for colonization targets and ruins instead of performing full resource scan of system and all resources

FLEETS
- AI fleets are now better at coordinating multi-fleet attacks within own empire against single enemy target (beyond just coordinated fleet attacks with allies)
- increased ratio of AI-created large fleets versus small strike forces (i.e. more large fleets)
- now properly limit coordinated fleet attacks within own empire only to automated attack fleets (not defense fleets or manually controlled fleets)

OTHER

- now force immediate update of stardate and cash display when open a new screen, e.g. Empire Summary screen
- possession of an operational planet destroyer negatively affects diplomatic relations with other empires ("We are envious of your huge strength and power")
- games now honor global volume settings for music and effects
- improved display performance for main menu screens (e.g. start new game)
- space monsters now properly attack ships in the Dead Zone
- ships can now properly investigate abandoned bases in the Dead Zone


Additional changes from 1.9.5.0 (initial release):


CRASH FIXES

- Fixed crash in ship design screen when changing image scaling
- Fixed crash when generating ship designs
- Fixed rare crash in game editor when adding asteroid fields
- Fixed rare crash with fleets
- Fixed rare crash with processing empire messages
- Fixed rare crash when identifying raidable colonies for pirates

BUG FIXES

- Steam Achievements fixed, should be working again now!
- Manually cancelled Deep Cover intelligence missions no longer continue to reveal enemy map for rest of game
- Fixed bug with loading troops when first non-garrisoned troop is too big for troop bay
- Fixed research and ship designs to not auto-update when edit empire in game editor, unless player has ship design automated
- Fixed occasional invisible space monsters
- Ensure empires properly cleared when using existing savegame as galaxy map for new game
- Ensure that ruins with delayed events also getting properly investigated

DISPLAY AND USER INTERFACE

- Reviewed all in-game font scaling and anti-aliasing and reworked font support to take newer Windows operating system scaling into account. Font size and clarity should now be more consistent across all systems.
- Enlarged and clarified fonts: Diplomacy screen, scrolling message list, tutorial screen, cash and income display
- Added Introductory Game button in Start New Game screen, we recommend this as a first game for all new players
- Moved PreWarp tutorial to last based on player feedback

OTHER

- Added a way to disable the intro movie in the Startup.ini file in the DW installation folder. This may help with some startup black screen issues by manually disabling the intro movie.
- Significant performance improvements
- Improved look of in-system background nebula clouds
- Pirates retain protection arrangements for minimum period before cancelling, this should also help with the pre-warp tutorial
- Improved randomness of starting government types in new games (for other empires, when random govt selected)
- Increased maximum event delay to 32000 days (from 10000)

Cheers,
Gerry

< Message edited by Erik Rutins -- 6/20/2014 6:03:12 PM >


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Post #: 1
RE: v1.9.5.1 Update Now Available! - 5/29/2014 6:11:04 PM   
DrWolfsherz


Posts: 15
Joined: 6/1/2013
Status: offline
Those fonts are now definately easier to read. If you would just give us an option to specify the font-color it would be awesome!

(in reply to Gerry Edwards)
Post #: 2
RE: v1.9.5.1 Update Now Available! - 5/29/2014 10:10:01 PM   
Qwixt


Posts: 901
Joined: 6/19/2006
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quote:

ORIGINAL: Gerry Edwards

- Pirates retain protection arrangements for minimum period before cancelling, this should also help with the pre-warp tutorial



I thought it was amusing as the pirates proceeded to kill me off under 30 seconds into the pre-warp tutorial.

(in reply to Gerry Edwards)
Post #: 3
RE: v1.9.5.1 Update Now Available! - 5/30/2014 4:05:41 PM   
vmxa_slith


Posts: 94
Joined: 5/26/2013
Status: offline
Why no alert to deletion of saved games? Why no warning of replacement of the ini? Why replace the option settings? Example music back to default settings. Ini was set to a window size and now is full screen. Loss of saved games was a bit of a shock, glad I had not gone too far.

(in reply to Qwixt)
Post #: 4
RE: v1.9.5.1 Update Now Available! - 5/30/2014 4:36:10 PM   
Darkspire


Posts: 1989
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
quote:

ORIGINAL: vmxa

Why no alert to deletion of saved games? Why no warning of replacement of the ini? Why replace the option settings? Example music back to default settings. Ini was set to a window size and now is full screen. Loss of saved games was a bit of a shock, glad I had not gone too far.


The save games are in the version folder of the version they were saved under. The apps folder on your system will have a Codeforce folder in, adress would be something like;

****Application Data\Code Force Limited\Distant Worlds

I am on XP so please excuse the stone age directory

Have a look in the 1.9.5.0 or 1.9.5.1 folder, your saved games will be in there, just don't copy the settings over to the new version folder, things could go wonky, just set them back up next time you load up.

All the options are reset when there is a version number change, doesn't take long to put things in order.

The .ini file is never changed so just back that up edited how you want and drop that in the root folder once a new update is complete.

Darkspire

< Message edited by Darkspire -- 5/30/2014 5:36:51 PM >


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Post #: 5
RE: v1.9.5.1 Update Now Available! - 5/30/2014 4:36:27 PM   
FireLion1983

 

Posts: 149
Joined: 4/18/2014
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Excellent work, thank you! Keep it up!

(in reply to vmxa_slith)
Post #: 6
RE: v1.9.5.1 Update Now Available! - 5/30/2014 5:51:20 PM   
vmxa_slith


Posts: 94
Joined: 5/26/2013
Status: offline
Thanks, no idea why anyone old create folders for each patch for saves. I already recreated ini and started a new game.

(in reply to FireLion1983)
Post #: 7
RE: v1.9.5.1 Update Now Available! - 5/30/2014 9:04:42 PM   
Bebop Cola

 

Posts: 247
Joined: 5/9/2012
Status: offline
I admit that I'll miss the Deep Cover retention. Yeah, it was unbalanced but it was convenient. I liked it well enough.

(in reply to vmxa_slith)
Post #: 8
RE: v1.9.5.1 Update Now Available! - 5/30/2014 10:57:34 PM   
Mad Igor

 

Posts: 248
Joined: 6/18/2012
Status: offline
so what about old font ?can i get them back if i want ?

(in reply to Bebop Cola)
Post #: 9
RE: v1.9.5.1 Update Now Available! - 5/31/2014 8:26:49 AM   
moonraker65


Posts: 556
Joined: 7/14/2004
From: Swindon,Wilts. UK
Status: offline
Will the saved ship design problem be fixed ? A little frustrating having to save all designs and then reload them every time I load a saved game

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Post #: 10
RE: v1.9.5.1 Update Now Available! - 5/31/2014 1:59:21 PM   
Morelyn

 

Posts: 82
Joined: 1/29/2012
Status: offline
On Steam, DW is still listed as: Distant Worlds: Universe[1951 beta] and I haven't found any way to make it an official patch, not a beta one.

Is this anything I need to be concerned about?

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Set a man on fire and he's warm for the rest of his life.

(in reply to moonraker65)
Post #: 11
RE: v1.9.5.1 Update Now Available! - 5/31/2014 2:06:32 PM   
Osito


Posts: 875
Joined: 5/9/2013
Status: offline
As far as I know it doesn't matter, but it was irritating me enough that I deleted the game and reinstalled. That will fix it.

(in reply to Morelyn)
Post #: 12
RE: v1.9.5.1 Update Now Available! - 5/31/2014 3:05:55 PM   
Mansen


Posts: 352
Joined: 5/3/2013
Status: offline
quote:

ORIGINAL: vmxa

Thanks, no idea why anyone old create folders for each patch for saves. I already recreated ini and started a new game.


Well obviously to make sure you can still load your old saves in an old version of the game if a new patch breaks savegame compability. :)

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X-Universe Conversion (Hiatus)

(in reply to vmxa_slith)
Post #: 13
RE: v1.9.5.1 Update Now Available! - 6/2/2014 2:04:14 AM   
Foxxy211

 

Posts: 11
Joined: 6/1/2014
Status: offline
You guys forgot to update the Galacticpedia with the current changes.

(in reply to Gerry Edwards)
Post #: 14
RE: v1.9.5.1 Update Now Available! - 6/2/2014 11:27:42 AM   
elmo3

 

Posts: 5837
Joined: 1/22/2002
Status: offline
Do we have to buy Universe to get updates or will Shadows still be supported?

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Post #: 15
RE: v1.9.5.1 Update Now Available! - 6/2/2014 12:25:48 PM   
solops

 

Posts: 789
Joined: 1/31/2002
From: Central Texas
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Any difference from the Beta to the Final? I'd rather not have to reset all of my defaults and game set-ups if no more changes were made.

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Post #: 16
RE: v1.9.5.1 Update Now Available! - 6/6/2014 2:51:54 PM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
Status: offline
Gameplay updates: great

Font not revertable to old size: unacceptable

I bought the game looking at the screenshots. Now, after release you cant just change the font size without a way to revert it.

I understand that it was a problem for many who had a monitor/dpi not suited to their eyes.
I have a monitor with dpi suited for me. You are punishing people without reason.

I understand that bugfixes have a priority at the moment, but fixing problems for some while introducing problems for others cant be the way.


< Message edited by Locarnus -- 6/6/2014 4:25:30 PM >


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Post #: 17
RE: v1.9.5.1 Update Now Available! - 6/6/2014 3:49:30 PM   
ShadowB


Posts: 86
Joined: 8/14/2004
From: Buenos Aires
Status: offline
This should be on all patch notes: is the patch compatible with savegames from its immediate predecessor?

In this case, are 1.9.5.1 games compatible with 1.9.5.2?

(in reply to Locarnus)
Post #: 18
RE: v1.9.5.1 Update Now Available! - 6/6/2014 8:14:58 PM   
Grimnirsson


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I would like to know that too...

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RE: v1.9.5.1 Update Now Available! - 6/6/2014 8:18:22 PM   
deathnoise

 

Posts: 39
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Yes, the patch is compatible with the previously saved games

< Message edited by deathnoise -- 6/6/2014 9:30:36 PM >

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RE: v1.9.5.1 Update Now Available! - 6/6/2014 8:32:30 PM   
Grimnirsson


Posts: 132
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Thanks

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RE: v1.9.5.1 Update Now Available! - 6/6/2014 9:06:18 PM   
feelotraveller


Posts: 1040
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After applying the 1.9.5.2 update my game has stopped honouring the music settings. This is with new games started in 1.9.5.2. I have the music turned off (or more accurately down to zero) in the options screen but on starting a game the music will play (not just the start of game music but the general soundtrackss) until I go to options again and click on the music volume slider, at which point it will switch off. In 1.9.5.1 the music was not being played with the slider on zero.

(in reply to Grimnirsson)
Post #: 22
RE: v1.9.5.1 Update Now Available! - 6/6/2014 9:19:44 PM   
JamesM

 

Posts: 1003
Joined: 8/28/2000
From: QLD, Australia
Status: offline
Can anyone explain why the v1.9.5.2 beta was over 410 meg versus about 15 meg for the official v1.9.5.2 patch?

< Message edited by jamesm -- 6/6/2014 10:44:44 PM >

(in reply to feelotraveller)
Post #: 23
RE: v1.9.5.1 Update Now Available! - 6/6/2014 11:32:06 PM   
pycco

 

Posts: 345
Joined: 5/28/2013
From: United States of America
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you already had the "patch" you just downloaded the new changes

(in reply to JamesM)
Post #: 24
RE: v1.9.5.1 Update Now Available! - 6/7/2014 1:51:31 AM   
AstroCat


Posts: 440
Joined: 7/31/2003
Status: offline
We still have the modding issue for the planets and overlays. If they are not the same exact size as the vanilla files they do not appear correctly. So far it seems to only be effecting planets and overlays. There are several discussions about this in the moddding sub-forum. A "fix" would be nice so people could use all the older planets and overlays included in the many mods from before.

I fixed the GEM ones, but not any of the others.

< Message edited by AstroCat -- 6/7/2014 2:52:29 AM >

(in reply to pycco)
Post #: 25
RE: v1.9.5.2 Update Now Available! - 6/7/2014 5:08:58 AM   
gerishnakov


Posts: 53
Joined: 6/5/2014
From: Brighton, UK
Status: offline
quote:

ORIGINAL: Gerry Edwards


OTHER

- improved display performance for main menu screens (e.g. start new game)


This particular update may have rendered the game unplayable for me. None of the menus display properly now, and as such I am unable to make it past the main menu.

If you would like further details please let me know, but take a look at the image below. Everything's just kind of 'layering'. There's probably a proper term for this problem. If anyone else has any words of guidance please do say!




Attachment (1)

< Message edited by gerishnakov -- 6/7/2014 6:13:53 AM >

(in reply to Gerry Edwards)
Post #: 26
RE: v1.9.5.1 Update Now Available! - 6/7/2014 10:04:50 AM   
deathnoise

 

Posts: 39
Joined: 6/6/2014
Status: offline

quote:

ORIGINAL: solops

Any difference from the Beta to the Final? I'd rather not have to reset all of my defaults and game set-ups if no more changes were made.


Yup, decent performance improvement. However - it still needs a lot of work.

(in reply to solops)
Post #: 27
RE: v1.9.5.1 Update Now Available! - 6/7/2014 12:25:16 PM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
Status: offline
GENERAL GAME BALANCE
- civilian ships now ensure they have enough reactors to power hyperdrives at full speed (same as state ships already did)


The mechanic does not seem to work for the GasMining Ship and the MineralMining Ship as of 1.9.52.


About the design templates, the GasMiner and MineralMiner seem to eat a lot of fuel in the early game due to their low payload capacity. Thus they spend a lot of fuel for the trip, but stay on station for a relatively short time. I propose increasing their cargohold at least to 2, better 3 cargo bays (while ensuring that they are still buildable, if necessary raising the initial ship building size to 170).

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Post #: 28
RE: v1.9.5.1 Update Now Available! - 6/7/2014 7:05:48 PM   
Locarnus


Posts: 287
Joined: 5/30/2010
From: Earth, Sol
Status: offline
The whole energy need / energy production is not working.

It just seems to put 1 more reactor on a design, if it does not have enough.

I made a mod which essentially resizes reactors to 1/3rd (in regards to size and production), based on the design template statement that need and production will be balanced by the AI regardless of the number stated in the design templates.

The ai does not balance need/production.
The mod is therefore not working.

Please fix this bug/issue.


< Message edited by Locarnus -- 6/7/2014 8:06:53 PM >


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Post #: 29
RE: v1.9.5.2 Update Now Available! - 6/7/2014 8:48:51 PM   
gerishnakov


Posts: 53
Joined: 6/5/2014
From: Brighton, UK
Status: offline
Since my earlier post I've tried reinstalling the game, just to be sure, but this has not fixed the problem. To be clear, I have only encountered this issue since the game updated itself yesterday. Prior to the update I experienced zero graphics issues.

Any advice or guidance would be very welcome. I basically can't play the game now.

< Message edited by gerishnakov -- 6/7/2014 9:49:21 PM >

(in reply to gerishnakov)
Post #: 30
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