1.1.4.4 Public Beta Update Available

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fruitgnome
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Re: 1.1.3.6 Public Beta Update Available

Post by fruitgnome »

First of all, I was impressed how well worked the automatic policy settings in Distant Worlds 1. So since release of Distant Worlds 2 after my first real playthrough, I test the game by auto policy settings.

I took already a new gamethroungh with 1.1.3.6.

In last many tests I set universe settings to the minimum (irregular, min sectors and min systems, easy, friendly) and the tech and development to max. The empires I let on 12 empires. Then after creating map I configure the policy settings so that the game can run alone. Important set war on manual. With the start money build construction ships (to repair the abandoned ships). When all tech is researched and I earn enough money, I set up the invasion fleet and start a war and see since release the same but from update to update less often:
Fleets (attack and invasion) get often stuck at xxx (jumping) if I focus and zoom to the fleet they start jumping and the problem is solved.
But when not to zoom them they get stuck of this things:
- a ship of the fleet is waiting for fuel tanker but a colony or spaceport are next to it
- a ship has started fighters (most frequently), often because of attacking a ship many system away
- a ship escorts another shp
- a ship is retrofiting

To test a new game/update thanks to the auto policy settings take only approx 15 min. in front of the display. So please test it also. It would be a shame if this fantastic game never runs 100% perfect after the great first Distant Worlds.

A big problem in the latest (1.1.3.6) update are colony ships, there are always some that do nothing when zoom to them they load and unload colonists. I think the game is not knowing which colony ship for which planet with which population.

Other problems check in latest update:
- Defeated empires (0 colonies) are still in game, ok, but all of their ships (military and civilian ships) should be deleted (better performance) please let the bases/stations alive. Defeated empires should be in game editor to revive them with game editor (endless game mode)
- if you select a ship and see the design, the description is to far away from selected component
Image
- artifact get stuck on spaceport not functional it has to be on colony (not so important)
- many design templates has to less fuel components, 200 fuel is too less for war fleet ships
- starting location center is since release not saved
- policy setting defense troop max is too less at colonies with less population although they have to have the most
Last edited by fruitgnome on Thu May 04, 2023 8:04 am, edited 3 times in total.
fruitgnome
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Re: 1.1.3.6 Public Beta Update Available

Post by fruitgnome »

What I have to setup (sectors, systems) at least to have all artifacts and governments in game?
On lowest settings Loros Friut, Koribean Spice and Zentabia Fluid are missing too.

This is my system:
CPU (Prozessor) AMD Ryzen 5 5600X | 6x 3,7GHz, 32MB L3
Mainboard MSI MAG X570S Tomahawk WiFi | AMD X570
Grafikkarte GTX 1070
Arbeitsspeicher 32GB G.Skill RipJaws V DDR4-3600 | 2x16GB
SSD (M.2 / PCIe) 1TB Corsair MP600 PRO XT PCIe Gen. 4
Netzteil 750W - be quiet! Straight Power 11
Soundkarte HD-Audio Onboard
CPU-Kühler Noctua NH-D15S chromax.black
Betriebssystem Windows 11 Home 64 Bit, DE | inkl. A+ UEFI-Installation with 22H2 update

Can I play the game smoothly maxed out (sectors, systems)? If not what of my system is too bad?

On which settings should I play now?
OrnluWolfjarl
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Re: 1.1.3.6 Public Beta Update Available

Post by OrnluWolfjarl »

fruitgnome wrote: Wed May 03, 2023 8:03 pm What I have to setup (sectors, systems) at least to have all artifacts and governments in game?
What do you mean by this?
fruitgnome wrote: Wed May 03, 2023 8:03 pm On lowest settings Loros Friut, Koribean Spice and Zentabia Fluid are missing too.
By lowest settings do you mean difficulty, galaxy size/stars, graphics?
fruitgnome wrote: Wed May 03, 2023 8:03 pm This is my system:
CPU (Prozessor) AMD Ryzen 5 5600X | 6x 3,7GHz, 32MB L3
Mainboard MSI MAG X570S Tomahawk WiFi | AMD X570
Grafikkarte GTX 1070
Arbeitsspeicher 32GB G.Skill RipJaws V DDR4-3600 | 2x16GB
SSD (M.2 / PCIe) 1TB Corsair MP600 PRO XT PCIe Gen. 4
Netzteil 750W - be quiet! Straight Power 11
Soundkarte HD-Audio Onboard
CPU-Kühler Noctua NH-D15S chromax.black
Betriebssystem Windows 11 Home 64 Bit, DE | inkl. A+ UEFI-Installation with 22H2 update

Can I play the game smoothly maxed out (sectors, systems)? If not what of my system is too bad?

On which settings should I play now?
I have a similar system, but a much better card (3060 Ti). I can play the game at 2000 stars without any issues. I haven't tried more stars (because I hate seeing duplicate names too often). I'd assume that the biggest limiting factor is CPU rather than GPU. You can try starting a game with all empires (including your own) on the highest Expansion setting and let it run for 20 years to check the performance.
fruitgnome
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Re: 1.1.3.6 Public Beta Update Available

Post by fruitgnome »

Hope on new update today ;), YEAH :)
Last edited by fruitgnome on Fri May 05, 2023 3:45 pm, edited 1 time in total.
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MaximKI
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Re: 1.1.3.9 Public Beta Update Available

Post by MaximKI »

A new public beta is now out with important changes! See OP for details.
fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Started new game (1.1.3.9), 500 systems.
Invasions fleets work much better. But fighters are still a problem, fleet not jump because of one ship in fleet has started fighters, although the fleets mission is only move to colony (fully automatic) and not even attack. But the problem occurs less often :)
I mean what is the problem?! If a fleet start jumping retrieve all fighters --force, rdy.

One of my invasions fleet strength 500k attacks a civilian ship strength 413 instead of invade enemy colony. (I could deliver savegame for this)
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Erik Rutins
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Re: 1.1.3.9 Public Beta Update Available

Post by Erik Rutins »

fruitgnome wrote: Sat May 06, 2023 3:06 pm Started new game (1.1.3.9), 500 systems.
Invasions fleets work much better. But fighters are still a problem, fleet not jump because of one ship in fleet has started fighters, although the fleets mission is only move to colony (fully automatic) and not even attack. But the problem occurs less often :)
I mean what is the problem?! If a fleet start jumping retrieve all fighters --force, rdy.
Can you reproduce this with a save or give us steps on how to reproduce it from a save or a new start?
One of my invasions fleet strength 500k attacks a civilian ship strength 413 instead of invade enemy colony. (I could deliver savegame for this)
Does it do that on the way and then invade the colony once that ship is destroyed?

Fleets are allowed to multi-task, but they should still complete their main mission.
Erik Rutins
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OrnluWolfjarl
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Re: 1.1.3.9 Public Beta Update Available

Post by OrnluWolfjarl »

Erik Rutins wrote: Sat May 06, 2023 11:49 pm
fruitgnome wrote: Sat May 06, 2023 3:06 pm Started new game (1.1.3.9), 500 systems.
Invasions fleets work much better. But fighters are still a problem, fleet not jump because of one ship in fleet has started fighters, although the fleets mission is only move to colony (fully automatic) and not even attack. But the problem occurs less often :)
I mean what is the problem?! If a fleet start jumping retrieve all fighters --force, rdy.
Can you reproduce this with a save or give us steps on how to reproduce it from a save or a new start?
Hi, not the person who reported this, but I have a suspicion that this is caused by the Starfighters default Engagement Range (if I recall correctly, it's set to Same System or Same Location). When I set their Engagement Range (through their Design Screen) on 1 level lower than their default, then it seems like they are less likely to delay a jumping fleet. Though, I haven't tested this much to be honest, it seems to work.
fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Erik Rutins wrote: Sat May 06, 2023 11:49 pm
One of my invasions fleet strength 500k attacks a civilian ship strength 413 instead of invade enemy colony. (I could deliver savegame for this)
Does it do that on the way and then invade the colony once that ship is destroyed?

Fleets are allowed to multi-task, but they should still complete their main mission.
The fleet never jumped to the civilian ship, so the fleet get stucked at mission.

I didnt' want that my empire attacks civilian ships.

It would be great if civilian ships get deleted if an empire has no more colonies left.

Late game performance is unplayable. Only design and retrofit all ships without fighters help.
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Erik Rutins
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Re: 1.1.3.9 Public Beta Update Available

Post by Erik Rutins »

fruitgnome wrote: Sun May 07, 2023 9:54 pm The fleet never jumped to the civilian ship, so the fleet get stucked at mission.
I'm sorry, but I don't entirely understand this reply.
Late game performance is unplayable. Only design and retrofit all ships without fighters help.
What does "only design and retrofit all ships without fighters help" mean?

In terms of the late game performance, did this get worse for you with 1.1.3.9 or has it been unplayable for you before that?
Erik Rutins
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fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Erik Rutins wrote: Mon May 08, 2023 1:40 pm
fruitgnome wrote: Sun May 07, 2023 9:54 pm The fleet never jumped to the civilian ship, so the fleet get stucked at mission.
I'm sorry, but I don't entirely understand this reply.
The fleets mission (shown in ui) is attck the civilian ship, but because of the fleet never jumps to this target, the fleet got stuck at this misson and never do anything else.

My tip is check what is programmed if the player focus and zoom to the fleet because by this all fleet problems (surely only the selected) are solved like load savegame.

I wrote two times my pc system and got no answer on which settings I could play smoothly. If here were a possibility to upload savegames I had a lot named by the issue savegames now, but to send with we transfere it's too much work.

And that the fighter problem is still existing I can't believe. Fleet start (jumping...) retrieve all fighters --FORCE. Even the buttons in the ui for retrieve fighters is not working on ships.

Sry, for my not so good english.

Edit:
In lategame i change all desings so that no ship and base has fighters. If invasion fleets have no fighters they work much better.

Edit 2: And other not empire fleets have not the problem like player fleets. I play always human btw.
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Erik Rutins
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Re: 1.1.3.9 Public Beta Update Available

Post by Erik Rutins »

fruitgnome wrote: Mon May 08, 2023 2:03 pm The fleets mission (shown in ui) is attck the civilian ship, but because of the fleet never jumps to this target, the fleet got stuck at this misson and never do anything else.
My tip is check what is programmed if the player focus and zoom to the fleet because by this all fleet problems (surely only the selected) are solved like load savegame.
Ok, so this issue does not reproduce if you save and load and it also resolves if you zoom to the fleet.
I wrote two times my pc system and got no answer on which settings I could play smoothly. If here were a possibility to upload savegames I had a lot named by the issue savegames now, but to send with we transfere it's too much work.
You can zip and upload saved games to the tech support sub-forum here and we'll download them and investigate. In terms of which settings play smoothly, it can vary by system, but in general a smaller galaxy size with fewer empires will improve performance if you are seeing performance issues.
And that the fighter problem is still existing I can't believe. Fleet start (jumping...) retrieve all fighters --FORCE. Even the buttons in the ui for retrieve fighters is not working on ships.
In lategame i change all desings so that no ship and base has fighters. If invasion fleets have no fighters they work much better.
And other not empire fleets have not the problem like player fleets. I play always human btw.
Are these fleets where you see the fighter issues fully automated or manually controlled?

If you have save from which you can duplicate this issue, it would be very useful for us.

Regards,

- Erik
Erik Rutins
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Erik Rutins
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Re: 1.1.3.9 Public Beta Update Available

Post by Erik Rutins »

OrnluWolfjarl wrote: Sun May 07, 2023 2:07 pm Hi, not the person who reported this, but I have a suspicion that this is caused by the Starfighters default Engagement Range (if I recall correctly, it's set to Same System or Same Location). When I set their Engagement Range (through their Design Screen) on 1 level lower than their default, then it seems like they are less likely to delay a jumping fleet. Though, I haven't tested this much to be honest, it seems to work.
That's an interesting theory. If you are able to reproduce this, please let us know for certain.
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Send savegame in tech support sub forum:
test_this_save_pls

With this save you can test late game. Fleets, colony ships, conquer an enemy empire complete etc.
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Erik Rutins
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Re: 1.1.3.9 Public Beta Update Available

Post by Erik Rutins »

fruitgnome wrote: Mon May 08, 2023 8:51 pm Send savegame in tech support sub forum:
test_this_save_pls

With this save you can test late game. Fleets, colony ships, conquer an enemy empire complete etc.
I'm not seeing any posts from you in the Tech Support sub-forum.
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

I used this:
https://docs.google.com/forms/d/e/1FAIp ... w/viewform
described here:
https://www.matrixgames.com/forums/view ... 6&t=380457

Where can I also upload savegames? Pls, with link.
coot33
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Re: 1.1.3.9 Public Beta Update Available

Post by coot33 »

On a proton config that can run the non beta version when running the beta i get this crash on startup

System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.

at bool WindowsHelpers.GetCurrentDisplayMode(out int width, out int height, out int refreshRateNum, out int refreshRateDenom)+0x2B
at void DistantWorlds.Types.GraphicsHelper.SelectDefaultDisplaySettings(GraphicsDevice graphics, GameSettings gameSettings)+0xFD
at void DistantWorlds.Types.GameSettings.GenerateDefaultValuesGeneral(GraphicsDevice graphics)+0xA1

in Session log :
Setting preferred display values in GameSettings
09-05-2023 13-19-27.079: CRASH while defaulting display settings:
09-05-2023 13-19-27.079: System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
at WindowsHelpers.GetCurrentDisplayMode(Int32& width, Int32& height, Int32& refreshRateNum, Int32& refreshRateDenom)
at DistantWorlds.Types.GraphicsHelper.SelectDefaultDisplaySettings(GraphicsDevice graphics, GameSettings gameSettings)
at DistantWorlds.Types.GameSettings.GenerateDefaultValuesGeneral(GraphicsDevice graphics)
09-05-2023 13-19-27.129: System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.

at bool WindowsHelpers.GetCurrentDisplayMode(out int width, out int height, out int refreshRateNum, out int refreshRateDenom)+0x2B
at void DistantWorlds.Types.GraphicsHelper.SelectDefaultDisplaySettings(GraphicsDevice graphics, GameSettings gameSettings)+0xFD
at void DistantWorlds.Types.GameSettings.GenerateDefaultValuesGeneral(GraphicsDevice graphics)+0xA1

Games run on the current version is there any display config i can change to not go into this exception on the beta ? Hopefully it gets fixed before it becomes mainline.

Edit: From logs it appears to give a nan on the refreshrate of the display when generating the graphic interface.
09-05-2023 13-37-23.621: Adapter found: AMD Radeon RX 6700S (RADV NAVI23)
09-05-2023 13-37-23.621: Setting display to 2560x1600 @ NaNHz Fullscreen on 1012
09-05-2023 13-37-23.621: Setting Display Values and Applying Changes
fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Erik Rutins wrote: Mon May 08, 2023 2:30 pm
OrnluWolfjarl wrote: Sun May 07, 2023 2:07 pm Hi, not the person who reported this, but I have a suspicion that this is caused by the Starfighters default Engagement Range (if I recall correctly, it's set to Same System or Same Location). When I set their Engagement Range (through their Design Screen) on 1 level lower than their default, then it seems like they are less likely to delay a jumping fleet. Though, I haven't tested this much to be honest, it seems to work.
That's an interesting theory. If you are able to reproduce this, please let us know for certain.
It does not help.
The problem is that fighters start when fleet get attack order if in attack range or not, if not in attack range fleet start jumping, but never jumps because started fighters. Maybe the problem exisist only for the prepare and attack order?! I think for targets far away this is always the standard attack order.
fruitgnome
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Re: 1.1.3.9 Public Beta Update Available

Post by fruitgnome »

Here a savegame 45 colonies are to invaded, but nothing happen. (all automatic policy settings)
Let the game run at 4x speed and stay in galaxy view. Look at the fleets in the ui: (jumping), no fuel, etc.
And the best the enemy conquers your colonies because their fleets have not these problems their attack orders work :twisted:

Because of only 10 MiB is allowed, fileio:
23 MiB https://file.io/5Z2ChKzeJ7c2

Till the game works. This should be at least 30 MiB.
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MaximKI
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Re: 1.1.4.3 Public Beta Update Available

Post by MaximKI »

A new public beta is live now! See OP for details.
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