Title:Distant Worlds: Universe Genre:4X Strategy, Grand Strategy Developer:Code Force Publisher:Slitherine Ltd. Release Date:23 May, 2014 Languages: _____________Interface_Full audio_Subtitles English___+ +____
Single-player Steam Achievements
Quote:
About This Game The Universe is Yours! Distant Worlds: Universe is the newest chapter of this critically acclaimed sci-fi series, adding incredible new features and an exciting new storyline. Universe is also the ultimate collector’s edition, the first time all previous Distant Worlds releases have been included in one package, along with an updated manual and greatly expanded modding support.
Distant Worlds 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.
Vast galaxies are made to order: up to 1400 star systems, with up to 50,000 planets, moons and asteroids. Galaxies are so deep, fun and immersive that you won’t want to finish the game. Build, expand and improve your empire while playing through one of the storylines, with victory conditions or in an open-ended sandbox mode.
Each galaxy is packed with life and activity. Encounter other empires, independent alien colonies, traders, pirates and space monsters. Explore star systems, asteroid fields, gas clouds, supernovae, galactic storms and black holes. Discover evidence of civilizations long since past, uncovering secrets about the galaxy's troubled history...
Best of all, you can play the game your way: enjoy a quick, intense game in a crowded sector of space or take your time in an epic game spread across a vast galaxy!
Distant Worlds: Universe contains all of the following:
Features:
Truly Epic-Scale Galaxies: play in galaxies with up to 1400 star systems and 50,000 planets, moons and asteroids. Vast nebula clouds spiral out from the galactic core, shaping the distribution of star clusters in the galaxy
Private Enterprise: the private citizens of your empire automatically take care of mundane tasks like mining resources, transporting cargo, migration between colonies, tourism and much more. This frees you from micro-management and instead allows you to focus on a macro-scale
Diplomacy: interact with other empires, discussing treaties, making trade offers or just giving them a piece of your mind. Talk to pirate factions, tapping into their underground information, or paying them to do your dirty work for you...
Choose your Playstyle: Start with a single planet and sub-light ships, or as an established space-faring civilization with warp drives. Play as a Standard empire or as a Pirate faction, with many adjustable victory conditions and gameplay choices depending on your actions.
Intelligent Automation: automate the various tasks in your empire, so that you can focus on the areas that you enjoy most. Or have your advisors make suggestions in different areas like colonization, defence or diplomacy – helping you learn the best tactics and strategies
Explore: explore the vast galaxy, discovering valuable resources, potential colonies for your empire and making contact with other empires. Uncover secrets that lift the veil on the galaxy’s mysterious past...
Colonize: send out colony ships to found new worlds for your empire. Develop your new colonies by keeping them well-supplied with a steady stream of valuable resources
Defend: patrol the outlying areas of your empire to protect from raiding pirates or dangerous space monsters. Construct defensive bases at your colonies. Build up your fleets to defend against enemy empires. Recruit troops to invade enemy colonies and conquer the galaxy!
Espionage: covertly seek out information about other empires, or even disrupt their progress with acts of sabotage
Research: develop new technologies for use in building your own unique ships and star bases
Characters: including Leaders, Admirals, Generals, Ambassadors, Governors, Agents and Scientists, all with defined skills and traits and the opportunity to advance and improve
Design and Build: A very flexible system allows you to design and build the ships and star bases in your empire. Construct mighty military ships ranging from escorts to carriers and dreadnoughts at your space ports, or build mining stations, research installations or secret monitoring facilities at remote locations throughout the galaxy
Built-in Game Editor: fine-tune your own galaxy, adding or removing star systems, planets, asteroid fields, ships, star bases, space monsters or anything else. Modify the attributes of any empire in your game
Extensive Help: exhaustive, built-in, context-sensitive help is always only a single key-press away. Press F1 at any time for a detailed explanation of the current game screen, your currently selected item, etc
Tutorials: in-game tutorials familiarize you with all of the game elements and tools
New to Universe!
The entire Distant Worlds series in one package! Universe includes the Original Distant Worlds, Return of the Shakturi, Legends, Shadows and the new Universe expansion!
Comprehensive Modding and Customization Support: Allows adding/removing/changing most items: resources (including new colony-manufactured resources), ship components, planetary facilities and wonders, fighter designs, alien races and race families, diplomatic dialog, empire policy, custom characters, ship and base design templates, governments, plagues, research tech trees and more
Can customize most of the images used in the game: ships and bases, fighters, alien races, planetary facilities and wonders, characters, troops, components, resources, ancient ruins, planets, stars, asteroids, animated in-game effects and more
Use a previously saved and editor-customized game as a map for a new game (instead of generating a new galaxy)
Powerful new event system accessible from a considerably-upgraded Game Editor. Set up your own storyline in a custom map with triggered events and custom victory conditions
Add story triggers on specific in-game objects or events, executing one or more actions on other in-game objects (either immediately or delayed)
Can replace most of the user interface icons and sound effects
Add your own custom help files to the in-game Galactopedia
Switch between different customization sets with a couple of mouse clicks from the main game menu
Comprehensive 99-page Modding Guide that outlines how to make Mods and explains all of the settings in detail
A new official storyline built using the new modding capabilities, covering the first war between the Freedom Alliance and the Shaktur Axis, in which you have access to the tech required to build your own planet destroyers, establish the Ancient Guardians and research and deploy the Xaraktor virus.
System Requirements
Minimum: OS: Windows XP SP2, Windows Vista, Windows 7, 8 Processor: Pentium 4 @1.5 GHz Memory: 1 GB RAM Graphics: minimum 1024 x 768 resolution, 32 bit DirectX: Version 9.0c Hard Drive: 500 MB available space Sound Card: DirectX 9 compatible
Recommended: OS: Windows Windows Vista, Windows 7 or 8 (64-bit) Processor: Dual Core CPU @ 2.0 GHz Memory: 4 GB RAM Graphics: minimum 1024 x 768 resolution, 32 bit DirectX: Version 9.0c Hard Drive: 500 MB available space Sound Card: DirectX 9 compatible
WHOLE GAME Distant Worlds: Universe (Retail Full) [RezMar]
INSTRUCTION FOR RETAIL GAME: 01. Download the game (I will provide a links, others can post mirrors) 02. Extract .rar's and start DistantWorldsUniverse-SetupRelease-v1950.exe 03. When you get to stage to write a key do this:
Start Matrix Games - SetupCrack.exe
Click the button Crack Setup
Now go back to setup window and type any key, for example 5899-7585-8107-4021
04. Now click next and setup will continue 05. When setup finish you can play or update the game 06. To update the game start update.exe (located in \<Game Folder>\) or just use autorun.exe and click check for update 07. Alternative you can download the updates from official ftp server LINK 08. If you use ftp server you need to download just the latest version of update. You don't need others. 09. Start the update .exe and do the same cracking setup procedure with same key you use in installing the game (it will already be a key in line)
UPDATES Distant Worlds: Universe - Update 1.9.5.12 official (Retail)
=============================================================================================================== I will try actively to maintain this topic: steam and retail version if it is possible.
PS: Support the company if u like the game. Happy gaming... =============================================================================================================== Update History
Spoiler
01. 2014.05.23. - Distant Worlds: Universe - Retail version is released (1.9.5.0) 02. 2014.05.24. - Steam version of game is released (1.9.5.0) 03. 2014.05.29. - Game is updated to v1.9.5.1
Change Log:
This build has the following 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)
04. 2014.06.06. - Game is updated to v1.9.5.2
Change Log:
This build has the following 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
05. 2014.06.13. - Game is updated to v1.9.5.3
Change Log:
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).
06. 2014.06.20. - Game is updated to v1.9.5.4
Change Log:
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)
07. 2014.07.01. - Game is updated to v1.9.5.5
Change Log:
New 1.9.5.5 Official Update Available! Distant Worlds: Universe is now updated to 1.9.5.5.
Since the very successful release of Distant Worlds: Universe on May 23rd, we've also released five major free updates over the course of more than a month of additional full-time development. Distant Worlds: Universe was already among the best-selling games on our store as well as the Steam store, where it stayed in the Top 10 for all games for two weeks. It has also been praised in many reviews, including multiple 90% reviews from mainstream reviewers. Now, Distant Worlds: Universe has become better than ever!
These updates, including the newest 1.9.5.5 released today, have included fixes for most of the issues reported since release (over 75 in total)! Additionally, more than 100 improvements to game balance, AI and user interface have been made, as well as some additional tutorial tweaks and the addition of an "Introductory Game" mode to get new players started more easily.
The user interface improvements include significant adjustments to support larger font sizes on larger monitors and allow more of the interface to scale. In addition, game performance optimizations have nearly doubled performance since release.
Also included are several new modding features, which lift the limitations on race-specific technologies as well as improving modding in a few other areas. If you wish, each faction can have a much more detailed and fully unique tech tree now. The AI's research path can also now be specifically set to optimize each faction exactly the way you want.
The AI in Universe has improved significantly with each update, both in fleet coordination, exploration, research strategy, ship design, construction and pre-warp strategy.
Finally, we've included a host of fixes for pirate gameplay as well, if you prefer to seek your own fortune among the stars.
This update will automatically install when you restart Steam, as long as you are on the non-beta branch.
This build has the following changes from 1.9.5.4:
CRASH FIXES
added extra safeguards to help prevent crashes when using faulty themes
fixed rare crash when giving diplomatic gifts
BUG FIXES
now cancel intelligence missions when target colony or base conquered, destroyed, etc
fixed bug where sometimes getting tech bonuses from disassembling ships without advanced tech
Ion Defense and Tractor Beams no longer counted as weapons when checking civilian designs in Ship Design editor
ensure never load pirate raider troops when loading troops onto transports (e.g. loading troops from own colony while attacking pirate base)
ensure mouse scroll wheel retains focus when Character and Empire Policy screens are closed
ensure colonies only appear once in Top Colonies screen, even when controlled by pirates
fixed problem where ships with advanced tech were sometimes not giving tech bonuses when disassembled
MODDING
NEW MODDING FEATURE: defined Research path. Optionally allow specifying project order for a race for each tech tree (see new entries in race files: WeaponsResearchProjectOrder, EnergyResearchProjectOrder, HighTechResearchProjectOrder)
reverted file loading for certain files to be encoding neutral, i.e. does not matter whether ANSI or UTF-8 (resources.txt, components.txt, research.txt)
increased maximum government amount to 60 (governments.txt)
increased maximum planetary facility amount to 100 (facilities.txt)
increased maximum fighter amount to 50 (fighters.txt)
USER INTERFACE
increased font sizes for main menu items when screen resolution is greater than 1920x1080
increased font size for Galactopedia topic index
increased font size of hover panel at bottom-middle of screen
increased font size in Game Options screens
slightly increased font size in main view for system names, nebula names, etc
increased font size of tradeable items in Diplomacy trade screen
increased font size in hover tech descriptions in Diplomacy trade screen
increased font size in Component Guide screen (Design Detail screen and Research screen)
ensure correct empire remains selected in Diplomacy screen when conclude trade deal
GAME BALANCE AND AI
further improved AI ship design: no longer add too many extra reactors, nor remove too many shield components, when attempting to shrink a new design to fit within construction size limits
increased chance of counterintelligence missions successfully intercepting enemy intelligence missions, especially for agents with high counterintelligence skill levels
random government selection more balanced (no longer frequently choosing Military Dictatorship)
initial home system ruins (Age of Shadows) now never contain system map bonuses
reduced number of spaceports empire builds when has low population
increased maximum fleet count. Now relates to overall number of ships and bases, up to maximum of 100 fleets
AI empires now check whether colony is safe to build at prior to initiating research station construction (e.g. check for nearby pirates)
lowered effectiveness of counterintelligence, now better accounts for duration of intercepted mission (3 months vs one year, etc)
PIRATES
ensure pirate smuggling freighters repair at pirate base when damaged
ensure pirate smuggling freighters retrofit when necessary and able
empire will not detect and attack pirate smugglers when they are smuggling resources for that empire
ensure that pirate-owned colonies are included when checking for wonder completion
pirate factions now get research bonuses from scientists at their bases
pirate factions can now change their home base to any space port in their empire by selecting new option in right-click pop-up menu
OTHER
ensure that new settings and savegame folder locations are properly created (My Documents\My Games\Distant Worlds Universe)
08. 2014.08.13. - Game is updated to v1.9.5.7
Change Log:
Distant Worlds: Universe is now updated to 1.9.5.7.
The six major updates since release, including the newest 1.9.5.7 released today, have included fixes for most of the issues reported since release (over 100 in total)! Additionally, more than 100 improvements to game balance, AI and user interface have been made, as well as some additional tutorial tweaks and the addition of an "Introductory Game" mode to get new players started more easily.
The user interface improvements include significant adjustments to support larger font sizes on larger monitors and allow more of the interface to scale. In addition, game performance optimizations have nearly doubled performance since release.
Also included are several new modding features, which lift the limitations on race-specific technologies as well as improving modding in a few other areas. If you wish, each faction can have a much more detailed and fully unique tech tree now. The AI's research path can also now be specifically set to optimize each faction exactly the way you want.
The AI in Universe has improved significantly with each update, both in fleet coordination, exploration, research strategy, ship design, construction and pre-warp strategy.
Finally, we've included a host of fixes for pirate gameplay as well, if you prefer to seek your own fortune among the stars.
You can download it using your update client or through our FTP. Please let us know if you have any issues updating.
This update will automatically install when you restart Steam, as long as you are on the non-beta branch.
This build has the following changes from 1.9.5.5:
CRASH FIXES
fixed crash when evaluating designs
fixed rare crash when drawing ships
fixed crash when giving monetary gifts to other empires
fixed crash when sorting ships in fleets
fixed crash when ship attacks target
fixed crash when reviewing pirate character traits
fixed crash when fighter evaluates enemy threats
fixed crash when empire declares war
fixed crash when opening Construction Yards screen
fixed rare crash when applying sun shadow graphics on planets in low-memory conditions
BUG FIXES
character energy savings bonuses now properly reduce energy consumption instead of increasing it
GAME BALANCE
counterespionage strength adjusted - slightly less chance of intercepting enemy intelligence missions
reduced chance of empires switching to Corporate Nationalism government type when available
altered empire military strength measurement to better account for fighters (affects diplomacy and AI empire evaluations)
independent colonies now recruit more defending militia troops
AI now gives higher preference to mining station build locations that are closer to space ports, colonies, etc
strategic resources used in construction (for components) now weighted slightly higher when considering stockpiles at spaceports and elsewhere
SHIP DESIGN
AI ship design now properly adds damage control components when repair bots are unavailable
further optimized AI ship design process to allow shrinking designs with maximum construction size while still ensuring critical components are present (e.g. weapons on military ships)
Fighter Bay components now considered as weapons in military ship designs (i.e. can have military ship designs with no weapons except for Fighter Bays)
PIRATES
pirate factions now pay maintenance for any non-pirate raider troops (once have proper colonies)
pirate faction flags retain pirate symbol in top-left corner when edited in game editor
pirate faction flags propery update in galaxy view when edited in game editor
pirate factions can now build normal planetary facilities and wonders at fully owned colonies using right-click pop-up menu and action buttons
MODDING
now allow per-race modding for user interface in a theme (add subfolders named by race under images\ui\chrome folder to mod most chrome images, e.g. customization\THEMENAME\images\ui\chrome\human)
custom characters with '?' appearance order now never appear at game start
allow including GameText.txt from a custom mod (i.e. read from theme folder)
altered images\units\creatures folder to be read from the mod (if present) instead of the root game folder
allow modding MP3 files in sounds\EFFECTS (not just WAV files)
fighters now properly use WeaponImageIndex value in fighters.txt to allow customization of fighter weapon effects
allow customizing diplomacy mood music to be race-specific (music played when open Diplomatic Contact screen). Will play race-specific music when named race subfolder present under Customization\THEMENAME\sounds\effects (e.g. Customization\MyTheme\sounds\effects\human). Mood music filenames as follows: diplomacyMoodNeutral.mp3, diplomacyMoodAngry.mp3, diplomacyMoodHappy.mp3, diplomacyMoodMenacing.mp3
increased maximum number of components from 170 to 300 (components.txt)
added optional ship design template files for planet destroyers in themes. To use, place a custom ship design template named "PlanetDestroyer.txt" in the appropriate race folder
added new super weapon types, allowing different types of planet destroyer weapons: in addition to the default super beam weapons can now also have super torpedos, super missiles, super rail guns, super phasers. Any of these can be set to be planet destroying weapons when damage is 10,000 or greater (weapon component Value1). Particularly useful in conjunction with new planet destroyer ship design templates mentioned above. To add these new super weapons to a custom theme, use the following values in the components.txt file (Type): 62=SuperTorpedo, 63=SuperMissile, 64=SuperRailGun, 65=SuperPhaser. You can also focus an empire's tech efforts to these new areas using the following new values in the race policy files (ResearchDesignTechFocus1-6): 30=SuperTorpedo, 31=SuperMissile, 32=SuperRailGun, 33=SuperPhaser
OTHER
slightly improved game performance
can now build bases in disputed systems if your empire has a colony in the system
decreased chance of counterintelligence intercepting enemy intelligence missions, especially when targeted enemy agent has high mission skill level (i.e. harder to catch)
fixed display of game difficulty level in Achievements tab of Empire Comparisons screen (was previously sometimes mislabelling difficulty levels)
AI ship design now better at shrinking mining ships when maximum construction size is low
AI ship design now better at shrinking military ships with fighter bays when maximum construction size is low
09. 2014.09.19. - Game is updated to v1.9.5.8
Change Log:
New in V1.9.5.8
CRASH FIXES
fixed rare crash when detect pirate smuggler docking at base
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):
FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never
OTHER
increased hold-off range for tractor beams on spaceports against enemy troop transports (i.e. prevent colony invasions)
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
10. 2014.12.01. - Game is updated to v1.9.5.9
Change Log:
New in V1.9.5.9
CRASH FIXES
Fixed crash when viewing newly conquered colony
BUG FIXES
fixed bug where games would not start when more than 256 components defined
ensure characters with random appearance order now work properly, even when many custom characters defined and many random appearance orders used
ensure Shakturi always properly use custom design templates when available
SHIP DESIGN
added new flee when setting: Armor 50% or Shields 20% (also supported in design template files: use setting Armor50 for optional FleeWhen)
MODDING
increased maximum number of research projects from 1000 to 1500
increased maximum number of components from 300 to 500
OTHER
AI now more careful about selecting location for characters with demoralizing trait, may dismiss character (when characters automated)
increased range at which spaceport tractor beams will push away invading troop transports. Spaceports will now also push away transports even when not primary target.
11. 2014.12.08. - Game is updated to v1.9.5.10
Change Log:
New in V1.9.5.10
CRASH FIXES
fixed crash when viewing newly conquered colony
fixed rare crash when calculating spaceport income
fixed rare crash when ship performing fleet tasks
fixed rare crash when inflicting damage on target
fixed rare crashes in some race events
BUG FIXES
fixed bug where games would not start when more than 256 components defined
ensure characters with random appearance order now work properly, even when many custom characters defined and many random appearance orders used
ensure Shakturi always properly use custom design templates when available
bases built at planets/moons/asteroids no longer detach when built by improvised construction ships (e.g. Exploration ships) that use a subrole other than 'Construction Ship'
ship captain characters now have their skills and traits revealed after their first battle
PIRATES
- pirate bases with Gravity Well Projectors will now properly stop all enemy ships, not just other pirates
pirate income from controlled colonies is now never negative, even when colony has negative revenue (i.e. colony maintenance upkeep greater than income)
maintenance costs for each troop unit now properly shown in Troops screen when playing as pirate
in pirate missions panel in Empire Navigation Tool, now properly show Defend missions when "Showing Available Missions" and "Showing All Missions Types" (when playing as pirate)
pirate factions now properly process *owned* colonies so that the following activities occur: troops recruited, population growth rates vary, luxury resources ordered, population race bonuses applied, etc
pirate resort bases now properly cleaned up when destroyed
OTHER
Ships and Bases screen now remembers last filter setting
added troop strength summary to hover tip in Selection Panel when Colony selected and hovering mouse over 'Troops' line
AI now more careful about selecting location for characters with demoralizing trait, may dismiss character (when characters automated)
increased range at which spaceport tractor beams will push away invading troop transports. Spaceports will now also push away transports even when not primary target
SHIP DESIGN
added new flee when setting: Armor 50% or Shields 20% (also supported in design template files: use setting Armor50 for optional FleeWhen)
MODDING
increased maximum number of research projects from 1000 to 1500
increased maximum number of components from 300 to 500
12. 2015.05.18. - Game is updated to v1.9.5.12
Change log
New in V1.9.5.12
CRASH FIXES
fixed crashes on some systems when drawing text in Hover Panel (the hover info for planets, ships, etc - this was incorrectly showing up from GDI+ as an Out of Memory exception)
fixed crash when drawing empire colony summary (Empire Summary screen) and have no capital colony
fixed rare crash when fighters checking for nearby threats
fixed rare crash when ship performing escort mission
fixed rare crash when fleet checks for next mission assignment
fixed occasional crash in game editor when editing a planet with special ruins
fixed crash when using custom mod with more than 256 components
BUG FIXES
fixed bug when attempt to start new custom pirate game without any other empires
fixed bug where loading premade designs allows premature building of colony ship (advisor suggestion)
fixed bug where civilian pirate ships would not always get upgraded component values when researched
civilian pirate ships will now properly retrofit as needed
pirate civilian ship maintenance reduction bonuses from leaders, etc now properly applied
fixed bug where victory condition progress sometimes shows NaN%
fixed some Achievements for pirate factions (raiding)
fixed 'Defeat Ancient Guardians' achievement
further fixes for some achievements so that properly *retained* upon review: OwnOperationalPlanetDestroyer, JoinTheFreedomAlliance, JoinTheShakturi
fixed bug where pirate factions would sometimes accept own attack missions
further fixes to ensure pirate factions do not accept own attack missions
GENERAL AI AND GAME BALANCE
AI more likely to offer trades of tech and maps when relations good between empires
AI builds more construction ships in early game
Freighters now less likely to be idle - when no transport orders to fulfill freighters are now more likely to bulk transport resources from mining stations and small colonies to spaceports
reduced chance of newly conquered colonies switching empires, especially when have strong troop garrison present
slightly reduced likelihood of empire splits and civil wars
USER INTERFACE
fixed problem where could not respond to multiple simultaneous diplomatic messages, e.g. multiple requests to honor mutual defense pact in alliance. These are now presented sequentially so that player can respond to all messages
fixed Enemy Target List closing when have target without empire
OTHER
bases will now launch fighters at attackers even when have no other weapons
now allow populations with colony population policy set to 'Exterminate' to be completely wiped out at colonies (do not stop at 1 million)
Achievements screen now shows your empire when playing as a pirate faction - thus can see pirate achievements (e.g. raiding)
You do not have the required permissions to view the files attached to this post.
_________________ List of some Computer games CLICK ME
Last edited by RezMar on Thursday, 18 Jun 2015, 15:51, edited 24 times in total.
This is a great game with all the expansions installed if you like 4x strategy. The asking price on Matrix may have turned some people off, but it still sold very well. Definitely worth !
Yes, RezMar, I'll wait for the Universe release to start playing again. Matrix took too long but at least they put the game on Steam. This will give many people the opportunity to finally enjoy this game.
Joined: Friday, 10 Feb 2012, 02:00 Posts: 4068 Location: Yugoslavia...
I am aware of this We just need someone to share installation and then you can use my cracked-setup.exe Or we need to wait for steam version (ofc if 3DM or FTS provide the game, because its expensive).
_________________ List of some Computer games CLICK ME
I'm waiting for this game too. By the way, I looked at the games RezMar is playing and found quite funny the fact that I found someone mad enough to play Aurora like me. And if you played Aurora, i think you've noticed that Distant World is somewhat a casual / eye candy version of Aurora. I'll check if someone has uploaded universe today, and share if it's the case.
Eagerly awaiting for this!! Already have and play the game up to this release and now i want to see if they finnaly made the AI challenging for a difference xD
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum