Distant Worlds Catch All

All this great buzz is really weakening my resolve. Argh!

Nightmare wrote:

I wish I had MOO2 up and running to check out, but I believe it has a similar mechanic to the first one (totally not sure about that, I need to get it re-installed and play it). Also, this exercise in nerd-dom made me realize that I totally need to re-download the Gal Civs.

Hey, tboobs, here how MoO2 works:

You pick a weapon and pick its firing arc (unless it's a 360 weapon) and its modifiers (point defense, heavy mount, continuous, mirv, etc). You can then simply add more of that same weapon by clicking + or remove by clicking -.

MoO2 doesn't have mount points, it's all about space.

I was under the impression that this was developed by one man, like Armada 2526, but I can't seem to figure out where I (think I) heard that. Do you guys know if Code Force is one guy or a group of people?

1.0.3 final update is available for download.

I patched up and was able to put several hours in yesterday, I had another economy crash during this game (not a bug economy crash, just a simple case of over extension). Now that I have been through two I have a much better idea of what caused it.

In this second game I am running an economy race in a Republic (moderate economy boost) so I was much wealthier overall, because of this (and some other mistakes in the first game that I didn't repeat) the crash came much, much later, and ended a lot sooner. The big reason that it wasn't a game ender though, is that in the first game my economy crash came right as tensions were blossoming with a large neighbor, which meant I couldn't get a military together. On this larger map I had barely met two of my neighbors, none of us are in a position to invade anyone (although I am running into my own military troubles, which I will expand on later.) so I was able to coast through the temporary cash bottleneck.

Anyways, on to the causes and preventions: Unlike in Civ and other similar games, your new colonies don't seem to have any sort of upkeep costs associated with them, though they do cost a decent amount to set up. The actual lessening of income over time that is caused is very small, although not negligible. It turns out that a small number of your citizens will migrate from your heavily populated planets to the newly colonized homesteads, and since your developed planets generally have a significantly higher tax rate this has repercussions.

The bigger (much, much bigger) thing to watch out for is that the boom period generally includes a very large "temporary" income, and if you start treating that income as a permanent addition to your budget it is going to bite you. "Spaceport income" is the amount that civilians pay your spaceports in order to build their ships for them. While you are aggressively expanding your Empire the private industry is keeping right with you, and for much of the boom period fully a third of my income came from new civilian ships. Very, very suddenly my private industry had grown large enough to support my empire and stopped buying new ships. 30% of my income vanished seemingly overnight, so yeah, watch out for that.

(Spaceport income will be a steady source of income over time, as new ships are bought and obsolete ships are upgraded, but it will be a very fickle and cyclical income.)

At this point some of my earlier colonies were bringing in some nice money, and all of my colonies were bringing in some, so it's not like I was catapulted back to my starting income, I think I was around double or triple that. Unfortunately my expenditures were much, much higher. Going down the list:
My automated escort (and Frigate) ships had more than doubled in number.
My manual destroyer fleet(s) had tripled.
My Base maintenance had exploded, I had two Large Spaceports now, instead of one, and around a dozen small ports. I also have a couple research stations.
I was also paying a very, very pretty penny to keep my refueling and construction ships running.

After a year or so the smaller colonies started to develop and now I have more money than ever, so the aggressive expansion push paid off for me, but if my neighbors were closer it could have been another story. Also make sure that you aren't colonizing too many colonies that don't have luxury resources to add to the Empire. If you are short on resources your colonies will take a lot longer to develop, and won't develop as much, which could delay your ability to pull out of the recession by quite a bit.

Hmm, this post is pretty long now, I'll talk about the more interesting developments later.

Yonder wrote:

The bigger (much, much bigger) thing to watch out for is that the boom period generally includes a very large "temporary" income, and if you start treating that income as a permanent addition to your budget it is going to bite you. "Spaceport income" is the amount that civilians pay your spaceports in order to build their ships for them. While you are aggressively expanding your Empire the private industry is keeping right with you, and for much of the boom period fully a third of my income came from new civilian ships. Very, very suddenly my private industry had grown large enough to support my empire and stopped buying new ships. 30% of my income vanished seemingly overnight, so yeah, watch out for that.

Wow, sounds a bit like real life there. It seems the TMA comparison to Supreme Ruler makes sense, though I haven't touched those games.

garion333 wrote:

Wow, sounds a bit like real life there. It seems the TMA comparison to Supreme Ruler makes sense, though I haven't touched those games.

TMA?

Yonder wrote:
garion333 wrote:

Wow, sounds a bit like real life there. It seems the TMA comparison to Supreme Ruler makes sense, though I haven't touched those games.

TMA?

Seriously, Yonder? Shame, shame. Three Moves Ahead.

(Okay, admittedly when I wrote "TMA" I thought some people might not immediately know what the hell I was talking about, even if they are listeners.)

Yonder, I don't know if you just didn't mention it and you've been doing it, but you can build resort bases near ringed planets and I forget which other scenic feature, to help generate some sustainable income from the private side. It's not a fix all but that shouldn't crash as hard as the ship building you mentioned. I've been meaning to look into more and get some numbers on the the amount of return and functional distance from colonies but haven't had a chance to sit down and play for about a week.

Black Holes are also scenic features, and I think some other celestial bodies are as well. I actually don't think I have any resorts yet, I haven't been managing the bases myself (other than checking up on resource locations occasionally). I'll have to put some resort bases down and see how much it helps.

So on to some of yesterday's events:
Most of it was pretty typical stuff, I found two independent races and colonized their planets (they had several), as well as finding some bases and ruins. I also had minor pirate and space monster troubles, as does anyone. The coolest event was when I found an abandoned Capital ship, the technology wasn't amazing beyond where I am now (though it is decently so) but it's sheer size made it incredibly powerful compared to my ships. At this point I'm still in the relatively early game, and I still can't build ships larger than 200. I probably should have held onto this ship, but instead I scrapped it for a research boost, which turned out to be relatively modest. (Although the maintenance fees were probably killer, maybe I made the right choice). As time went on my exploration ships ran into scouts from another race far to the west, and even later we ran into another race to the North East.

It's around this time that the economy crash hit. At this point my Empire looks like a large h with the horizontal bar lower to the ground. I have a three fleets of five Destroyers "Northern 1," "Eastern 1," and "Central 1." Central 1 is based on my capital at the intersection of the lines, Eastern 1 is based at the 90 degree split on the right, and Northern 1 is based halfway between Central 1 and the top of the h.

With the money problems, unfortunately, came military problems. The first source of trouble came from the north, where I was extending the left line of the empire. When I was investigating the ruins of a city there it set off alarms and booby traps from a nearby pirate base, which sent in a small fleet of ships to catch the intruders. Northern 1 was sent to destroy the fleet and the pirate base, however a couple of the pirate ships escaped to cause problems with mining bases closer to the center of the Empire. Central 1 responded. I left Northern 1 at the sector their, waiting for the planet with the ruin to be colonized so that they could be rebased there, this greatly increased the area that Central 1 had to patrol, so they were kept hopping keeping a hold on an increasing space monster problem.

(Note during this time Northern 1 got in a fight with a space monster or two and a destroyer foolishly let it get too close, damaging it. As I was watching it this ship (set to manual, with fleets under manual control) left Northern 1 and broke ranks, trying to escape from the space monster. This is post patch.

It may not necessarily be a bug, because the ships are supposed to run when they get too damaged (the destroyers are set to 20% shield level) but I don't like that they leave the fleet too. Maybe it would have rejoined the fleet after it escaped, I don't know, I didn't let it jump out)

My real problems, however, were to the east. My explorers found some sort of abandoned base, or ruin, or artifact, or something, that gave me the coordinates to another abandoned ship. The system is close by, the next planet on my list to colonize to the south-east actually. I send a ship to check it out right away. It's not quite as large as my last discovery, a cruiser instead of a capital ship, but I am really looking forward to a larger military ship. Unfortunately when I approach it the engines and weapons power up. The nearby pirates had found the ship first and had been laying in wait for the first Empire to claim the prize.

It killed my discovering ship pretty much instantaneously. I ordered Eastern 1 to destroy it. Unfortunately the fleet was stationed significantly North of the looming disaster. While they made their way southwards the Cruiser headed into my territory. Usually when your mining bases are attacked (so far usually by pirate frigates or escorts) the cavalry can get there in time. Not always in time to save the station, but usually fast enough to catch those responsible. Not with this beast, a few shots from the torpedo bay and the base was destroyed, leaving the cruiser to warp to its next target. Eastern 1 was always a few steps behind while the cruiser worked its way deeper and deeper into the Empire. Meanwhile I was mostly orchestrating the problems on the western front. It's for that reason that I didn't see the Eastern Fleet do something boneheadedly stupid.

I was monitoring the event log, watching as base after base complained of being under attack by this thing, when one of my destroyers sent a message as well.
"They finally caught up to him, it's about time," I think to myself. Ironically enough the system were they finally caught him was their home base. After that merry chase all around the southern systems it would have been far better if they had just stayed and waited. You see, when I zoomed into the fight I saw that only two of the five destroyers were fighting the cruiser. The other three ships, while still in the fleet, were floating out in deep space. Apparently for some reason one of the times that their target warped from one system to another two of the destroyers were able to stay on the trail, but the other three just gave up and stayed there. BAH.

The two destroyers were absolutely no match for the cruiser, it killed them with less than 10% of its shield down. Hmm... That's not good.

Luckily during this whole pirate chase we had discovered new beam weapons and new engines. I upgraded the destroyer design, and recalled all destroyers. I am retrofitting the old ones and building the new ones (towards the end of the cruiser's rampage my economy got back on its feet). When they are ready I'm going to send all 15 of the ships to get rid of that thing. I'm sure I'll take damage, but since each destroyer has more than twice as much firepower as before I am pretty sure we'll be a match for it.

The only problem now will be finding it, since ravaging the system where it killed the two destroyers it has pulled back.

I may be a filthy skimmer. Can someone explain how the digital download is presented? Will I have one large install file (s) I can archive/backup or will I be able to backup/archive the game once installed. Steam and Stardock have spoiled me.

*EDIT*

Alas, I am truly a filthy skimmer..

Pacman wrote:

From what I have read, they will let you redownload for free after the 30 days, you just have to contact them to do so. Here is a quote form Erik Rutins (Director of Product Development and Business Relations at Matrix, the publisher) on the Wargamer forums:

"2. How much will DW cost?

The price in US dollars is $39.99 for the Download, $49.99 for the Physical copy. For those who want the physical copy, we recommend the "digital + physical" option which lets you get the download now while the physical copy is shipped to you, same cost as physical copy only.

3. What's this "download insurance"?

This is a small additional fee we are required to add to the shopping cart by Digital River. You are free to remove it. Its purpose is to cover the cost of re-downloads for Digital River and it officially allows you to re-download up to two years after the initial purchase. Otherwise, you officially have 30 days to download. In reality, if you have any issue with re-downloading, just contact us through our Help Desk and we'll take care of it. The main instance where this would be of assistance is if you were unable to reach us or we were unable to assist you, then this would cover your bases with Digital River."

http://www.wargamer.com/forums/tm.as...

Nvm, Tannhauser'd by, well, you answering your own question.

It's one file. You can archive it if you like (I did.)

edosan wrote:

All this great buzz is really weakening my resolve. Argh!

I know. It's killing me to wait on this one, but wait I shall. If I don't finish World of Goo and Secret of Monkey Island before this, I'll never give any of these games the time they deserve.

Budo wrote:
edosan wrote:

All this great buzz is really weakening my resolve. Argh!

I know. It's killing me to wait on this one, but wait I shall. If I don't finish World of Goo and Secret of Monkey Island before this, I'll never give any of these games the time they deserve.

I wouldn't fret, you'll get a nice shiny patched up version when you do decide to jump

I have to say I enjoy the inclusion of actual Hubble images in the game. They give it a nice kick in the pants.

Ok I'm picking it up now, but can't try it until tomorrow. Hopefully it'll be what the Space level in Spore and MOO3 should have been.

I think that's actually a decent summary, Budo. Excellent fun top-down 4x game.

I've been distracted by Teh Shiny (Warband), but Distant Suns is great and I'll probably pile back into in the next few days. My last play session won me over completely. I am now fanboied.

Alrighty, I got my new Destroyer fleets all set to go and set off. My plan had been to keep all 15 of them together, but that just wasn't possible. The AI controlled frigates seemed to bee doing a mediocre job of keeping the space monsters to the south at bay, but they needed backup, in addition to that there were large pirate troubles to the West, as well as an Empire whose borders were becoming increasingly intertwined with my own.

At this point I made an extraordinarily welcome discovery, the alien ruins of something or another gave me the technology to build size 800 ships, when before I could only build size 200! I quickly designed and built four size 350 cruisers, and attached two to the Eastern fleet and one to each of the others. I was now relatively comfortable in them all operating independently.

The Eastern fleet was tasked with searching out the Cruiser and attacking the far east pirate base that expected to be it's home. They were easily able to destroy the base and its escorts, but there was no sign of the advanced cruiser. Even at the time of this writing, more than a year later, its whereabouts are still unknown. Some speculate that they have found another home and are waiting to raid us again, still living fat on the spoils of the innocents they killed. Others think that they were destroyed, killed by some space monster or alien empire.

Others tell tales of the cruiser sitting dead in space somewhere, unable to refuel after its base was destroyed. With the loss of power the life support system would have failed, leaving the pirates aboard dead and cold. It once again sits empty, a cursed ship, waiting once more for a new crew to lead to their deaths.

So I finally got around to starting the game. Wow. It's a lot to take in, and the game is a very different beast from other space empire games- it's more like a Galaxy simulator, or what the Space level in Spore would have been if it was designed for the Hardcore Paradox strategy crowd than the turn based conquer-each-planet-individually that most titles in this genre are. I highly recommend the QT3 podcast on its summary of the game- they do a great job talking about the pluses and minuses and what makes it unique. I disagree on one aspect of their discussion: I found the tutorials really valuable. Comprehensive, but not mind-numbingly long and confusing either.

Also, some quick notes:
1. The written manual pdf for this game is great combo if manual and stategy guide. It's long, but not bogged down in too much detail, and gives you a bunch of helpful tips including a page dedicated just to the hot keys. You don't need it to get started but it's great bathroom/commuting on the train reading to help you figure out the nuts and bolts.
2. The font size and style for this game is unacceptable. The words are too thin and small and it makes reading difficult. That is honestly my biggest minus for the game, but one that should not be overlooked for a game that relies fairly heavily on spreadsheets and info in text boxes.
3. After the tutorial, I highly, highly recommend starting a very small game with a tiny galaxy (ONLY 100 systems), with a couple of peaceful aliens and no pirates. Automate everything but say one thing to really learn it (and not just memorize the commands). I suggest trying colonization at first, since it's crucial for good empire management and pretty straightforward to pick up. Then let the game run and just observe and take in as much as you can as you get used to jumping around the galaxy/system/planetary screens. Also, don't worry about losing. Honestly, this game is more about the vibrancy of a simulateed galaxy than victory conditions. You can even turn off the victory conditions and run your galaxy in sandbox mode.
4. There's a bunch of great starting scenarios to really give your galaxy some flavor. Just a few examples: Are all the races just starting off? Are you starting in the core expanding out or vice versa? Is there a giant empire and a bunch of smaller rebel domains, or a bunch of medium-sized empires at each others' throats?
5. You have to quickly come to terms with the realization that, unlike most turn-based space empire games, you simply cannot control everything. If you try you will either go mad juggling the details or you'll keep the game stuck in pause continually - neither of which I would label as "playing a game." And I welcome that. Distant Worlds approached the idea of a space emperor as someone who makes only the most top-level broad sweeping decisions, maybe can get his hands dirty on one or two aspects of his domain, but in truth the empire pretty much runs itself with just a nudge here and there by the player to change the general direction of its development. Also the AI, while not perfect, is pretty good at managing the whole shebang. Your job would just be to step in and correct any mistakes the AI makes (kind of what I envision in the first place), but it's hardly ever makes a collosal blunder or feels broken. (Again, keep in mind: I'm just starting out with this).
6. The scroll feature in this game is not as smooth as Sins of a Solar Empire or even Spore, but it's still pretty good. There are also a lot of htkeys that allow you to jump to the action.
7. The aliens are very diverse, but they are missing something. I didn't know what it was until I picked up Moo2: theme music. It sounds silly, but a little touch like tat really adds flavor to the game. Still, they do not feel like run of the mill creatures.
8. Graphics and music are serviceable. Nothing that will wow you, but it definitely doesn't look like a garage-built game either. I would have loved it if this game had the graphic and audio detail of sins, but you can wish for improved audio and visuals in practically any game really.

These are just my first impressions after a couple of hoiurs into the game, so take them for what they are. More to come as I dig into the it more.

Honestly, the worst thing about this game is that Moo2 came out recently on GoG, a classic that many (including myself) consider the best, most-perfectly balanced 4x space strategy game out there to date, even after a decade and a half since its release. The re-release of Moo2 did, however, make me look at all the space strategy games I own in an entirely new light. It may sound obvious, but all of these games truly are different experiences bundled together in the same genre that are increasingly linked only by their sci-fi setting. Distant Worlds is not as good a game as Master of Orion 2, but it is not just a game. It's a galactic community simulator, something far superior to Spore, and far more effective in achieving the macromanagement of a galactic empire then Master of Orion 3 (aka Click "Next Turn to win"). It's missing the tongue in cheek humor of GalCiv 1 and 2 but it doesn't take itself as seriously as Sins of a Solar Empire either (and has a lot more interesting factions). The military action is far less involved than the bucketloads of ships you accumulate in Sword of the Stars and Armada 2526, but the fewer ships means the battles matter more in DW. The aliens are diverse and lively, but they could have done more to flesh out these guys than just their good backstories. I'm glad I bought it, I am digging it, but it won't replace Moo2. But it shouldn't have to replace it since these games are so different that the comparisons fall apart fairly rapidly.

Don't buy: (i) if you haven't bought Moo2 yet, (ii) need great graphics and sound in everything you play, (iii) can't live without controlling (or even understanding for that matter) every aspect of the game.
Buy: (i) if you liked the Space level in Spore but found it too tedious to manage everytihng, (ii) love your galaxies enormous and the idea of playing as a macromanager intrigues you, (iii) want to see what a galactic community would look like

Final note: I really, really hope the modding community takes to this game. The possibilities of Star Wars/Star Trek/Battlestar Galactica/Mass Effect/Master of Orion mods in Distant Worlds would guarantee I don't buy another space strategy game for a long, long time.

Die evil double-post twin!

The economy needs more transparency. How you can go from +20K to -20K cash flow in less than a minute? I have no idea, but this sort of things seems to happen a lot.

Still, this game seems like it has a lot of depth to it. I'm having fun trying to figure out what the hell is going on in it.

1.0.4 Patch Released a few days ago.

Hi everyone,

The 1.0.4 official update is now available. You can install this on top of the 1.0.4 beta updates without a problem if you have those installed. This should fix all the crash/freeze issues that were reported in 1.0.4 Beta 4, even if not specifically noted in the fix list (which focuses more on fixes related to the 1.0.3 official update).

Here's the final change list, we included quite a few more bug fixes and there are a few minor fixes and improvements we probably missed adding to the list as well.

Change History:

v1.0.4 – May 5, 2010

Fourth Official Update

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.

Also, this update may reset the automation settings in your Options screen. Please open the Options screen again to adjust them to your preference. Apologies for any inconvenience.

Suggestions on Game Difficulty Settings: It has come to our attention that some of the sliders intended to control difficulty may not be as intuitive as we had hoped. If you want an easier or harder game, please consider adjusting the Expansion, Aggressiveness and Home System sliders in your galaxy settings when you start a new game. Expansion controls the level of development the other AI empires start with, Aggressiveness controls how likely they are to forego diplomacy and provoke or declare war, Home System plays a huge role in how wealthy your economy is to begin with. For a harder game, try increasing Expansion a step or two (to Young or Expanding) and increasing Aggression to Unstable or Chaos, along with decreasing your Home System to Trying. For an easier game, move each of these in the other direction. We recommend trying these out in different combinations to determine what works best for you.

Bug Fixes:

1. Races with special tech now have requisite resources at startup to build ships using the special tech
2. Medical and Recreation center components now work at bases other than space ports
3. Fixed crash with defeated 'ghost' empires reappearing and 'ghost' ships visible in the mini-map
4. Fixed crash that sometimes occurred when viewing a Construction yard list sorted by some columns
5. Fixed various other minor crashes
6. Designs for Resupply ships, Colony ships and Construction ships now have size limits, even though built at colony. Size limit is current maximum base construction size. These civilian ship designs also have some minimum requirements for the number of certain component types that must be present.
7. Fixed issues with super-luxury resource distribution in small galaxies
8. Can no longer retrofit to designs that are bigger than your current construction tech allows
9. Fixed bug where freighters sometime stack up waiting to dock at a space port
10. Fixed 'GxBO' crash reported by some players
11. Fixed detached mining station bug
12. Games will no longer start with ships that you cannot build (i.e. too big)
13. Fixed a crash that could be caused when ships reverted to an invalid mission
14. AI-generated designs now always use the latest technology
15. Default colony ship designs now come with more engines, making them faster and better able to “meet” the planets they are heading to colonize
16. Retrofits are now always charged for, regardless of the method used to order them
17. The automation AI will no longer cancel retrofit missions
18. Fixed a crash when a single ship was sent to patrol a system
19. Fixed a bug that could cause invisible space monsters
20. Fixed a bug that caused the AI Empires to sometimes not build military ships
21. Fixed occasional game freezes during space battles and planetary invasions
22. Fixed a bug that could cause two ships in the same location to merge
23. Fixed a bug that would not cancel an alliance agreement with a pirate faction when you attack their ships or stations
24. Fixed retrofitting for construction, resupply and colony ships
25. Disabled command and selection popup menus when autosaving
26. The Ship Designer now properly resets values for targeting and countermeasures when the relevant components are removed
27. Fixed a crash that could happen when editing some planets in the game editor
28. Automatically designed Resort Bases no longer include bombard weapons
29. The Quameno now properly use their special tech (NovaCore reactor) in their designs
30. Government attributes are now properly updated when the government type is changed in the game editor
31. Manually recruited intelligence agents now properly use racial espionage bonuses (reflected in their starting skill levels)
32. Fixed messages explaining new racial bonuses when colonizing a new planet. These now only display when a new race has joined your empire as a result of the colonization.
33. When retrofitting space ports to larger or smaller sizes, the role now properly changes after retrofit (e.g. from medium to large space port)
34. Mining stations no longer start right next to pirate bases
35. Improved the placement of defensive bases around colonies, they should no longer be built right next to each other.

Game Balance Changes

1. The economy has been overhauled in several respects. It should now scale better and work better than in previous versions. Colony development level now comes half from population (0 at 0 population up to 50 at 500 million) and half from access to luxury resources (50 for 10 luxury resources). Colony income is reduced by local corruption, global empire corruption and corruption caused by distance from the capitol system. The larger and more populated an empire becomes, the greater the overall corruption will be, though larger empires should still be more economically powerful than smaller ones. Please also see the notes at the top of this readme for suggestions on how to make the game easier or harder, depending on your preference.
2. Racial bonuses apply in more gradual manner for multi-racial empires - will only get full bonuses if a race comprises at least half your empire's population
3. Rebalanced trade offers so that valuations for tech, bases and colonies much higher. Valuations now also scale quite dramatically based on how much the other empire likes or dislikes you
4. Research speed has been halved
5. Empires now much less likely to colonize in another empire's system
6. Your empire's reputation now has less impact on your colonies if the population at the colony is aggressive and unfriendly. In other words, citizens of war-like races aren't so concerned about you having a poor reputation.
7. Positive reputation impact from destroying pirate ships has been lowered, but positive reputation impact from destroying pirate bases has been increased.
8. Ending a war no longer completely resets attitudes, there may be some lingering animosity
9. Other empires much less likely to accept unfavourable trade offers
10. Private ships can now only be armed with a single weapon - this armament will not cause any offense when they enter other empire's systems
11. Government types have been rebalanced, resulting in less extreme values for corruption and approval
12. The AI for other empires and for your own automation is now much more careful about what ships and bases it builds, resulting in much better automated management without overspending.
13. War weariness now starts lower and increases more gradually

Fleet and Ship Management Improvements

1. Holding down the Ctrl key while right-clicking to assign a mission now overrides the default mission for the selected ship. This allows you to override the default right-click behaviour and gain access to a comprehensive pop-up menu to select the mission you want, e.g. military ships can refuel at a space port instead of patrolling it, troop transports can refuel at a colony instead of loading troops at it
2. Added filtering for ship and base icons at galaxy zoom level - can selectively enable/disable ship types displayed at galaxy level. By default civilian ships are turned off at Galaxy zoom level. Please see the Options screen, Advanced Display Options to change this to suit your exact preferences.
3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission
4. Manually controlled ships will now automatically repair when damaged, and then return to their previous mission.
5. Manually controlled ships will now automatically engage enemy targets without needing to be manually directed to each target. They will then return to their previous mission, e.g. patrol, escort, etc
6. Patrol missions now automatically reset, i.e. a manually-controlled ship will stay at a patrol target until you tell it to stop
7. Fleets should stay together better than previously
8. Fleets should not cancel their missions when advisors suggest other uses for them
9. Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system
10. Fleets are now more responsive and their automatic handing of refuel and repair has been improved
11. It is now possible to assign construction ships to build mining stations at gas clouds from the sector and galaxy-level zoom.

Ship Design and Retrofitting Improvements

1. Added mass retrofit option in Ships and Bases screen. Multi-select ships and bases from the list and click the retrofit button to select the design to retrofit to. The mass retrofit cost for all selected ships and bases is shown and if you cannot afford it you will not be allowed to retrofit.
2. Upgrading designs now names them as "Old Design Name Mk2", etc
3. Added new design subroles: energy research station, weapons research station, industrial research station, high-tech research station, monitoring station, defensive base. These types of bases are no longer AI-designed if you turn off automation for ship design
4. Design screen now shows all latest designs (when Show Latest Designs selected), regardless of whether you can build them or not.
5. Added maximum weapons energy use to Design screen (top of Weapons panel) so that you can compare reactor power output to optimize military designs
6. Added energy collector to default military ship designs
7. The AI will no longer build ships of a particular type if all designs of that type are marked as obsolete
8. The AI will try to keep design sizes for destroyers and troop transports under the maximum size of your current construction tech
9. The AI will now add extra reactors to its designs to make sure the ship has enough energy for maximum effectiveness in combat and movement.

Other Improvements:

1. Expansion Planner now always shows colonization and mining targets, even when they are considered unimportant
2. Expansion Planner now uses the best location to build queued colony ships, which is not necessarily the closest colony
3. Expansion Planner now uses the best construction ship to build queued mining stations, which is not necessarily the closest construction ship
4. Slightly fewer surprise attack suggestions from advisors
5. Message added in research progress bar to indicate when you have completed all research in an area
6. Newly-recruited intelligence agents should automatically start off assigned to counter-intelligence
7. The multiple race ability popup messages will now only show a new race becoming part of your empire once
8. The Cash flow number showed at the top right of the screen now has the variable elements smoothed out (i.e. Space Port and Resort income) which should allow the income trend to match the cash flow trend more closely and with less volatility

3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission
4. Manually controlled ships will now automatically repair when damaged, and then return to their previous mission.
5. Manually controlled ships will now automatically engage enemy targets without needing to be manually directed to each target. They will then return to their previous mission, e.g. patrol, escort, etc

And there was much rejoicing!

This thread has piqued my interest in this game. Cash is tight at the moment so I'm gonna hold off on a purchase. I've also never played MOO2 so, based on Budo's suggestion, I may grab that from GOG in the innerum.

Radical Ans wrote:

This thread has piqued my interest in this game. Cash is tight at the moment so I'm gonna hold off on a purchase. I've also never played MOO2 so, based on Budo's suggestion, I may grab that from GOG in the innerum.

Distant Worlds is a good game, the update fixed a lot of annoying things (annoying to me at least), but cannot beat MoO 2.

I've been eyeing this one ever since a thread here about MoO like games.

Distant Worlds seems like it is getting good update support from the developers. The scope of it and feature set seem to make it distinct. I wish the price were just a bit lower. Probably one thing holding me back though is that its only available direct from Matrixgames. Not that there is anything wrong with that, but just out of personal preference I wish I had a few other buying options like brick-n-mortar or Steam, which I am more comfortable with.

Not going to happen, unfortunately. The price isn't likely to come down either, but the longer you wait, the more it does get patched up. So there's that.

I haven't picked the game up in months. I never felt like I got a good feel for it and with the flurry of patches being released early on, I kept feeling like I was starting over in some ways. Aaaaaaaand then a bunch of other games got released and a big Steam sale, yada yada yada. I think about the game from time to time, but don't actually play it. Strange.

...Aaaaaaand there's a new patch coming out soon any way....

(actually, the patch is currently in public beta)

Massive, massive game-changing 1.0.6 patch released today.
Get it here.

The release notes are so ridiculously long that I'm not going to bother copying them. You can read them here. The release patch is unchanged from the last beta patch.