Proximamente Distant Worlds: Shadows
Moderadores: Hetzer, Moderadores Wargames
- Stratos
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Re: Proximamente Distant Worlds: Shadows
Al final, por cuanto sale el juego más las expansiones?
-Los pilotos de caza hacen películas.
-Los de ataque hacen historia!

-Los de ataque hacen historia!

- nadia911
- Crack - Oberst
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Re: Proximamente Distant Worlds: Shadows
70 euros, mas o menos... 

- Stratos
- Crack - Oberst
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Re: Proximamente Distant Worlds: Shadows
La leche. Mejor me quedo sin juego.
Gracias por la info!
Gracias por la info!
-Los pilotos de caza hacen películas.
-Los de ataque hacen historia!

-Los de ataque hacen historia!

-
- Veteran - Hauptmann
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Re: Proximamente Distant Worlds: Shadows
moddb ya no deja descargar en europa, tal vez a ese problema te referias

- nadia911
- Crack - Oberst
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Re: Proximamente Distant Worlds: Shadows
Quinto Parche (ya se parece a Parchedox estos de Matrix)
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen
SMUGGLING AND FREIGHTERS
- improved willingness of pirate freighters to fulfill smuggling missions
- smuggling missions properly expire when resource requirements fulfilled at colony
- slightly lowered number of freighters that AI builds
DEFEND MISSIONS
- increased prices for pirate defend missions
- an empire will assign a maximum of 3 pirate defend missions per system
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful
PIRATES
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)
- pirate factions now better handle tourism, resort bases and passenger ships
- pirates cannot build bases at colonies of other empires (e.g. spaceports)
RAIDS AND INVASIONS
- raids on a colony now inflict less casualties on population at the colony
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve
BOARDING AND CAPTURE
- captured bases at colonies of other empires will now self-destruct
- fighters now better at handling boarding and capture missions
SHIP DESIGNS
- improved function of 'Auto Upgrade' button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)
- can now alter 'Auto Retrofit' dropdown setting for Mining Stations in Design Detail screen
OTHER
- tractor beams now push creatures away when they are attacking a ship
- further improved performance, especially in large games
Descarga aquí:
ftp://ftp.matrixgames.com/pub/DistantWo ... te1905.zip
Saludos
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where pirate colonies sometimes showed up twice in Colonies Screen
SMUGGLING AND FREIGHTERS
- improved willingness of pirate freighters to fulfill smuggling missions
- smuggling missions properly expire when resource requirements fulfilled at colony
- slightly lowered number of freighters that AI builds
DEFEND MISSIONS
- increased prices for pirate defend missions
- an empire will assign a maximum of 3 pirate defend missions per system
- raids on a colony that is being protected in a pirate defend mission do not fail the mission unless that raid is successful
PIRATES
- normal planetary empires more willing to form protection agreements with pirate factions, especially when pirates are stronger than them
- pirate protection agreement costs better matched to empire cashflow (i.e. ability to pay)
- pirate factions now better handle tourism, resort bases and passenger ships
- pirates cannot build bases at colonies of other empires (e.g. spaceports)
RAIDS AND INVASIONS
- raids on a colony now inflict less casualties on population at the colony
- troops defending a colony during an invasion regenerate health/readiness at half usual speed, new troops also recruited at half-speed. This makes colony invasions easier to achieve
BOARDING AND CAPTURE
- captured bases at colonies of other empires will now self-destruct
- fighters now better at handling boarding and capture missions
SHIP DESIGNS
- improved function of 'Auto Upgrade' button in Designs screen - now properly preserves weapon types (e.g. phasers, rail guns)
- can now alter 'Auto Retrofit' dropdown setting for Mining Stations in Design Detail screen
OTHER
- tractor beams now push creatures away when they are attacking a ship
- further improved performance, especially in large games
Descarga aquí:
ftp://ftp.matrixgames.com/pub/DistantWo ... te1905.zip
Saludos
- nadia911
- Crack - Oberst
- Mensajes: 2630
- Registrado: 02 Feb 2010, 04:11
- STEAM: Jugador
- Ubicación: En Melmac
Re: Proximamente Distant Worlds: Shadows
Nuevo parche recién salido:
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where some pirate games would often 'stall' on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get 'lost' when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered "Random" proximity setting in Game Startup to distribute starting empires *EVENLY* across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has *excess* money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for *manually* controlled ships and fleets (Game Options > Empire Settings). These settings default to 'no change', so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now 'gang-up' on enemy targets better, assigning many attackers to take on a target
Lo descarga de aquí:
ftp://ftp.matrixgames.com/pub/DistantWo ... te1906.zip
Saludos
CRASH FIXES
- fixed various crashes
BUG FIXES
- fixed bug where some pirate games would often 'stall' on some hardware configurations
- fixed bug where pirate relations would sometimes get mixed up
- corrected bug where pirates were offering negative pirate protection amount when normal empire cashflow was negative
- fixed bug where pirates could not manually change tax rate at colonies where they build Criminal Network
- fixed bug where pirate colonizing planet where already have spaceport would cause spaceport to be removed
- fixed bug where a pirate faction raiding a colony where they already have a pirate base or fortress resulted in them battling against their own troops who defend the base
- fixed bug where galactic storms would often get 'lost' when reload game
WEAPONS AND ARMOR
- fixed Ion Pulse weapons to properly disable weapons and engines
- fixed bug where normal components were getting damaged before Armor was completely destroyed
RETROFITTING
- when retrofitting damaged ships or bases, damaged components are now first repaired
- Troop loadouts for ships are now reviewed when the ships is retrofitted to a new design
- pirate construction ships no longer retrofit or repair at controlled (but unowned) colonies
- fleets will no longer go to retrofit when no ships in the fleet have newer designs available
SHIP DESIGN
- AI ship design process no longer creates unbuildable new designs (too large) for a ship subrole when there is an existing buildable design for the same subrole
USER INTERFACE
- added some filters at the top of the Pirate Missions panel in the Empire Navigation Tool at screen left: attack/defense/smuggling mission types, accepted/open missions
- fixed Design Detail screen warnings panel so that text wraps and scrolls
- increased text size in Research screen
GAME SETUP
- altered "Random" proximity setting in Game Startup to distribute starting empires *EVENLY* across the galaxy
- now exclude space creature appearance Shadows events if space creatures are completely disabled in game setup
CHARACTERS
- characters no longer have skill increases until skills and traits are revealed
- fixed bug where Demoralizing and Inspiring character traits were sometimes not working
OTHER
- pirate and diplomatic offers now ensure that offered empire has *excess* money to purchase (not just enough)
- weak pirate factions (no spaceport, weak military, negative cash and cashflow) now join stronger nearby pirate factions
- added new Engagement Stance settings for *manually* controlled ships and fleets (Game Options > Empire Settings). These settings default to 'no change', so that Engagement Stance does not change when a player manually assign missions to ships and fleets. Existing Engagement Stance settings now apply to auto-controlled ships and fleets
- military ships will now 'gang-up' on enemy targets better, assigning many attackers to take on a target
Lo descarga de aquí:
ftp://ftp.matrixgames.com/pub/DistantWo ... te1906.zip
Saludos
- Schwarz
- Regular - Unterfeldwebel
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Re: Proximamente Distant Worlds: Shadows
He de reconocer que pese a que el DW es uno de mis top10, he resistido la tentación de jugarlo hasta agosto, porque sabía que necesitaría un poco de tranquilidad para hacerme con él.
Después de flipar haciendo de pirata en el prewarp y abandonar, estoy jugando como imperio en el universo clásico para irme adaptando y solo decir que el entorno es bastante más estresante, los piratas aparecen por doquier, me hacen propuestas de contrabando, de protección real y de protección mafiosa, además el hecho de tener un imperio vecino que cuando le propongo la paz me dice que por qué, que se está divirtiendo, haciéndome añicos naves mineras y desembarcando tropas en mi única colonia
De momento :
+ diplomacia, con los piratas y contrabandistas;
+ comercio, con los cortes de suministro en determinados materiales;
+ combates, o eso me parece a mí.
Gracias por los consejos y experiencias de este hilo a todos los que habéis participado, me lo he leido entero antes de abrir la primera partida
Después de flipar haciendo de pirata en el prewarp y abandonar, estoy jugando como imperio en el universo clásico para irme adaptando y solo decir que el entorno es bastante más estresante, los piratas aparecen por doquier, me hacen propuestas de contrabando, de protección real y de protección mafiosa, además el hecho de tener un imperio vecino que cuando le propongo la paz me dice que por qué, que se está divirtiendo, haciéndome añicos naves mineras y desembarcando tropas en mi única colonia

De momento :
+ diplomacia, con los piratas y contrabandistas;
+ comercio, con los cortes de suministro en determinados materiales;
+ combates, o eso me parece a mí.
Gracias por los consejos y experiencias de este hilo a todos los que habéis participado, me lo he leido entero antes de abrir la primera partida

Aquí hemos venido a jugar
- nadia911
- Crack - Oberst
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Re: Proximamente Distant Worlds: Shadows
Yo juego con pocos piratas en un imperio que recién empieza, pruebalo así, es muy divertido