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Distant Worlds v1.0.6.0 Update

RELEASE DATE : 29-07-2010            PROTECTION : .Net Reactor + Serial
GAME TYPE    : Strategy              DISKS      : CRACKED UPDATE

Release Notes:

The Skid Rowdies are looking new blood to fill up the ranks.
We're a professional team of dedicated sceners with big mark
under sceners. We believe on the ground idealism of the root
of the real old school scene. We do all this for fun and
nothing else. We don't earn anything on our hobby, as we do
this for the competition and the heart of what got the scene
started in the mid eighties.

If you think you got something to offer, then don't hold back
on contacting us as soon as possible.

twice the fun   \/ double the trouble

On with the update release information:

Distant Worlds v1.0.6.0 Update

Sixth 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. Please note there are many new
settings as well that you should check and set to your
preferences. Apologies for any inconvenience.

Note that there is a change to the new fleet behavior from
1.0.5.6, where refueling/gathering automatically kicked in.
Now this behavior is opt-in, i.e. you have to specifically
request it by selecting these new mission types (from the
pop-up menu or by using the ALT key). See the Improved Fleet
Operations notes below for more details.

Bug Fixes:

1. Fixed bug where construction ship would occasionally get
stuck in loop rebuilding same item at same location

2. Fixed crash that occurred when bombarded the last colony of
an empire

3. Fixed crash in new Diplomatic Message Queue (at top-left of
screen)

4. Fixed tech bonus received from disassembling advanced ships
- now much lower than before and focussed in area where
disassembled ship is advanced (e.g. torpedo weapons,
shields, etc)

5. Fixed some special cases where military ships may not
always attack an enemy in a timely manner

6. Fixed crash that occurred when you colonized a planet that
previously had a blockade and was then bombarded to
extinction

7. Fixed bug where ships would sometimes not attack targets
(engagement range was corrupted)

8. Fixed bug where abandoned ships and bases with RepairBot
components were auto-repairing themselves prior to
discovery (e.g. in debris fields)

9. Fixed bug where independent colonies were not generating
their own defending militia. This makes independent
colonies more difficult to invade

10. Long range sensor display is now properly updated in
galaxy view when ships/bases retrofitted with better
sensors

11. Resupply ship designs now need only 25% of their
components to be either cargo/docking bays/gas extractors
(previously was 30%). This ensures that default designs
are valid

12. Fixed the following bug: 1) discuss negotiating an end to
war with a warring empire in diplomacy screen, but do not
end the war. 2) then discuss a trade offer with another
empire, including a request to "declare war on XXXX" 3)
clear the offered items using the button at the bottom of
the screen 4 instead of clearing, the offer changes to
"end our war with you"

13. Fixed bug where player is sometimes not notified of an end
to war with another empire

14. Fixed bug where newly colonized planets sometimes rebel
due to high taxes

15. Fixed rare bug where colonized planets will no longer
allow investigation of ruins (this could also lead to
exploration ships clustering around the planet)

16. Quameno and Zenox no longer repeatedly offer knowledge of
the same secret location

17. Scrapped long range sensors no longer leave sensor range
on the galaxy map

18. Fixed a bug where crash research was not completing when
you traded that tech
with another empire

19. Diplomacy messages (top-left of screen) now correctly use
custom race images if
a theme is in use

20. Fixed a bug where some races and starting locations where
swapped in some
situations

21. Fixed a bug where you could colonize ice asteroids

22. Fixed a bug where ships and bases would sometimes have
more docking bays or
construction yards than specified by their design

23. Fixed a crash that sometimes occurred when zooming

24. Fixed a display problem (garbled fonts) when viewing
information on
construction yards in the Component Guide (Design Detail
screen)

25. Fixed a bug where investigating an abandoned ship or base
sometimes caused an
infinite loop of messages

26. Fixed another crash that sometimes occurred after using a
planet destroyer

27. Fixed a bug where Galaxy Map screen was no longer showing
potential colonies

28. Ensured that empires do not perform spy missions against
themselves

29. Fixed another rare GxBO crash

30. Fixed tutorials (were broken in 1.0.5.6 beta)

31. Fixed images for refugee ships (discovered from some
ruins)

32. Fixed situations where wars or trade sanctions would
sometimes unilaterally end
without negotiation

33. Fixed additional rare GxBO crash

34. Fixed bug where construction ships could not be
retrofitted

35. Fixed bug where large ships would sometimes not move (i.e.
top speed was zero
or below)

36. Asteroids no longer have ruins on them

37. Fixed crash that sometimes occurred when colonizing a
planet (GxBO crash)

38. Fixed crash that sometimes occurred when assigning a fleet
to patrol a system

39. Fixed bug where centering on multi-selected ships would
not properly center

(either by clicking in Selection Panel or using 'Lock to
Selected')

40. Fixed bug where colony ships would sometimes not be built
at colony with
sufficient population (100 million)

41. Pause/spacebar keys no longer active when game screens are
open, thus cannot
accidentally resume a game while paused in a game screen

42. Can now build bases at top-left quadrant of colonies
(right-click > build XXX)

New Feature:

Habitat Quality determines colony value (income and max
population)

1. Colonies with quality below 50% cost an empire money to
maintain, instead of earning income

2. Continental and marshy swamp planets usually have high
quality, desert and ocean medium quality, ice and volcanic
low quality. But there are occasional exceptions to this,
with some high quality ice and volcanic planets

3. Abundance of quality planets can be altered with new slider
setting in galaxy settings at game start

4. Home system favorability determines quality of home planet
û planet type is now determined by native planet type of

5. Each race receives a 10% maximum population bonus for their
native planet type

6. Independent colonies now always have a quality of at least
50%, making them always worth colonizing.

7. Planets and moons with Quality below 50% are also listed in
red in the Expansion Planner (along with those in hostile
territory).

More Realistic Colonization and Migration:

1. Cannot build colony ships at a colony until population
reaches a threshold of 100 million

2. Colony ships take population from the colony they are built
at (e.g. 10 million people)

3. Some new colonization tech increases population growth rate
for colonies (as ell as unlocking new colonization
components)

4. When planet type is not native type for a race, then
population growth rate it slower, BUT colonization research
progressively improves the growth rate for these non-native
planet types

5. Passenger ships now carry less people when migrating

Planetary Combat and Rebellion Changes:

1. Troops now receive a 10% bonus when fighting on their
native planet type (for either attack or defense)

2. Troops now have higher deterrence of rebellion/defection at
colonies

3. Rebelling colonies may raise militia forces (their own
troops) to battle garrisoned empire troops

4. Independent colonies recruit their own troops to deter
invasion

5. When conquered colonies rebel against their new owners,
they are likely to return to their previous empire instead
of simply becoming independent, but if a rebelling colony
with quality below 50% leaves an empire, it will generally
become independent instead of joining another empire
(because it is a net drain on an empire)

Automation and AI Improvements:

1. Empires are now more likely to invade independent colonies
that are likely to resist colonization (due to racial
animosity)

2. AI colony tax rate setting is now more accurate and less
prone to 'jumping around'

3. Target prioritization altered so that distance is more
important, i.e. closer targets more preferred - thus in
wars, AI empires much more likely to attack border
colonies, thus maintaining more coherent empire borders

4. Improved AI colonization logic so that AI empires expand
better

5. Increased targeting priority for enemy colonies so that
they are more likely to be invaded when at war

6. Construction ships and colony ships now remember dangerous
areas (pirates and space creatures) and attempt to avoid
them. This information is also reflected in the warnings
in the Expansion Planner screen for colonization and mining
targets

7. Automated ships in a fleet will make a better effort to
keep themselves loaded with troops

8. AI expansion improved - other empires will now consider
more planets for colonization, thus improving their rate of
expansion

9. Empires will now be more careful about declaring wars -
will not do so unless they have forces available to attack
the enemy

10. Creature threat detection now works properly in restricted
areas, so that military ships will auto-engage creatures

11. Improved exploration ship scouting so that they do not
cluster

12. Default construction ship designs now have 3 energy
collectors (instead of one), so now fully meet their
static energy requirements without consuming fuel

Improved Fleet Operations:

1. New fleet mission types: Prepare and Attack, Prepare and
Bombard: if the fleet requires refueling or is dispersed
then the fleet will first refuel or gather prior to
attacking/bombarding the assigned target. To assign these
new mission types either select them from the right-click
pop-up menu (when zoomed out to sector or galaxy level), or
hold down the ALT key when right-clicking a hovered target
(i.e. attack or bombard).

You can fine-tune how this behavior works in the new "Fleet
Attack Settings" section of the Empire Settings screen (from
Game Options). This allows you to specify when fleets will
refuel or gather before engaging in attack/bombard missions.

2. Changed behaviour of fleets when attacking or bombarding
planets: will not complete their mission until all ships
in the fleet have arrived at the target planet (even when
the fleet cannot otherwise carry out the mission, e.g. no
troops to invade)

3. Fleet load troops command - right click fleet for pop-up
menu item, or use new button in Fleets screen (F8)

4. Ships in fleets will make a better effort to remain
together, new ships assigned to fleets will travel to the
fleet location after completing their current mission

5. Troop loading for individual ships and fleets will now pick
up more troops from each colony

New Target Engagement Stances and Improved Ship Behavior:

1. New Auto-Engagement Stance: engage targets when attacked,
engage nearby targets, engage system targets

2. New default Empire-level engagement stances for mission
types: patrol, escort, attack/bombard, other (See Game
Options screen, Empire Settings sub-screen)

3. New Empire overkill factor, determines firepower (and thus
number of ships) auto-assigned to targets within engagement
range: 1:1, 1.5:1, 2:1, 3:1, 5:1 (see Game Options screen,
Empire Settings sub-screen)

4. Set engagement stance for an individual ship or an entire
fleet: use the comma key to cycle settings when an
individual ship is selected

5. More careful evaluation of targets - ships do not
auto-attack bases (e.g. pirate bases) stronger than self
unless other nearby forces available

6. Manual attack mission assignment always sticks with
assigned target until complete

7. Auto-refuel refinements û ships do not auto-refuel when
colonizing or invading a colony

8. Fine-tuned ship maneuvering when firing weapons at moving
targets so that target movement is better accounted for
when attempting to maintain ideal firing range

9. Ships will no longer continue an escape mission if all of
their attackers are destroyed (i.e. they will stop fleeing)

10. Troop Transport ships now engage enemies more aggressively

11. Improved attack maneuvering so that military ships better
stay within weapons range of moving targets

Interface Improvements:

1. New display of diplomacy messages at left of screen -
click a message to discuss with sending empire. Some
important message types still popup a window as previously:
declarations of war, ending wars, threats of war or trade
sanctions, requests to honor mutual defense pact

2. New Slider settings in game startup to alter level of
Corruption for player empire and galactic Habitat Quality

3. Design Detail screen updated - design components
consolidated so that multiple components of same type are
now listed as a single entry (e.g. 5x)

4. Can now select special government types for other empires
in Start a New Game screen (when their race allows them)

5. Extra command buttons in Ships and Bases screen: Refuel
selected ships, Retire selected ships, Scrap Selected Ships

6. Added explanation of racial bonuses at colonies in the
Colonies screen (Population tab). If dominant race at one
of your colonies provides a bonus (lower war weariness or
higher happiness) it will be explained directly underneath
overall colony happiness ("The inhabitants of XXXX are
happy with you (+20)")

7. Grid row selection in expansion planner screen properly
reverts to previously selected row after assign colony ship
or construction ship to a target

8. Grid row selection in ships and bases screen properly
reverts to row above when ships or bases are scrapped using
the 'Scrap' button

9. Double-clicking a column heading in any sortable grid
(e.g. expansion planner targets, colonies screen, ships and
bases screen, etc) will 'forget' any sorting

10. If a planet/moon can or can't be colonized, the details
for that planet/moon will now tell you why.

11. Expanded the maximum number of colonization targets
displayed in the Expansion Planner screen from 100 to 500

12. For retrofit missions, selection of the retrofit location
now pays more attention to travel distance to the
location, as well as retrofit time at the location

13. Galaxy backdrop no longer 'bounces' when move to galaxy
edge (galaxy zoom level)

14. Music sound volume now honored when exploration event
occurs (when discovery screen appears) - i.e. if music
volume is zero, no discovery music will play

15. Designs for new ships and bases added to your empire when
conquer another empire are set to obsolete so that they
are not your default designs for a role

16. All moons now have unique names

17. Can set galaxies to have no space creatures in game setup
(except for story-related locations)

Game Balance Changes:

1. Weapon components rebalanced: Beam Weapons should now be
more viable in comparison to Torpedos

2. Invading independent colonies now has less negative
reputation impact than before

3. Lower reputation hit from using planet destroyer and
bombarding colonies - more viable option, especially
against other empires with low reputations

4. Some racial bonuses now apply to individual colonies
instead of your entire empire: war weariness, mining and
happiness bonuses

5. Changed threshold for full empire-wide racial bonuses to
20% (from 10%)

6. Espionage mission to change another empire's government
type is now more difficult, especially against large
empires

7. Player empire will no longer be offered gifts unless the
other empire likes them a lot
8. Slightly expanded the spread in component tech levels in
Habitation category

9. Colonies that leave an empire and become independent now
lose any bases at the colony
10. In game setup, the "(Random)" setting for other empire
proximity to your empire now excludes "same system" - i.e.
other empires will not start in the same system as you
when you select random proximity

11. Attacking non-allied military ships in your empire's
systems will no longer cause any drop in your empire's
reputation, though it will still negatively impact your
relations with the attacked empire

12. Starting max ship construction size increased to 230 (from
200). This means that empires should always be able to
build troop transports from the start of the game, thus
ensuring that wars will include colony invasions, even at
game start

13. When a civil war erupts in an empire, the new empire that
splits away will now properly determine it's dominant race
(based on the populations of its colonies), which may be
different from the dominant race of the parent empire

14. Corruption levels tweaked: normal, high and very high
corruption rates now slightly lower than before

15. Number of built-in docking bays for all planets and moons
increased to 3 (from 2). Planets with super-rare luxury
resources (Korabbian spice, Loros fruit, Zentabia fluid)
now have 6 built-in docking bays

16. Area weapons now damage space creatures

17. Selection of resort bases as tourism destinations more
balanced, so that no passenger ship pile-ups at a single
resort Performance

Improvements:

1. Improved game Save/Load performance: saving approx 2-3
times faster, loading approx 50% faster, savegame files
smaller

2. Large Address Aware flag set on executable - on 64-bit
Windows more memory is now available for use, eliminating
any lingering out-of-memory errors. 32-bit Windows users
can also configure their PC to make use of this setting

3. Improved performance when zooming

4. Added smooth keyboard scrolling and zooming: arrow keys and
PageUp/Down keys now work more smoothly than before

5. Improved CPU utilization on multi-core PCs

Install Notes:

1. Unpack the included rar files.
2. Run Setup.exe and install (type anything you at the serial
screen or just press next)
3. Copy the cracked content from SKIDROW directory to your
main installation directory and overwrite.
4. Play the game

Greetings:

Salutes to our old Amiga friends from:

FAIRLIGHT - RAZOR 1911 - VISION FACTORY - PARADOX - QUARTEX
DCS - CRYSTAL - ZENITH - ACCESSSION - ALPHA FLIGHT - PRODIGY
THE COMPANY - LEGEND - TRSI - ORACLE - ANTHROX - CLASSIC

Salutes to our new friends in:

UNLEASHED - TiNYiSO - BReWErS - RADIKAL - POSTMORTEM - SHOCK
FAIRLIGHT - CRUDE - VACE - ReUnion - OUTLAWS - GENESIS

Logo and layout by: Eboy/SAE
Last updated 21/07/2007 by [XXX]