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Distant Worlds v1.04 Update

RELEASE DATE : 06-05-2010            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 v1.04 Update

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 ômeetö 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

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",

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

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

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Last updated 21/07/2007 by [XXX]