• Sword of the Stars II: It's not that terrible anymore!
    28 replies, posted
[release] [img]http://puu.sh/sHzD[/img] [/release] [release] [B]The game wasn't finished when it released but it's mostly done at this time..[/B] [/release] [release] [b]What is Sword of the Stars 2?[/b] Sword of the Stars 2 is a 4X strategy game released on October 28th as a sequel to Sword of the Stars 1 In SotS2 players will be leading of the the six factions to victory against other factions and dangerous menaces of space while trying to build an empire that will surpass their competition. Players are able to settle alien planets, harvest useful resources, research brand new technologies, design their own spaceships, build massive spaceship fleets and most importantly fight other empires. [/release] [release] [b]What is the gameplay like in Sword of the Stars 2?[/b] SotS2 is a global 4X turn-based strategy game with real time space combat between turns. On the strategic screen you're going to be managing your empire, researching tech and giving orders to your fleets, each turn. Between turns you're going to engaging other players in real time combat between your fleets. [/release] [release] [B]Does it look good?[/B] Hell yeah, it does. [img_thumb]http://puu.sh/sHGF[/img_thumb] [img_thumb]https://lh3.googleusercontent.com/-3Eytn9AmnUk/TrWeFN1pOdI/AAAAAAAAA54/cYU4IBYS2bI/s1024/hiver%252520gun%252520leviathan.jpg[/img_thumb] [img_thumb]http://i3.photobucket.com/albums/y68/zacho5/Sword%20of%20the%20Stars/Sword%20Of%20The%20Stars%202/mars2011-11-0502-07-58-75.png[/img_thumb] [img_thumb]http://i3.photobucket.com/albums/y68/zacho5/Sword%20of%20the%20Stars/Sword%20Of%20The%20Stars%202/mars2011-10-3001-24-12-74.png[/img_thumb] [/release] [B]Steampowered Page -[/B] [url]http://store.steampowered.com/app/42990/[/url] [B]SotS2 Wiki -[/B][url]http://sots2.rorschach.net/SotS2_Codex[/url] [B]Obligatory Trailer[/B] [media]http://www.youtube.com/watch?v=up3OpdYvtKw[/media]
So how exactly is it not shit anymore? I mean that as a very serious question: the game was bugged to all hell. What works/doesn't work now, etc.
[QUOTE=FlakAttack;35808087]So how exactly is it not shit anymore? I mean that as a very serious question: the game was bugged to all hell. What works/doesn't work now, etc.[/QUOTE] Most things are working right now. Governments and Diplomacy are almost completely functional. Retrofitting is partially complete (it will be complete this week, when a new patch releases). Combat and Start screens are optimized. Crashes are pretty much non-existent (I haven't got a single one for several weeks now). The only things that are missing right now are Operations, Salvaging and some small independent colony stuff. tl;dr SotS2 will be a complete Beta (all features are done and mostly bug free) later this week. [editline]3rd May 2012[/editline] I personally enjoy play SotS2 as it is right now. It's mostly done and 99% of all bugs are gone.
First game is still better.
[QUOTE=The_Marine;35809300]First game is still better.[/QUOTE] Any specific reason other than nostalgia and "mission fleet system is hard"? I found SotS2 to be better in every way.
[QUOTE=Jack Trades;35808259]small independent colony stuff. [/QUOTE] You mean like your own colonies that spring up with no warning or way to disable or interact with them that force you to spend several turns nuking your own people
[QUOTE=scout1;35809417]You mean like your own colonies that spring up with no warning or way to disable or interact with them that force you to spend several turns nuking your own people[/QUOTE] Err...maybe you should try reading the manual before bitching? Independent colonies only "spring up" if you pay your citizens to do it, through Stimulus. By default, the Stimulus is disabled at the start of each game, you can turn it on in the Empire Management screen. The problem I was talking about is that currently, the resulting colony is neutral towards you when it's supposed to be friendly. [editline]3rd May 2012[/editline] I noticed that for some reason people, both here and on SA, like to bash the game for it's "flaws" that have been fixed ages ago. It's like the only thing they're interested in is ranting about how the game sucks.
[QUOTE=Jack Trades;35809507]Err...maybe you should try reading the manual before bitching? Independent colonies only "spring up" if you pay your citizens to do it, through Stimulus. By default, the Stimulus is disabled at the start of each game, you can turn it on in the Empire Management screen. The problem I was talking about is that currently, the resulting colony is neutral towards you when it's supposed to be friendly. [editline]3rd May 2012[/editline] I noticed that for some reason people, both here and on SA, like to bash the game for it's "flaws" that have been fixed ages ago. It's like the only thing they're interested in is ranting about how the game sucks.[/QUOTE] They do the same for most games. Check out the World of Tanks and Red Orchestra threads. The only thing those games have going for them here on Facepunch is an active community keeping track of the improvements and changes, so the reception isn't so openly hostile. Just to give you an example: ask in the Red Orchestra thread about tank combat, and they will tell you it is still shit.
[QUOTE=Jack Trades;35809507]Err...maybe you should try reading the manual before bitching? Independent colonies only "spring up" if you pay your citizens to do it, through Stimulus. By default, the Stimulus is disabled at the start of each game, you can turn it on in the Empire Management screen. The problem I was talking about is that currently, the resulting colony is neutral towards you when it's supposed to be friendly. [editline]3rd May 2012[/editline] I noticed that for some reason people, both here and on SA, like to bash the game for it's "flaws" that have been fixed ages ago. It's like the only thing they're interested in is ranting about how the game sucks.[/QUOTE] That certainly isn't fucking true for me. That manual LIES, because half the features aren't in. I played this last week, and this was still a problem. The most recent patch has no notes on it.
[QUOTE=scout1;35814642]That certainly isn't fucking true for me. That manual LIES, because half the features aren't in. I played this last week, and this was still a problem. The most recent patch has no notes on it.[/QUOTE] Are saying that I'm lying or that I just came up with those mechanics out of nowhere? There [img_thumb]http://puu.sh/sRbv[/img_thumb] You assign part of your government expenses as Stimulus. Then you can chose how much money will each category of stimulus get. Mining will give your citizens money to build Mining Stations for you. Trade will give your citizens money to build Freighters and Mega-Freighters for you. Colonization will give your citizens money to establish their own colonies (America-style). This picture is take on turn one of a match, and as you can see, by default it's on zero. It won't go up unless you explicitly tell it to. It was set to 25% before, as default, but that was [I]at least[/I] two fucking weeks ago. Jesus Christ! [editline]4th May 2012[/editline] By the way, a new patch just released and it completes retrofitting now. Now you'll be able to put new fancy lasers on your old ships, without having to build new ones. The game is coming along great.
[quote] r20995b ------ Critical Fixes: + Fixed a stance selection related crash in combat. + Fixed the combat multiplayer de-sync that was on the list of known issues in the last update. + Fixed a crash related to exiting multiplayer combat prematurely. + Fixed a rare animation-related crash in combat. + Fixed a rare system killer related crash. + Fixed a recent issue in combat that was preventing ships from being selected. + Fixed a crash caused by cancelling a mission for a node boring Zuul fleet. + Fixed a crash related to upgrading a station that had not been in combat. Other Fixes: + Fixed known issues with movement on the government type graph. + Joker, GOOP and battle rider wing buttons now disappear from the HUD when the selected ships are too far from the viewer. + Fixed an issue where players were getting multiple salvage projects leading to the same tech. + Addressed issues where the AI player was bypassing fleet supply limitations when sending out missions. + Fixed the issue where missiles were not colliding with the ghost ship. + Fixed an issue where fleet missions would get hung up in systems with disabled relics or asteroid monitors. + Fixed the bug where effects from stations were active prior to completion of construction. + Fixed a bug that was allowing players to slot any weapon into a retrofitted design. + Fixed an issue where the system killer would not proceed on to the next star system. + Fixed an issue where Leviathans were taking armor damage on the wrong side in combat. + Fixed some flaws in the weapon ricochet calculations in combat. + It is no longer possible to see enemy ship tool tips. + Cleaned up some inconsistencies in the display of climate hazard ratings. + Fixed a bug that was allowing players to submit intercept missions when no fleets were available to do so. + Fixed an issue that was causing overlapping stations to appear in the system view and combat. Additions: + It is now possible to set the number of initial planets for each faction. + Some general ship section and weapon tweaks. + Combat Algorithms technology now allows an additional two cruisers instead of just one. + Battle Riders can now be launched by clicking the individual squad/wing buttons associated with each ship. + Ships can now be retrofitted. [/quote]
Is there a tutorial in the game yet? Last time I played, I didn't see any in-game tutorials.
There isn't, I believe that it'll be in when Scenarios get added and it's pretty much the last thing that's left. There a Beginner's Guide and a Manual available for download though.
New retrofitting is amazing. It's incredibly useful and you only have to pay the cost of new weapons you put on it, per ship. It ends up being A LOT cheaper than prototyping and building new ships. So now when you're designing a new ship you don't just think "How do I design a best performing ship with my current tech." but rather "How do I make a design that I will be useful for as long stretch of the game as possible." which will save you tons of moneyz.
New patch is up. [quote]r21119b ------ Critical Fixes: + Fixed an end of combat crash related to retreating. + Fixed a couple crashes related to diplomatic actions with independent factions. + Fixed remaining known multiplayer sync crashes. + Fixed a crash caused by the target of a boarding pod being destroyed. + Fixed a crash in the battle rider manager. + Fixed a crash caused by network clients finishing combat prior to the host. + Fixed a crash that could occur when calculating rebel AI economic ratings. + Fixed a crash caused by submitting a treaty with an independent faction without first selecting the type. Other Fixes: + Fixed spectre camouflage. + Strategic turn timer is now displayed in games that use it. + Fixed an issue where players were not being assigned the correct initial star systems. + Fixed the UI issue that was preventing players from moving ships in combat in some cases. + Gate labs now apply a bonus only to drive research. + Independent colonies no longer form on barren planetoids nor gas giants. + Fixed an issue that was preventing minelayers from functioning in combat. + Improved framerate in combat when many ships are selected. + Fixed some issues with the grav cannon. + Colony information panels were tweaked to display in owner colors. + Trade stimulus no longer provides more freighters than are needed. + Encounters involving non-aggression parties no longer induce morale penalties. + Fixed known AI issues with slaver encounters. + Fixed a bug that was assigning unwanted modules to stations and ships. + Fixed known issues that were preventing players from upgrading stations. + Addressed VN-related framerate issues. + Retreating ships no longer get pulled back into combat at the same location. + Fixed an issue - fleets will now maintain their positions for multiple rounds of combat. + Initial station weapons are now longer range. + Fixed an issue where station upgrades were not updating station structure. + Fixed an issue where players were spawning too close to the star during random encounters. + The Morrigi Relic encounter no longer holds players in combat after the relics are destroyed. + Fixed an issue where the research screen was not correctly displaying module bonuses. + Fixed main menu sound playing in games when the sound enabled options are turned on and off. + Removed the unwanted vertical scrollbar from the avatar and badge selection strips. + Fixed some issues with AI ship design and related weapon selection. + Active invoices are now properly discarded when leaving the build screen. + Made changes to fleet interception logic to address a pathological case that was causing Hiver intercepts to fail when they should not. + Fixed some Hiver Gate fleet loopholes. + Fixed an issue that was allowing speech events to play while disabled. + Fixed various text string errors. Additions: + Added curvature Compensation bonus for Liir. + Added phase dislocation tech bonus. + Added colony support trips configuration. + Support missions now default to the maximum possible trips. + Added station retrofitting. + Added click-to-focus for items in the fleet summary. + Support event dialogs now identify the supporting fleet. + Empire summary values now display in red and green to reflect change since the previous turn. + Asteroid monitors are now available as player buildable defenses. + Protectorate ship section effects. + The defense manager now displays incoming fleet vectors for pending encounters. + Zuul missions will now prompt for the automatic inclusion of a bore ship when necessary, instead of assuming that one is needed.[/quote] [editline]11th May 2012[/editline] [quote]+ Added station retrofitting.[/quote] Finally, now I can outfit all my stations with Blast Beam Missiles to rip everything to shreds.
I've been trying to play with a couple of other people, but I keep getting this error: [img]http://i.imgur.com/SrTwv.png[/img] [editline]6th June 2012[/editline] It only happens to me though, not to the other players.
Maybe something to do with closed ports? Try asking on Kerberos forums.
I already opened my ports, it's strange though, it seems to occur a whole lot when I'm in combat. Maybe it's related to the network timeout timer, although I don't know where to change it.
I'm pretty sure Kerberos is the worst dev of all time. I would never buy a game from them.
It's not Kerberos who decided to release it in this state, it was Paradox entertainment, the publisher who decided it was finished enough.
Not talking about that. The devs frequently ban anybody who criticize their games or their practices, which are cruel and bullshit. They have a horde of zombies who suck their dicks at every corner on the forums. Anybody who doesn't conform gets banned. They released Fort Zombie as an incomplete piece of shit and then said a year later "Oh yea, thats just testing our tech" Overall just go on the Kerberos forums and try to say with a straight face that they aren't scummy douchebags.
I visit Kerberos forums every now and then and I honestly never seen anyone getting banned, even people who openly criticize SotS2. Unless they remove all the threads 'n' shit, as well.
I have been playing this over the last two weeks and it's a little rough here and there but it's a ton of fun. Total War in Space is what it feels like to me. It's nice to see the devs sticking it out and often if I do find a bug or have a crash it's addressed in a couple days with a patch.
SotS2 is lots of fun now, after they fixed most bugs and features.
They didn't respond to my ticket yet, but I hope they do soon, I can't wait until I can play this game in multiplayer.
No its still pretty shit, every patch breaks something, and when they try to fix that they break something else.
[QUOTE=Themage;36237281]No its still pretty shit, every patch breaks something, and when they try to fix that they break something else.[/QUOTE] When did you last play the game? Last weeks patch pretty much fixed everything so far, and they're adding new content all the time.
[QUOTE=Jack Trades;36244797]When did you last play the game? Last weeks patch pretty much fixed everything so far, and they're adding new content all the time.[/QUOTE] Yeah and like he said they spawned a dozen more crashes and it's still missing oodles of content that was promised at release... 9 months ago.
Just reinstalled this after trying it back when it was super buggy. Seemed alot more stable and actually playable. Only gave it a quick go but I shall have a proper game soon.
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