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Arglebargle III posted:... produce goods? What? Trade view: top row are circles denoting goods produced by the system. they start off empty and are filled by moving the industry slider from construction to trade. Middle row show possible trade docks constructed in that system (at a civilian station). they also start empty and are filled by a freighter constructed in system. Therefor, each matched up filled trade good circle and freighter triangle equals one active trade route that produces cash.
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# ¿ Dec 6, 2012 13:34 |
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# ¿ Apr 26, 2024 09:06 |
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Drone_Fragger posted:Is the horrible fleet system still in place? If so, gently caress this game. Yes. That's one thing that hasn't been changed.
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# ¿ Dec 8, 2012 00:18 |
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Arglebargle III posted:Boarding pods bounce off the planet; I cannot in fact conquer systems and thus the game is not really playable to completion right now. I have also ran into this. This thread purports to have a crude workaround. I haven't tried it though, so caveat emptor.
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# ¿ Dec 9, 2012 14:26 |
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Moridin920 posted:Yeah because it definitely happens to every single system. I'm on turn 350 and I just have 5 systems because I just can't expand for the life of me because everywhere I go I just can't kill those dumb stations! In my game at least, the Tarkas and Liir are hellbent on building a naval station in every goddamned system they can reach,which puts a crimp in the standard expand into captured territory strategy that's needed to expand your fleet ranges.
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# ¿ Dec 11, 2012 09:32 |
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Demiurge4 posted:I disagree, Loa spinal mount drones have two beam mounts. Which is loving ridiculous. Wait, what? So, does losing drones (or battle riders, assault shuttles or boarding pods) cost Loa any space Legos? I assumed drones and battle riders at least would so smeared clear of them as I'm always hurting for more Legos.
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# ¿ Dec 11, 2012 13:10 |
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Yah, I've never really gone balls out with trade, but I normally have a few 5 slot civvie stations up with empire built freighters in each slot and I never see them moving round on the star map at all.
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# ¿ Dec 13, 2012 17:04 |
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Aethernet posted:Bug or feature? This is Mecron, so the answer is "yes".
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# ¿ Dec 17, 2012 12:00 |
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Neruz posted:Oh, and I can safely report that the Liir Dreadnaught class Battleriders are stupidly amazing; they're basically just Zuul Dreadnaughts with more guns that's what you get when you strip out everything not needed for operating for only a few hours; space for even more guns. Dedicated parasite combat ships are one of my favourite scifi concepts that I hardly ever see used.
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# ¿ Dec 18, 2012 14:27 |
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Arglebargle III posted:
This is one of my biggest annoyances as well, especially with non Hivers who have a variable number turns return trip.
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# ¿ Dec 18, 2012 16:41 |
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I've stopped reading the official forums specifically because Mecron's massive smugness and inability to honestly acknowledge any fault annoys me far too much.
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# ¿ Dec 23, 2012 13:30 |
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Aethernet posted:I read the forums because otherwise I'd miss hilarious e-drama like someone posting a link to a new review of the Enhanced Edition at Space Sector, Mecron having a pop at the reviewer, the reviewer stopping by to defend himself and then Erinys going absolutely mental at him, locking the thread and then deleting it. Just happened now. You are absolutely not allowed to say this without providing screenshots or something, goddamn.
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# ¿ Dec 23, 2012 14:11 |
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Huh, Stardrive looks kinda cool from that youtube vid, and I'd even say it's just as pretty. I never liked the SotS II graphics that much; it always looked like they'd suddenly discovered different shaders and were incapable of not using all of tyhem at once, making everything look super shiny and reflective.
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# ¿ Dec 27, 2012 19:53 |
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Tommofork posted:I've been thinking about picking this up, so I decided to read an AAR on the Kerberos forums. It's turn 53 and he's just finished researching his fourth tech. Fourth. A loving glacier could outrun this game. No wonder you guys advocate starting with 10 techs. Yah, starting with 10 techs is basically mandatory.
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# ¿ Jan 3, 2013 13:11 |
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The Sharmat posted:How many more patches are expected, given there will be no new funding for the devs? Because frankly it seems like the thread title needs to go back to "There is no hope for this game.". Considering they've basically stated they're totally out of money as well, I think there's a good chance we won't be getting any more patches.
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# ¿ Jan 6, 2013 01:44 |
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Talkie Toaster posted:I hope there's at least 1 more. The way planets keep getting jammed in an uncolonisable state is incredibly annoying. They have mentioned on the forums that they were planning some UI improvements, so it sounds like it's not been thrown under the bus *just yet*. Anything they say was said under the impression that their godawful roguelike was going to fund them for a while. This probably isn't going to be the case.
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# ¿ Jan 6, 2013 01:52 |
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Can someone link those beta patch notes? I had a quick poke round the Kerberos forums but couldn't find them.
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# ¿ Jan 11, 2013 13:46 |
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Well, the mission system change does give you more flexibility, albeit with a lot of faffing around. You can now (as hivers) deploy a gate, cancel the fleet's mission on the same turn, then start a survay mission at that system, and the gate fleet will show as available (and in system so 0 turns travel). The Loa seem to benefit from this most, being able to build an NPG gate, then survey the system, then colonise a planet, then build a station there, all with one fleet without having to return to base at all (Loa supply seems to be bugged as well, giving them a flat 15 turns endurance whatever you take, which translates to 30 turns within supply range of a planet/station). It's still a pain in the rear end micro hell.
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# ¿ Jan 20, 2013 20:08 |
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DatonKallandor posted:You don't need to cancel the mission actually. Once the Fleet is at the Return stage of the mission it can be retasked. Building a station or colonising a planet always have their mission hang round an extra turn for some reason; cancelling the mission after they've finished puts them in the return stance and allows them to be selected for another mission. I'm aware of the Cerberos special squad's excuse for the hinky Loa supply, but I'm pretty sure it's just cause they couldn't figure out a way to squeeze a race who can change a fleet's supply situation on a turn by turn basis into the existing supply structure.
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# ¿ Jan 20, 2013 20:47 |
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Elem7 posted:Any verdict on the AI changes? Bought the game a ways back on sale but still have never played, I don't want to put a week into a game just to find out like Arglebargle that the AI is broken and using the same weapons at turn 300 as they were at turn 50. I'm playing a new game now off and on (up to turn 60). I'll get up past 100 then hop over to an AI to see hod pants on head retarded it is now.
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# ¿ Jan 20, 2013 21:29 |
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Someone needs to set up a max research, techs and economy game and just click through to turn 100 then save and swap over to the AIs to see if they've expanded and prototyped new designs.
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# ¿ May 30, 2013 16:42 |
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Infrastructure. Terraforming is affected by the I industrial output of the colony and if your infrastructure is very low you won't be terraforming squat.
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# ¿ Jun 4, 2013 09:06 |
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I'd forgotten how..... Colourful SotS 1 was.
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# ¿ Jun 24, 2013 15:29 |
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The Sharmat posted:now that the Money Pit is done. http://www.vg247.com/2013/06/24/sword-of-the-stars-the-pit-expansion-due-next-month/ It's never done.
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# ¿ Jun 26, 2013 17:30 |
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Any mod should I think be primarily done to un-gently caress the AI; if the AIs doesn't understand stimus or security spending then yank them out. Same for prototyping, trade or anything else the AI seems blind to. I'd much rather have a game with less features and a working Ai than what we have at the moment.
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# ¿ Aug 27, 2013 15:45 |
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# ¿ Apr 26, 2024 09:06 |
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Khisanth Magus posted:Change stuff Just reading this stuff makes the state SotS2 is still in 2 years post release more and more incredible.
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# ¿ Aug 27, 2013 17:57 |