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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Wed, 4th Jul 2012 20:36 Post subject: |
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Endless.Space.Cracked.Full.Rip-3DM
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locke89
Posts: 2812
Location: Poland
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Posted: Wed, 4th Jul 2012 22:27 Post subject: |
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Posted: Wed, 4th Jul 2012 22:43 Post subject: |
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3DMGAME-Endless.Space.Crack.Only-3DM
Apply it to the Endless.Space.Cracked.Full.Rip-3DM release.
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Posted: Thu, 5th Jul 2012 03:54 Post subject: |
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Hmm wonder when Reloaded will steal the crack. I keep looking on news but cant find it.
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Posted: Thu, 5th Jul 2012 08:58 Post subject: |
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Keit
Posts: 1134
Location: Sweden
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Posted: Thu, 5th Jul 2012 12:01 Post subject: |
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crack not workin for me, just starts it for 0.5sec then it shuts off.
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Posted: Thu, 5th Jul 2012 12:03 Post subject: |
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hmmm, still can't find it ...
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Posted: Thu, 5th Jul 2012 14:11 Post subject: |
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Ali213's got a crack out now that's been working for me. Got it on Warez-bb.
Haven't delved too deeply into it, but it looks relatively neat. Sorta like Civilization in space with a bit of Sword of the Stars mixed in.
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Posted: Thu, 5th Jul 2012 19:53 Post subject: |
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Endless.Space-REVOLT
Spoiler: | |
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Keit
Posts: 1134
Location: Sweden
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Posted: Thu, 5th Jul 2012 19:57 Post subject: |
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really nice so far, sweet UI and feels pretty polished.
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A-A
Posts: 3153
Location: New york
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Posted: Thu, 5th Jul 2012 22:28 Post subject: |
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Endless.Space.Ali213
Works fine too!
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Posted: Thu, 5th Jul 2012 22:38 Post subject: |
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this game is actually worth buying it, not pirating it.
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Posted: Fri, 6th Jul 2012 00:39 Post subject: |
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the combat is pretty much like in the ds game infinite space, which is a good thing.
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Posted: Fri, 6th Jul 2012 00:46 Post subject: I have left. |
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Posted: Fri, 6th Jul 2012 00:49 Post subject: |
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... and why would you be weary of non-scene releases? They're more often than not actually better than supposed "scene" releases lately. Hi Skidrow, how's the latest repackdirfix coming? Oh what's that? You haven't even cracked the game yet? Awesome scene is awesome.
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dethy
Posts: 3078
Location: Conclave of Shadows
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Posted: Fri, 6th Jul 2012 05:22 Post subject: |
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I actually liked it enough that I bought it.
My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.
Derpsole: Nintendo Switch, Derpstation 5 Pro
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Posted: Fri, 6th Jul 2012 06:47 Post subject: |
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After having played the Revolt release for a few hours, I'm somewhat glad I didn't cave and purchase it.
While I love the ship designing and battle system, the planet and empire management part of the game just doesn't cut it for me. While the interface may be slick and unobtrusive, it simply doesn't provide enough information at a glance to allow for effective management of half a dozen systems at once without massive micromanagement on my part. Also, the minimalistic feel of the interface definitely creates a disconnect in terms of visual feedback regarding progress of colonies etc. The game as a whole feels cold and impersonal, with nothing more than a short little intro movie to help you identify with your faction. Other than that, it all comes down to numbers.
Maybe it's because I've been playing Civ V for the past two days, but empire management/unit and construction queueing all feel like a massive chore. Just TOO much micromanagement for my taste. And I was excited about this too... 
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Posted: Fri, 6th Jul 2012 11:00 Post subject: |
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Immunity wrote: | After having played the Revolt release for a few hours, I'm somewhat glad I didn't cave and purchase it.
While I love the ship designing and battle system, the planet and empire management part of the game just doesn't cut it for me. While the interface may be slick and unobtrusive, it simply doesn't provide enough information at a glance to allow for effective management of half a dozen systems at once without massive micromanagement on my part. Also, the minimalistic feel of the interface definitely creates a disconnect in terms of visual feedback regarding progress of colonies etc. The game as a whole feels cold and impersonal, with nothing more than a short little intro movie to help you identify with your faction. Other than that, it all comes down to numbers.
Maybe it's because I've been playing Civ V for the past two days, but empire management/unit and construction queueing all feel like a massive chore. Just TOO much micromanagement for my taste. And I was excited about this too...  |
it definitely is a micromanagement-heavy game, but i dont really mind it - it actually gives the game an old-school flavour from a time before everything was streamlined and automatized for the player, a time when 4x games made you feel smart for micromanaging the shit out of your empire.
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Posted: Fri, 6th Jul 2012 15:24 Post subject: |
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The_Zeel wrote: |
it definitely is a micromanagement-heavy game, but i dont really mind it - it actually gives the game an old-school flavour from a time before everything was streamlined and automatized for the player, a time when 4x games made you feel smart for micromanaging the shit out of your empire. |
Agreed. However, if you play for 5 hours in a MP session on small system settings the micromanagement becomes a bit of meh. After a while you stop doing the micro and it makes you inefficient, at least me.
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Posted: Fri, 6th Jul 2012 15:32 Post subject: |
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but you do get notifiers on the right side of the screen upon completion of structures and ships or successfull research.
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Posted: Fri, 6th Jul 2012 17:41 Post subject: |
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The_Zeel wrote: | but you do get notifiers on the right side of the screen upon completion of structures and ships or successfull research. |
You sure do. But the game fails to provide you notifiers for the following major lapses -
1. When a system is not queued to construct anything at all.
2. When a system has reached full population on a planet and no other planets are colonizeable within the system, and nothing is queued. At this point it always makes sense to do a production to resource at 25% queue.
3. When a planet is not using any Exploitation and you have nothing else queued.
Ideally, if any of the above 3 conditions are in effect, the game should not let you end your turn, for the sake of efficiency. The first point can be somewhat remedied by glancing at the empire overview every turn, the rest, not so much.
Don't get me wrong, I'm not so lazy that any of this micromanagement is an issue right out of the gate. However, the problem is compounded greatly once you've played for a while and have got half a dozen or more systems under your thumb combined with numerous fleets - it just gets old having to triple check everything every turn.
I've played a bit more, and it's growing on me, but I've got a few questions for things I haven't been able to figure out -
First off I was in a situation where I had a system under lock-down (guarded shield icon thingies). The AI brings a fleet down one of the connecting lanes, but somehow stops it just short of entering the system, and also puts it under lock-down. I'm now in a position where my combat fleet can't attack them, and my other fleets can't leave the system. What gives?
Secondly, am I not supposed to be able to use wormholes (wavy lines) if they are under another factions influence? I've tried repeatedly to send my planet siege ships down a wormhole lane to an enemy planet that has a MASSIVE area of influence, but they refuse to move down the lane. I have the tech necessary to use wormholes. Why?
Lastly, how the hell is unhappiness dealt with, besides the global tax rate? Are there techs further on down the line that address it? The only thing I've seen so far is the perk for hero's which gives bonus approval rating in the system in which they are stationed.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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MannyK
Posts: 1405
Location: Brazil
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Posted: Fri, 6th Jul 2012 18:01 Post subject: |
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Posted: Fri, 6th Jul 2012 18:10 Post subject: |
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In "exploration" tech tree "Applied Casmir Effect" look on left.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 6th Jul 2012 19:39 Post subject: |
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1.0.5
http://store.steampowered.com/news/8353/
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CHANGES AND ADDITIONS
- Memory optimization. Refer to the following post for further details:
http://forums.amplitude-studios.com/showthread.php?5500-Optimizations-status&p=62704&viewfull=1#post62704
- Added collisions to graphic FX to stop them from going through ships.
- Improved graphic FX for the 'Gravity Well' Battle Action.
- Hero bonuses to attack and defense will now be correctly acknowledged through displayed MP on his Fleet.
- Diplomatic balancing (harder mainly for Serious & Endless modes).
FIXES
- Fixed an issue where negative effects on the AI’s diplomatic attitude were inversed, counter-balancing other parts of that AI.
- Fixed an issue where the Tolerance trait was displaying a wrong value in the system view.
- Fixed an issue where “Random faction” was displayed instead of the faction’s actual name on an invasion notification.
- Fixed an issue where the galaxy would sometimes not be visible when starting a new game.
- Fixed an issue where the user was unable to zoom out at maximum height after playing a few game sessions.
- Fixed an issue where the Horatio Affinity unlocked the Arid Epigenetics technology.
- Fixed an issue where the host remained stuck on the end turn action if a client joined in progress and left the session at the same turn.
- Fixed an issue where the title remained stuck on end turn actions after a manual combat.
- Fixed an issue where the users were not synchronized after a system was invaded and conquered during a multiplayer session.
- Fixed an issue where the round-ups on the tonnage modules were different than the ones on the total tonnage in the ship design view.
- Fixed several text issues.
- Fixed several localized text issues.
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Didn't change the exe (Exe wasn't changed that often between beta updates either.) so the old modified files might still work.
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Posted: Fri, 6th Jul 2012 20:34 Post subject: |
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It seems the devs want you to study the game before you can play, old skool though, but i'm not that patient.
Considering the tech tree for intance, it is not very obvious what the techs do unless you are willing to dig into the manual or try dozen of games failing and learning the game. Better tooltips would have helped.
Think i pass the game untill some strategy guides are out to give some kind of direction about what you're suposed to be doing.
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Posted: Fri, 6th Jul 2012 20:44 Post subject: |
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Immunity wrote: | Secondly, am I not supposed to be able to use wormholes (wavy lines) if they are under another factions influence? I've tried repeatedly to send my planet siege ships down a wormhole lane to an enemy planet that has a MASSIVE area of influence, but they refuse to move down the lane. I have the tech necessary to use wormholes. Why? |
You can't enter someone else's area of influence when at cold war with them. You either need to declare war or have open borders treaty (or whatever it was called).
Immunity wrote: |
Lastly, how the hell is unhappiness dealt with, besides the global tax rate? Are there techs further on down the line that address it? The only thing I've seen so far is the perk for hero's which gives bonus approval rating in the system in which they are stationed. |
There are techs in the left tech tree for this.
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Posted: Fri, 6th Jul 2012 22:15 Post subject: |
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Nice game.
Btw, what's the difference between United Empire and Sheredyn factions? They are the same.
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Posted: Fri, 6th Jul 2012 22:25 Post subject: |
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Airwolf wrote: | Nice game.
Btw, what's the difference between United Empire and Sheredyn factions? They are the same. |
Different skin for the ships.
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