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Baleur
Posts: 2343
Location: South Sweden
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Fri, 25th Aug 2006 21:58 Post subject: |
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Baleur wrote: | Thanks, i will fucknig buy it!  |
Thats the spirit! 
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Posted: Fri, 25th Aug 2006 22:44 Post subject: |
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Posted: Fri, 25th Aug 2006 22:46 Post subject: |
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Epsilon wrote: | Baleur wrote: | Thanks, i will fucknig buy it!  |
Thats the spirit!  |
i told you , you are more efective then a sucubus and poff i bought IT 
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Posted: Fri, 25th Aug 2006 23:00 Post subject: |
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Goddamnit, I had a wealthy human empire (can't stand Hiver expansion, too slow) and was doing great, I thought my technology was right up there. Even those super advanced aliens with the diamond shaped ships who come to take samples (or whatever) couldn't stand up to my 'Artillery Cruiser Mk III'. Then suddenly I get the "Incoming enemy fleet!" warning and a massive Hiver armada decended on my homeworld. I managed to defeat most of their ships, their tech seemed about equal to my own, except they had focused on ballistics rather then energy weapons. Then when the battle almost seemed won, a massive Dreadnaught warped in and owned everything I had, then raped my fucking planet! I had about 20 defense satellites and they couldn't do shit.
No matter what I try I can't defeat it, and my only save is two turns before they attack. I can't be bothered to continue without my homeworld. It has tech i've never seen before, these uber powerful plasma ball things, this long wavy lazer thing which makes my ships disappear and impenetrable point defense. Along with a bank of about 30 heavy mass drivers which make my ships go flipping off into the distance.
Looks like i have to start again. 
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
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Posted: Fri, 25th Aug 2006 23:04 Post subject: |
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AnimalMother wrote: | Goddamnit, I had a wealthy human empire (can't stand Hiver expansion, too slow) and was doing great, I thought my technology was right up there. Even those super advanced aliens with the diamond shaped ships who come to take samples (or whatever) couldn't stand up to my 'Artillery Cruiser Mk III'. Then suddenly I get the "Incoming enemy fleet!" warning and a massive Hiver armada decended on my homeworld. I managed to defeat most of their ships, their tech seemed about equal to my own, except they had focused on ballistics rather then energy weapons. Then when the battle almost seemed won, a massive Dreadnaught warped in and owned everything I had, then raped my fucking planet! I had about 20 defense satellites and they couldn't do shit.
No matter what I try I can't defeat it, and my only save is two turns before they attack. I can't be bothered to continue without my homeworld. It has tech i've never seen before, these uber powerful plasma ball things, this long wavy lazer thing which makes my ships disappear and impenetrable point defense. Along with a bank of about 30 heavy mass drivers which make my ships go flipping off into the distance.
Looks like i have to start again.  |
srry that i have to say this but......................you got owned
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Serben
Banned
Posts: 1428
Location: Sweden
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Posted: Fri, 25th Aug 2006 23:17 Post subject: |
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I bought the game today too, and i played it for a while. But it's hard as fuck. I was doing pretty good technologically (i had research dreadnoughts plus a ton of weapons and other ship upgrades) and then i built 3 dreadnoughts (1 CnC and 2 Armoured ones) with my best weapons, and sent them off to fight an enemy fleet. But during the battle, they got owned without hardly denting the enemy. It was fucked up. They just started dying suddenly for no apparent reason. One second they were at near full health (no visual damage, no destroyed sections) and then the whole fucking thing blew up! I stopped playing at that point out of sheer frustration. I'm probably gonna stop playing til i can figure out how to cheat and get ALL the techs (including the random ones) from the beginning. Because this shit is just frustrating.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Fri, 25th Aug 2006 23:20 Post subject: |
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demonson360 wrote: | AnimalMother wrote: | Goddamnit, I had a wealthy human empire (can't stand Hiver expansion, too slow) and was doing great, I thought my technology was right up there. Even those super advanced aliens with the diamond shaped ships who come to take samples (or whatever) couldn't stand up to my 'Artillery Cruiser Mk III'. Then suddenly I get the "Incoming enemy fleet!" warning and a massive Hiver armada decended on my homeworld. I managed to defeat most of their ships, their tech seemed about equal to my own, except they had focused on ballistics rather then energy weapons. Then when the battle almost seemed won, a massive Dreadnaught warped in and owned everything I had, then raped my fucking planet! I had about 20 defense satellites and they couldn't do shit.
No matter what I try I can't defeat it, and my only save is two turns before they attack. I can't be bothered to continue without my homeworld. It has tech i've never seen before, these uber powerful plasma ball things, this long wavy lazer thing which makes my ships disappear and impenetrable point defense. Along with a bank of about 30 heavy mass drivers which make my ships go flipping off into the distance.
Looks like i have to start again.  |
srry that i have to say this but......................you got
owned |
That isn't very helpfull...
AnimalMother: use nodemissiles for those dreads, if you can overharvest your planet then send the nodemissiles down the nodeline and intercept that dread, 2 at most should be enough to take it out if you have them at fusion.
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Baleur
Posts: 2343
Location: South Sweden
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gandalfrockman
Posts: 6
Location: Texas and the 49 lesser states of america
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Posted: Sat, 26th Aug 2006 00:42 Post subject: |
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he was prolly talking about hiver tech, not his planets..
Thing with hivers is since they use stl so much they tend to have a sort of "tech Gap" .
The fleets you see at first will be lower tech than what they actually have since they have been researching like mad while their ships spend 50 turns getting from point a to point b. this pattern tends to repeat itself with each wave of gateships they send out. so if you run into a hiver invasion fleet, its important to remember there actual tech at planets where they have gates is probably between 30-50 turns ahead of that.
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sat, 26th Aug 2006 01:14 Post subject: |
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ah! you rock gandalfman!
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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gandalfrockman
Posts: 6
Location: Texas and the 49 lesser states of america
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Posted: Sun, 27th Aug 2006 08:10 Post subject: |
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My only complaint so far is that I want more SCENARIOS!!!!!
Holylands is my favorite scenario so far... Its a really nice alternate objective.
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Sun, 27th Aug 2006 11:30 Post subject: |
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Make a folder called "Scenarios" on your sots folder in here you can easily make scenarios like this "HolyLands.txt"
Code: |
image SCENARIO_HOLYLANDS_IMAGE
name @SCENARIO_HOLYLANDS_TITLE
script_object "SCENARIO_HOLYLANDS"
script ""
numplayers "8"
numsystems "160"
mapshape "Spiral"
player
{
required true
species human
}
player
{
required true
species hiver
}
player
{
required true
species tarkas
}
player
{
required true
species liir
}
player
{
required true
species human
}
player
{
required true
species hiver
}
player
{
required true
species tarkas
}
player
{
required true
species liir
}
desc @SCENARIO_HOLYLANDS_DESC1
objs @SCENARIO_HOLYLANDS_OBJ1
rules @SCENARIO_HOLYLANDS_RULES1
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of course you have to have the appropriate images in the image folder and whatever else you may deside to include
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 30th Aug 2006 01:22 Post subject: |
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Patch is out http://www.worthplaying.com/article.php?sid=36654 so far only for retail, GamersGate version and D2D is on it's way.
ALOT of good stuff in this patch.
Quote: | !WARNING!! - DO NOT APPLY THE BOXED RETAIL PATCH TO OTHER VERSIONS OF THE GAME, PARTICULARLY DIRECT DOWNLOAD VERSIONS.
The boxed retail version maintains the SecureROM protection system, requiring a game disc to play. Applying it to a DDL version will result in that build asking for a disc you don't have.
- General/Graphics/UI:
* Better support for older video cards, including a fix for player color bleeding in low level shaders.
* Direct3D mouse pointers are now used by default, but can be disabled by adding UseD3DCursor=False to the [Graphics] section of sots.ini.
* Fixed word-wrapping issues.
* Subdirectories can now be mounted in the Mars file system by modifying the [Modules] section of sots.ini.
* New sots.ini to hold engine and game settings.
* Decreased popup delay for tooltips and added a key binding to summon a tooltip immediately (`/TILDE key).
- AI:
* Combat auto-resolve, including the ability to auto-resolve random encounters. Don't say we don't listen.
* Empire AI.
* Tactical, ship piloting and gunner AI.
- Networking:
* [1.1.1] Fixed a possible crash that could occur in exceptional circumstances (like when the network adapter is disabled).
* UDP packet sizes reduced & combat bandwidth optimized.
* Improved handling of disconnected clients.
* Fixed a couple minor issues with NAT negotation.
* Fixed all known causes of sync errors.
>>> Cannot fix sync errors caused by dual-core processors: Set your CPU affinity to a single core! <<<
- Game browser, chat and lobby:
* All internet game browser filters now work as intended.
* Internet chat participants list now updates dynamically.
* Added user name popup to staging lobby and star map player window, to show who is sitting in for players.
* Lobby chat history now indicates who is chatting in addition to which player slot they were in at the time the message was sent.
* Positioning the mouse over a player name will now reveal who is standing in for that player if applicable.
* Player profiles are now stored in ini files in the Profiles directory.
* Game download progress is now shown on top of players in the game lobby while they are receiving a saved game file.
* Each player in the game lobby now has a "ready" indicator.
* Sender of a private tell will now see the recipient's name in chat history. The recipient will see the sender's name.
* All windows with chat input now activate and stay in focus with RETURN/ENTER.
* New racial avatar bitmaps!
- Combat:
* [1.1.1] Fixed possible sync error when Hiver ships teleport into combat through their gate.
* [1.1.1] Minelayers will now deploy when no enemies are visible on sensors.
* [1.1.1] Alterations to behaviour of ***CONFIDENTIAL*** and ***CONFIDENTIAL***, stay frosty.
* [1.1.1] Cruisers now have a little more freedom to bring their heavy beams to bear.
* [1.1.1] A selection of ships issued move orders while in the Normal stance will now hold stations.
* [1.1.1] Added time compression (CTRL + PAGEUP/PAGEDOWN).
* [1.1.1] Phasers in large turrets on Human ships now fire double-beams as intended.
* [1.1.1] Faster ships will now attempt to maneuver around slower ships.
* [1.1.1] Fixed possible crash caused by ***CONFIDENTIAL*** taking a deployed gate.
* Your ships and allied ships in the combat sensors screen will now reveal their health when the ship name overlay is toggled on.
* Issuing all stop orders to ships now reverts ships to normal stance.
* Ships in combat now always return to their waypoint when their stance is reverted to normal.
* Moved deployed defender CR Gate back 50-m in combat, to prevent it from colliding with Heavy Defence Platforms.
* Defender reinforcements now appear closer to the invader's vector.
* Systems now take damage when ships collide with the planet in combat.
* Players can now exit to the main menu from inside combat.
* Tactical AI now correctly takes over for players who bail out of combat.
* Planet in combat can no longer be picked from its interior. (This was responsible for unintentional focusing on the planet.)
* Ship pilot AI now selects correct ship standoff ranges for any weapon configurations.
* Move and targeting feedback is immediate.
* Fleet stance settings now behave correctly.
* Stance icons now flash when they change.
* Red target circle in sensors screen now pulses.
* Ships now fade correctly while the game is paused.
* Combat pausing (when available) is now immediate.
* UI gives immediate feedback when the game is paused.
* Target reticles flash when you mouse over a target.
* 3D arrow indicates exact target point under mouse.
* Mouse pointer changes shape when modifier keys for force attack (ALT), add/remove selection (CTRL) or rotate formation (SHIFT) is held.
* Mouse pointer changes shape depending on whether it is over the move plane (orange with dot) or not.
* Formation waypoints can plotted and rotated by SHIFT + Right Click + Drag on the move plane.
* Fleet hold fire setting is much more visible, so it won't be missed in first contact situations.
* Added tooltips to special weapon icons.
* Freed up missile turret azimuth constraints by quite a bit.
* Planet missiles now hold fire initially in a first contact encounter.
* Addressed minor issues with windowed mode resolution not being set correctly.
* Fixed potential crash when combat ended while fullscreen game was minimized.
* Slaver encounters now guarantee at least one invading ship.
* Fixed potential crash when ***CONFIDENTIAL*** is destroyed.
* Fixed potential crash caused by a damaged ***CONFIDENTIAL*** being loaded into combat.
* Fixed a couple issues with ships being turned by the ***CONFIDENTIAL***.
* Reduced damage of asteroids versus the planet in combat.
* Fixed extreme slowdown caused by destroying a deployed Hiver gate while reinforcements were still coming through it.
* Custom and scenario screens now remember most recent settings (saved in your profile ini).
* Fixed potential crash in sensors screen when ships die.
* Fixed very rare crash when ships die while the player is switching between sensors and battle views.
* Extreme mine damage bug fixed.
* Fixed case where Heavy Defence Platform missiles could not get firing solutions on nearby targets.
* Fixed potential phantom engine sounds left behind when ships retreat from combat.
* Fleet retreat will now yoink all reserves from battle when there are no ships left on the field.
* Planet and defence platform "ICBM" missiles may now reacquire new targets in-flight.
* Missile engine flares now originate from the correct part of the model.
* Switching to sensors while bandboxing no longer locks out the mouse.
* It is no longer possible to pause combat if it is an encounter in a multiplayer game.
* 'E' and 'SHIFT+E' to cycle focus on enemies.
* 'O' toggles a new tacical overlay that reveals positions of your distant ships.
(Default can be set in your profile ini: DefaultShowTacticalOverlay=True/False).
* 'HOME' focuses on and selects new reinforcements in combat.
* 'CTRL+DEL' toggles fleet hold fire.
* 'F1'-'F5' sets selected ship stances.
* 'CTRL+F1' - 'CTRL+F5' sets fleet stance.
- Star map / strategy game:
* [1.1.1] Speech will no longer pile up.
* [1.1.1] Notes for a star system are now removed when the System Killer destroys it.
* [1.1.1] If a player disconnects while loading into a game, it no longer prevents other players from ending their turns.
* [1.1.1] Fixed cases where Universal Antigen did not work as intended.
* [1.1.1] Fixed an occassional plague bug that would reduce the infected system's infrastructure to zero immediately.
* Scuttling ships over colonies now yields a temporary output bonus.
* Fixed potential crash associated with researching multiple special projects at once.
* It is no longer possible to save a game during the combat staging phase of a turn.
* Fixed the bug where giving research to another player would cause you to lose all of your research points for a turn.
* Enemies on star map now flash on the turn that they are spotted.
* News event window now closes when a new turn starts so that outdated news items don't stay up on the screen.
* Improved star map pathfinding now considers liberal repair and refuelling changes en route.
* Move lines now show projected ETA.
* Added weapon details popup to design screen.
* Removed potential AI message box popup when turns are processed.
* Ship build queue is now displayed when the empire summary screen is open.
* Added tooltip to ship construction slider.
* Added alternate ship status icon to display when not all biomissiles or assault shuttles are present.
* Added tooltip to indicate number of biomissiles or assault shuttles remaining with ships.
* Auto-refuel now defaults on, but this can be changed in your profile ini file (look in the Profiles folder).
* Ship information now includes tactical stats.
* Added EndTurnDelay to the player profile ini.
* DefaultAutoRefuel=True has been added to the player profile ini.
* Added drag/drop ability to fleet list in star map.
* Corrected minor issues with the player status panel displaying the wrong information.
* Addition of optional host setting to place time limit on combat staging phase (see profile ini).
* Middle mouse button can now be used to focus on an object in the star map, as it does in combat.
* Right mouse button can now be used to spin ship designs.
* Holding or releasing SHIFT now updates the star map move line immediately.
* Hold SHIFT to enqueue 5x ships at a time.
* 'F6' to open save game window.
* 'CTRL+Q' to quit.
* 'CTRL+P' to set AI policy.
* 'TAB' and 'SHIFT+TAB' cycle through your colonies.
* 'DELETE' removes selected ship design.
* 'CTRL+T' ends turn.
* 'P' to toggle player list.
* 'O' toggles objectives.
* 'T' toggles trade window.
* 'Y' toggles alliance window.
* 'K' toggles rankings window.
* 'N' brings up notepad if a system is selected.
* '-' and '=' to toggle fleet lines and star visibility. |
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Wed, 30th Aug 2006 15:43 Post subject: |
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I especially like the ability to turn your fleets now when your being flanked, also the default fleet position is returned when you go to normal combat mode.
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Wed, 30th Aug 2006 16:48 Post subject: |
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people I live in the backfuck of the balkan teritory - do you think i can spend 400 kn on a game when i can get it from a pirat for 20 kn? now, 20 kn is about 5 dollars without having to waste bandwith.
if i lived in the UK or in the USA or in any nation with a bigger standard i would buy the game, i would, but it's just too costly for me here. Some games i buy, I'll buy spore when it comes out it just deserves the money - but games i'll wind up deleting in a a day i won't spend more than 20 kn for.
Now, music cd's i buy, dvd's i buy, they cost about a 100 kn - about 20$ so that's ok, but games here are about 80$ and thats a whole lot.
So i'll wait for a res...
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Posted: Thu, 31st Aug 2006 05:19 Post subject: |
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I know how you feel, alas-way. Living in the Third World sucks.
acantoni, it's all about exchange rates. For example, three pesos here have the same value as a single dollar. Before you say anything, we used to have an exchange rate of 1 peso = 1 dollar. Our currency devaluated and salaries remained pretty much the same since they only slightly increased. Games that used to cost $50 now have a price tag above $100. This is why we have to resort to piracy.
I don't know why you do. With all those monster rigs in your sigs I can't think of any reason why you can't afford games.
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Baleur
Posts: 2343
Location: South Sweden
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Thu, 31st Aug 2006 18:56 Post subject: |
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Read the thread baleur and not just the last page.
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sun, 3rd Sep 2006 08:19 Post subject: |
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For the people who tried this :
The multiplayer is any good?
I understand there is a 'jump right in the middle of a play' ... but it works well ? what abpout the pace?
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Mon, 4th Sep 2006 07:44 Post subject: |
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wow what a good game, patch worked super and everything
acantoni dunno, not tried mp yet
wow, looks pretty ok with antialiasing and stuff, especially the planets.
I was playing as the Liir or what they are called, the dolphins ^_^ LOL
Anyways and i was taking it easy, only had 1 other habitable planet in my vicinity so i didnt bother with colonizing anymore, just build up my tech. Then a terran dude wanted to ally with me, and WHAM i see half of the small 100 star galax (which frankly is huge), and what do i see, everyone is spread out like mad, i still had 2 systems (not because i was slow, because i was ignorant ^^)
And then when i finally got the Dreadnoughts, what happens? A friggen huge asteroid event on my home world, i mean this event was so huge, its happened before but not this way, there were literally hundreds of asteroids heading for my planet with 10 small, 10 medium, and 5 large defence platforms + 10 cruisers.
Half of my population died
And that was after 350 turns in a 100 star galaxy, 350 stars is the maximum, and neither of us 8 players were anywhere near victory..
Huge game indeed..
Fucking cool game 
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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Baleur
Posts: 2343
Location: South Sweden
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Tue, 5th Sep 2006 11:35 Post subject: |
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Sometime during the weekend perhaps?
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