Sword of the Stars 2

Nightmare wrote:

I'm still down for CK2 on release day (which I will probably regret). Sengoku released delightfully bug free, which is probably a first for them, so I have a little hope. Actually, there are a few games they are doing that I will probably get day 1: CK2, Warlock, Cartel, Magna Mundi. Half of those are done external to Paradox (Cartel, Warlock), so I am probably setting myself up for a repeat of SotS2. MM is being done by a bunch of modders, so who knows how that will go.

Yeah, I am insane. But Paradox is one of the few publishers putting out interesting games now, even if you have to wait for them to get all patched up.

Oh great, thanks for adding one more to my list.

hmm, I have pre-orders for Saint's Row The Third on 360 so I can play Co-op with my little bro and Batman AC on PC since the 360 reviews were not horrible. The other big release games I will wait for steam sales. I didn't pre-order SOTS2, which makes me feel more the fool compared to those who did. Cause I could of waited a few hours and looked around first to find the first impressions.

garion333 wrote:
Nightmare wrote:

I'm still down for CK2 on release day (which I will probably regret). Sengoku released delightfully bug free, which is probably a first for them, so I have a little hope. Actually, there are a few games they are doing that I will probably get day 1: CK2, Warlock, Cartel, Magna Mundi. Half of those are done external to Paradox (Cartel, Warlock), so I am probably setting myself up for a repeat of SotS2. MM is being done by a bunch of modders, so who knows how that will go.

Yeah, I am insane. But Paradox is one of the few publishers putting out interesting games now, even if you have to wait for them to get all patched up.

Oh great, thanks for adding one more to my list.

Are you gonna wait a little bit to hear about it this time?

I have not purchased Sword2, and I see the full Sword1 is still on sale for $5 for 4 more hours. I'm not really interested in going through another Elemental. Can those that have bought and played 2 speak to the potential of Sword 2 vs the final Sword 1 game?

SotS is a really good game, I think. The final version (base game + all expansions - which is what's on sale) is pretty polished and has a lot of interesting mechanics: each race has a different FTL system, semi-random tech trees, interesting combat that gets more interactive as you tech up. To be honest, as of today, I'd go with that, especially since it is so cheap right now. SotS2, I think, has a chance of being a really good game as well eventually, but they have a lot of stuff to fix before it becomes an enjoyable play experience.

They screwed up royally. I paid good money for a game that doesn't really work. It's not living up to the promises made by the devs. Yes. That's all true. Being said, howver, I still really want to play the finished product. I've paid for things in installments before, now I get to see how the other side lives.

My final reaction to this: I hope things work out well down the road. I have no plans to demand a refund. At the same time, I also have no plans to pre-order any Paradox game (or even to purchase a Paradox game without hearing from people I trust that it's in good shape) for the foreseeable future.

The most annoying thing about all of this is that I can't play a ton of SotS2 now, when I was, you know, *really looking forward to doing that*. Instead, maybe it'll be in a playable state some time down the road when I already have plans to be playing other games.

Looks like the patch is out on Steam now.

Additions and Improvements:

- A new badge has been added for all factions.
- The game will now start in native 64-bit mode on operating systems that support it.
- Added 15 new entries to the encyclopedia.

Bug Fixes and Other Changes:

*** This update will break save games due to changes to special encounter implementation. ***

- Fixed a divide by zero crash that could occur when the game tried to trigger a rebellion on a planet with 0 civilian population.
- Fixed a crash that could occur when entering the multi-player lobby.
- Fixed issues where the game would hang on end turn when resolving AI versus AI combat.
- Fixed issues where concurrent combat scheduling could cause game turns to hang.
- Fixed an issue where the game could crash when a player attempted to save between turns.
- Fixed an intermittent crash that could occur during combat.
- Fixed a crash that could occur when committing an intercept mission.

- Fixed encyclopedia content appearing in the wrong locations.
- Fixed issues where user interface would be unreadable when starting a game window larger than the desktop resolution.
- Added more tool tips to the game lobby.
- Added more tool tips to the colony information widget.
- Added more tool tips to the build screen.
- Added more tool tips to the certain pop-ups and to the station placement screen.

- Fixed a few outstanding localized text issues, including three descriptions in the tech tree;
Spinal Mounts
Heavy Fission Cannon
Assimilation Plague Cure.
- Re-balanced Police Cutters and some menaces.
- Made improvements to Swarm Hiver, Larva and Queen art.
- Fixed issues where the game window could shrink below the minimum 1024x720 resolution.
- Fixed issue where minimizing the game window could cause it to go full screen instead.
- Fixed an issue where Suul'ka could become available to non-Horde Zuul players via Diplomatic Stations.
- Suul'ka arrival after building a Tribute station is now delayed by at least a turn.
- Fixed a bug with post encounter dialog where list selections were getting mixed up.
- Fixed a miscolored element of the fleet widget items.
- Fixed some underlying UI layout bugs.
- Fixed a bug where Gate Amplifiers would not show up in the station module list. This was preventing the upgrade of Gate stations.
- Fixed a bug that was allowing built modules to be re-queued.
- Fixed art issues with Tarkasian Dreadnought GOOP and Heavy Beam modules.
- Fixed outstanding art issues with Human Supply Transports, Naval Outposts and Polic Cutters.
- Fixed an issue where AI controlled agents running at accelerated time in simulated combat were not doing enough damage to each other.

How about letting me into the Options?

garion333 wrote:

How about letting me into the Options?

You are not worthy to view options, let alone change them.

You can get to the options from the launcher BTW.

calling that a set of options is an insult. there is some slight video and gameplay options in that, but no audio or controls options. I have seen console games with more options.

Yeah, that's only part of the options. The actual in-game has stuff like AA, which is not a part of the config launcher thing.

If anyone is playing this for "real" already, you'll probably want to turn off auto-updating for SotS2 in Steam. I wouldn't bet against savegames breaking again in the next few weeks. If you're going to play now my advice would be just to play it lightly and use it to learn the game.

It's looking like Friday is the next update as they want to knock out some of the bigger issues. Which is a little weird since they just said they were going with high frequency, low "volume" updates so that the changes weren't as great and untested. Hopefully we'll end up with a decently playable build for the weekend.

Is this a good time to ask for help on the original SotS? I've tried a couple of times as human and each time I bump into another empire, most of the galaxy is conquered. I'm researching terraforming and star node tech and power every turn and such, but should I be saving some or just pushing all my monies into colony ships and tankers every turn and going out to all the stars? Sometimes it says that two stars are connected, but it'll take 55 turns to get there. Is that normal? Is human hard mode and should I go another race?

Grenn wrote:

Is this a good time to ask for help on the original SotS? I've tried a couple of times as human and each time I bump into another empire, most of the galaxy is conquered. I'm researching terraforming and star node tech and power every turn and such, but should I be saving some or just pushing all my monies into colony ships and tankers every turn and going out to all the stars? Sometimes it says that two stars are connected, but it'll take 55 turns to get there. Is that normal? Is human hard mode and should I go another race?

Great questions. What is the recommended starting race? I'll probably be playing later this week.

Humans have to use hyperspace lines to travel, otherwise it takes them forever because they're traveling at sublight speed or something. Tarkas are the most straightforward in terms of space travel, they can go anywhere in any direction, and speed and distance depend on what techs you have researched.

To avoid having the rest of the galaxy explored before you get there, yes, you have to expand first and fast. What I usually do is spend my first few turns building as many scouts as I can and sending them off in every direction. As soon as I find a planet that's 200 or less environmental hazard, I'll colonize it. Priority goes to the bigger planets with the hazard (and thus development cost) closest to zero.

While you're scouting as much as you can, you need to get basic technologies down. For starters, that includes better lasers, cheaper manufacturing, and if you're in a sparse area of space, better propulsion. From there it depends on what you want to do. The bio techs that make it easier for you to colonize are good to have, but they're more important later on, after you've colonized the easiest planets and only have higher hazard levels to work with.

Oh, and one more thing about colonizing: send more than one ship. Send as many colony ships as you can afford. It makes a huge difference as to how fast your colony develops. I don't remember the exact numbers, but it's something like sending five colony ships will get your new colony profitable in something like 1/10 the number of turns.

Having thought a few moments about writing a primer for SOTS1 I figured I would just be on gwj vent (nick is JAM3) at around 10 p.m. est tonight 11/1 Tues., maybe play some co-op SOTS1 with whomever wants to jump on. In total I probably have about 800+ hours in SOTS1 so starting to write a primer was turning into a book, much easier to just talk and play.

Here are some useful links that are developing as the game does.

Wiki on Wikia
Tactical Combat 101
Tactical Combat 102
Manual v1.1 (111031) - Pretty sure you have to be registered on the Paradox forum to download it so I uploaded it to a file sharing service. Paradox thread here.

Oh and sorry for anyone who bought the game off my pimping it. Loving SOTS so much I know Kerberos is very good at writing AI and delivering solid gameplay mechanics. I knew for sure the game would need patches but the release state was way worse then where I thought it would be. There is also no excuse for the colusion and fraud between PI and kerberos; releasing a game in a state you know isn't ready and ommitting that information to grab sales is pretty much a textbook definition of fraud. They should have done a pay to play beta, whatever your issues with pay to play betas at least your not committing fraud against your customers.

That being said the core gameplay mechanics of SOTS2 from what I have played are extremly interesting and the game is actually fun, for a beta. The ships, systems, and space terrain are gorgeous and building ships and putting them into fleets and assigning missions is immersive and a fun game mechanic. It will definetly get much much better with age. While I understand the comparisons to Elemental and some parts are apt the huge difference is that there is a beautiful interesting game here opposed to Elemental where basic gameplay was hosed; the tactical attack/defense, movement didn't even make sense from a pencil and paper point of view.

YOU OWE ME $40, JAM3!!

jam3, I'd like to read your SOTS primer, I wish you'd do it. At least the parts that you have written. I've got like 2-3 hundred hours in SOTS1 but I always feel like there's more to know and learn.

I also feel kind of bad about pimping SOTS2 pre-release.

jam3 wrote:

Having thought a few moments about writing a primer for SOTS1 I figured I would just be on gwj vent (nick is JAM3) at around 10 p.m. est tonight 11/1 Tues., maybe play some co-op SOTS1 with whomever wants to jump on. In total I probably have about 800+ hours in SOTS1 so starting to write a primer was turning into a book, much easier to just talk and play.

I'll be there.

*edit* as soon as I figure out the time difference to Central.

jam3 wrote:

Having thought a few moments about writing a primer for SOTS1 I figured I would just be on gwj vent (nick is JAM3) at around 10 p.m. est tonight 11/1 Tues., maybe play some co-op SOTS1 with whomever wants to jump on. In total I probably have about 800+ hours in SOTS1 so starting to write a primer was turning into a book, much easier to just talk and play.

Can't be there tonight, but would LOVE to hear/see any sort of recording or recap that you do.

I have sots1 on d2d, will this be able to play with steam folks should anyone be up for mp?

Messed around with the new build last night. It seemed pretty stable at least I didn't rage quite half way through a turn. The sound clipping out is pretty brutal though.

Still, it now has potential for me. I like the new fleet management process much better than trying to keep track of all the fleets from SotS1.

CEJ wrote:

Messed around with the new build last night. It seemed pretty stable at least I didn't rage quite half way through a turn. The sound clipping out is pretty brutal though.

Still, it now has potential for me. I like the new fleet management process much better than trying to keep track of all the fleets from SotS1.

Well that's a start.

jam3's tutor sessions are worth it, people. Rule #1: don't start out as human.

Patch is being pushed now, changelog isn't up yet though.

Found this post by Castewar:

castewar on Paradox board wrote:

Hiya - we have an update coming today, another Friday and then the plan is for the next one to be next Wednesday, as that gives us Friday to Tuesday of focusing on some larger bugs/issues, without stopping to prep an update, which is always a speed bump, no matter how efficient you are. As for to size of today's update, I'll leave it to you guys to decide if it's small or not. Got to keep the morning rolling, but I'll be back in as much as I can today. Thanks!

Critical fixes:
- Fixed an issue where the game could crash when battle riders, drones, boarding pods, assault shuttles or bio-missiles were launched in combat.
- Fixed an issue where Swarmers could crash the game while launching from the hive.
- Fixed a crash that was occurring when creating new provinces.
- Fixed a crash caused by incorrect retrieval of achievement states.
- Fixed an issue where failure to load an asset could prevent screens from transitioning.
- Fixed multi-player compatibility issues between 32- and 64-bit versions of the game.
- The Continue Game button is now working.
- Tool tips have been added to the combat UI.

Other fixes and changes:
- Fixed an issue where public games were not being correctly published to the GameSpy master server.
- AI is now more aggressive in combat and starts closer to the action. This was done to address some cases where AI versus AI combat simulation was not resolving.
- Fixed known issues where modules were not being displayed on stations.
- Fixed an issue where certain ship designs were not being assigned default sensor ranges.
- Fixed an issue where planetary missiles were not hitting targets.
- Fixed a ship avoidance issue where ships could become immobilized between a station and the planet is orbits.
- Fixed issues where the game was incorrectly assessing whether players should engage in combat.
- Fixed an issue where the game was not correctly determining when players had discovered each other on the star map.
- Fixed issues where starting system distributions on star maps could be needlessly unbalanced.
- Fixed an issue where missiles and mines were not being assigned the correct structure, causing them to be too easy to pick off.
- Fixed the issue where Swarmers were not correctly pursuing moving targets.
- Fixed an issue where Hiver gates were not being deployed while enemy colonies existed in the system.
- Fixed an issue with lists in the GUI that was causing the Admiral Manager to present misleading data.
- Fixed an issue where Battle Cruisers and Battleships were being unlocked without the correct technologies being acquired.
- Fixed an issue where an incorrect large amount of terraforming damage could be applied by weapons in combat.
- Fixed an issue where the Von Neumann constructs could spawn at the center of a star system.
- Fixed an issue where reserve fleets were being included in sensor range checks
- The System Killer's beam range has been increased.
- Added missing icons to Heavy Beam modules.
- Start positions for certain combat encounters have been brought in closer.
- The ship HUD is no longer displayed when planets are selected in combat.
- There have been a handful of fixes to various weapon and ship art files.
- Fixed an issue where "easter eggs" could be spawned in colonized systems.

Additions
- Game setup now automatically defaults to the maximum players for the selected map.
- Missile warheads will now upgrade.
- Players are now presented with the option of renaming their initial home world as a new colony.
- The game launcher options dialog now includes a "Prefer 64-bit Process" checkbox. This can be unchecked to override default behavior and run the 32-bit version of the game on 64-bit operating systems.
- Features have been added to the station manager:
* Module descriptions have been added.
* The station module build queue now displays cost.
* A Max button has been added to the module build queue controls.
- Changes have been made to the upgrade paths of stations to prevent certain issues where upgrades might never be possible.
- The station manager now shows up as a window on the star map.
- The planet information window now shows up as a window on the star map.
- The redundant confirmation dialog that displayed when loading games has been removed.
- The Defense Manager tray has been hidden in this update to prevent the possibility of fleets becoming on the system map.
- The Liir Protectorate is now locked until the correct technology is acquired.
- As a stop-gap measure the initial window resolution supplied in the game launcher options has been reduced from 1680x1050 to 1280x960. This may help newcomers to the game in cases where the initial window size is too large for certain desktop and display configurations. Others may adjust this value in the options dialog as needed.