Jump to content

Sword of the Stars


Dandy

Recommended Posts

Šta znam... lomio sam se da li da uzmem taj Legend u preorder-u, ali mi je bio preskup, a uz to mi je nekako meh na prvi pogled...

Videćemo kada se pojavi, za sada praktično nigde nisam video neki pravi gameplay, tako da ne mogu ništa konkretno da zaključim.

Meni je i dalje alfa i omega za space 4X prvi deo SotS-a.

Drugi deo jeste bio u totalnom raspadu kada se pojavio. Sada je to već mnogo koherentnija igra, ali je problem u tome što stalno dorađuju neke stvari i onda se nešto drugo zezne, pa to isto moraju da srede.

Mene samo teši činjenica da je i prvi SotS bio katastrofalan kada se pojavio, pa su ga doterali do maksimuma negde u vreme kada je izašla druga ekspanzija.

Btw...

r22508c

------

Critical fixes:

+ Fixed a Comparative Analysis UI crash.

+ Addressed a weapon bank related crash.

Other fixes:

+ Fixed recent mission screen UI issues.

+ Fixed loophole that was allowing station construction to exceeed the

number of each type of station allowed.

+ Engrammed admirals with the Inquisitor trait no longer gain extra traits.

Edited by Dandy

Dandy [RUR]

Link to comment
Share on other sites

  • Replies 300
  • Created
  • Last Reply

Top Posters In This Topic

r22600b

------

Critical fixes:

+ Fixed a post-combat crash related to node cannon effects.

Other fixes:

+ Made general optimization passes to speed up turn times, AI processing and star system selection responsiveness.

+ Zuul no longer immigrate to other factions.

+ Population Manager and Comparative Analysis buttons are now disabled between turns.

+ Corrected 'pirate encounter freighters destroyed' news event messages.

+ Fixed graphical glitch caused by moving defense assets.

+ Battle riders destroyed by node cannons no longer continue to tie up

carrier space.

+ Fixed ownership display of systems in sensor range.

+ Corrected intel result rolls.

+ The intel success rate is now correctly reflected in the UI.

+ Fixed some cases where fleets were spawning at the wrong locations in combat.

+ Diplomacy panels are now disabled for defeated empires.

+ Fixed some odd behavior with ship rolling in combat.

Other changes and additions:

+ Factions now get population bonuses when immigrating.

+ The F key now functions as an alternative button for focusing on the

object under the mouse pointer in combat.

Dandy [RUR]

Link to comment
Share on other sites

  • 2 weeks later...

r22741b

------

Critical fixes:

+ Fixed a potential crash in Comparative Analysis.

+ Fixed a couple UI related crashes that could crop up when starting

the game or entering the lobby.

+ Fixed known causes of Intercept- and Retreat-related post-combat crashes.

+ Fixed known mid-combat weapon related crashes.

+ Fixed a scout battle rider crash.

+ Fixed a crash caused by dissolving fleets in the Reaction Movement dialog.

Other fixes:

+ Combat network bandwidth has been stabilized. This should address

the heavy combat desyncs that have been occurring lately.

+ Fixed bad initial diplomacy states introduced by turn time optimizations in previous update.

+ Fixed known UI inconsistencies regarding Psi power activation in combat.

+ Enveloping torpedoes now do damage to dreadnoughts.

+ Fixed node cannon network synchronization.

+ Fixed an issue where shield generators were firing torpedoes.

+ Addressed issues that were causing assault shuttles and boarding pods to become stuck.

+ Fixed Morrigi Trap network synchronization.

+ Diplomacy actions are no longer available for eliminated empires.

+ Node cannon shunting no longer applies to ships without a node drive.

+ Fixed scientific notation display of population numbers in news events.

+ Fixed a situation where combat AI ships in standoff would flee from

players forever.

+ Fixed an issue that was causing ships in combat to be equipped with

random modules where none belong.

+ Locust drones now attack planets.

+ Fixed a number of issues related to diplomatic options, especially treaties.

+ Addressed an issue where the strategic AI was exceeding defense placement limitations.

Other changes and additions:

+ Re-balanced station stats.

+ Added shield regenerator effects.

+ Pirate encounters are now 2.5 minutes.

+ Re-implemented Intelligence and Counter-intelligence missions.

+ Added Warp Pulse button to combat.

+ Combat AI now deploys SDB assets in combat.

+ Modular Construction now awards a 10% bonus to trade revenue.

+ Science Stations now predict incoming encounters.

+ Doomsayers now predict the arrival of a grand menace.

+ Clicking the admiral name in a fleet list now opens the admiral

information dialog.

+ Overthrust speed multiplier is now 1.5x

+ Added a treaty broken dialog.

Dandy [RUR]

Link to comment
Share on other sites

1.0.22773.1

------

Critical fixes:

+ Fixed a combat auto-resolve crash related to bio-missiles.

+ Fixed a network transport bug that may cause de-syncs and sometimes crashes in two-player networked games.

Other fixes:

+ Mirage psionic effect can no longer be spammed.

+ Fixed known boarding action issues.

+ Fixed the fleet of empty retreating ships that could appear in networked games.

+ Fixed cases where attached boarding pods were super-sized.

+ Fixed an issue that could cause stations under construction to appear inside planets.

+ Fixed an issue where multiple Admiral dialogs could appear on mission screens.

+ Diplomacy point generation tuned.

Other changes and additions:

+ Reinstated piracy mission.

+ Reinstated Lobbying.

Mental note, Dandy, you 4x you, jel imas neko misljenje o Legend of Pegasus, izlazi za 3 nedelje a bas izgleda kao SoTS rival.

Izašao je. Sad ćemo da vidimo valja li nečemu...

Dandy [RUR]

Link to comment
Share on other sites

1.0.22773.3

------

Critical fixes:

+ Added a fix for old save games that would crash when reloaded.

Other fixes:

+ Addressed odd rider behaviour when carriers were captured.

+ Clients now receive Intel reports again.

+ Fixed incorrect post-combat data being displayed for meteor encounters.

+ Fixed retreat missions that were mistakenly labelled as piracy missions.

Other Changes and Additions:

+ The game version is now displayed on the main menu.

Dandy [RUR]

Link to comment
Share on other sites

1.0.22804.1

------

Critical fixes:

+ Fixed a system killer related crash.

Other fixes:

+ Fixed missing protean tentacles.

+ Fixed wide dispersion of battle riders when asteroid explodes.

+ Fixed a recent combat lag issue caused by log spam.

+ Fixed new issues with Suul'ka tentacle attacks.

+ Ships now enter combat at the correct altitudes.

+ Addressed overly large drone explosions.

Other changes and additions:

+ Random encounters now only occur in the first combat round.

+ Strategic AI now does a better job of upgrading stations.

+ Empire screen government types now have better informative tool-tip

information.

+ Camera no longer focuses on newly-placed defense assets.

1.0.22804.2

------

Critical fixes:

+ Fixed new crashes related to AI station upgrading.

+ Fixed a potential crash in combat.

Dandy [RUR]

Link to comment
Share on other sites

  • 2 weeks later...

1.0.22993.1

------

Critical fixes:

+ Fixed an audio problem that was leading to framerate loss over time.

+ Fixed known intermittent combat crashes.

Other fixes:

+ Fixed battle riders getting lost in limbo during combat.

+ Fixed some issues relating to start positions in combat.

+ Addressed some accelerated combat issues.

+ Fixed muzzle sounds not playing.

+ Fixed some cases where inappropriate ship designs were unintentionally rolling for attributes.

+ Addressed the poroblem of players getting the same salvage project multiple times.

+ Fixed some government related consequences and actions.

+ Strategic AI now properly assigns battle riders to carriers.

+ Fixed an issue with the ionic thruster technology effect.

+ Fixed target avoidance while in the pursuit stance.

+ Trade view no longer hides icons under the star.

+ Fixed an issue that was preventing AI players from building stations in some cases, and allowing them to build too many in others.

+ Strategic AI now properly coordinates and escalates attacks.

+ Strategic AI now executes appropriate requests and demand diplomatic actions.

+ Fixed an issue where planets were firing missiles when they shouldn't.

+ Emitter COL now fully functional.

Other changes and additions:

+ Tuned point defense targeting in combat.

+ Tuned combat AI target prioritization.

+ Combat AI is now aware of ships without weapons.

+ Added small-scale fusion technology effects.

+ Hiver players now start with deployed gate ships instead of gate stations.

+ Psi potential is now hidden until a psi technology is researched.

+ The battle rider manager is now hidden until battle rider technology is researched.

+ Fixed detonating torpedoes not doing appropriate damage.

+ Adjustments to various weapons systems.

Dandy [RUR]

Link to comment
Share on other sites

1.0.23069.1

------

Critical fixes:

- Fix SK crash

- Fixed an Alien Habitation module slotting bug that prevented stations from being upgraded. (See known issues below.)

Other fixes:

- Addressed recent long turn times.

- AI now uses full command point limit when constructing fleets.

- Fixed beam vs planet lengths.

- Fixed bore ships firing node cannon when targets are out of range.

- Fixed stations spawning in center of planet during rebellion.

- Fixed VN discs not shooting.

- Fixed fleet interception teleport bug.

- Fixed ship acceleration modifications based on modules not being applied.

Other changes and additions:

- Added government effects when a system is opened or closed in a turn.

- Adjustments to colony and biome ships.

Known issues:

- Stations that cannot be upgraded in old save games will remain locked. Stations in new games will be fine.

Dandy [RUR]

Link to comment
Share on other sites

  • 2 weeks later...

1.0.23222.1

------

Critical fixes:

- Fix crash with mirage psionic.

- Fixed a crash related to multiplayer combat.

- Fixed a crash when encountering slavers.

- Fixed a crash when exiting the multiplayer lobby.

- Fixed a crash when host entering combat with an AI player.

Other fixes:

- Fixed display bug showing incorrect empire as being defeated in lobby.

- Fixed bug where gate stations could be built without the necessary tech.

- Fixed Hivers using up gate points while committing missions to their home systems.

- Fix ships going into overdrive when not set to overthrust speed.

- Turret damage will now be saved corrently between combats.

- Fixed multiple missing / incorrect strings.

- Turns to complete research now show correct suffix and are no longer displayed for research techs.

- Fixed riders not syncing to carriers properly in multiplayer games.

- AI now repair fleets at systems.

- Update combat AI to include an "Assault Planet" group.

- Fix stations around planet not having proper sensor data.

- Plutocracy will now decrease production time instead of increasing it.

- You are now able to cancel out of the Zuul's no bore ship confirmation dialog.

- System info requests from AI players will now work correctly.

- AI will no longer select command ships for a combat role.

- AI will now reject world demands if they have any fleets present at that world.

- Independant colonies created from the results of colony stimulus will now properly offer a trade treaty upon creation.

- Player status in multiplayer games will now update correctly.

Dandy [RUR]

Link to comment
Share on other sites

1.0.23262.1

------

Critical fixes:

- Fixed random CTD when entering combat or design screen

- Fixed crash when viewing Suulka admiral info (note: if obtained Suulka in old save, the screen will look blank)

Other fixes:

- Fixed bug causing Suulka admirals to not be assigned to the player

- Added tooltips to weapon fire mode and weapon filter mode

- Set default cloaking type in design screen for cloaked ships

- AI will now more intelligently respond to demand/request diplomacy actions.

- Fixed a bug causing demands for slaves to have no effect.

Dandy [RUR]

Link to comment
Share on other sites

  • 4 weeks later...

1.0.23640.2

------

Critical fixes:

- Fixed bug that may cause hangs in multiplayer games.

- Fixed MP weapon bank crash.

- Fixed a crash involving plagues.

- Fixed a crash after exiting combat.

- Fix to prevent stations from being spawned in the center of a planet.

- A certain Suul'ka will now no longer instantly kill ships with its tentacle attacks.

- Suul'ka fleets can no longer be dissolved.

- Fixed MP not syncing ai state.

Other fixes:

- Crit hits table now correctly shows after combat.

- Fixed estimated arrival time calculations.

- Command Ships larger than cruisers are now more aggressive in combat.

- Players can now scrap stations in the fleetl-ist.

- Players can now scrap battleriders from the battlerider manager.

- Fixed not being able to pirate with battle riders in fleets.

- Fixed cloaking not working in multiplayer.

- Fixed VN beserker behaviors.

- Freighters can now be built and scrapped from the trade view.

- Missiles can no longer be set to PD targeting mode.

- Armor tiles now repair from the inside outwards.

- Tuned formation movement in combat.

- Fixed some issues with multiplayer combat.

- Fixed some missing news events.

- Pre-Combat battle manager button is now disabled in multiplayer games.

- The "Ready" status should now correctly update across multiplayer lobbies.

- AI will now attempt to create counter ship designs based on previous combat experience.

- Added a fix to prevent AI from building multiple stations of the same type at a system.

- AI will now spend more time upgrading their fleets before attempting to invade a system again after a full scale invasion has failed.

- Suulka should now leave the game permanently when killed.

- Fixed an issue where multiple Suulka of the same type were being created.

- Gate Stations will now be unique per system.

- Fixed a bug where some Battleriders were being assigned twice.

- AI will now no longer immediately call back Boarding Pods after they launch.

- Armor piercing levels are now taken into account in AI weapon selection.

- Fixed a crash caused by Swarmers entering a system.

- Refined AI target selection during combat.

Other changes and additions:

- Added new auto options menu, including Goop and Joker modules.

- News event system overhauled.

- Mouse over colony faction morale while in the Starmap now gives a tool-tip with the last 3 events affecting that colony.

- Double clicking on a battlerider in the battlerider manager now fills the current carrier wing with that type.

Dandy [RUR]

Link to comment
Share on other sites

Poruka sa zvaničnog foruma od jednog od developera:

Hey everyone,

Just wanted to let you know that tonight's update is the pre-all clear update. This does NOT mean support for sots2 is ending in any way, or that there are not a couple things like scenarios still outstanding. It simply means that the game is robust and playable and ready to be enjoyed if you should see fit to do so. Truth be told is it has been for sometime but we were not comfy waving folks in when it still needed updating a couple times a week. Now things are at the point where we have a nice optional beta update testing system in place and the vast majority of crashes and MP malfunctions are solved. And for the sneaky ones that are still lurking in this huge game, we will stomp them as soon as they are reported.

So for everyone who has kept the faith we thank you, enjoy the game this weekend. Please report anything crashy or super weird so we can tidy it up monday and send out the word. And then it will be off to a brave new world of quality of life issues, constant AI tweaking and lots of backed up user suggestions icon_wink.gif

And once again, please do not feel as if in any way this is about ending or even diminishing support for the game. In fact, come Monday, we will also be announcing other plans that hopefully will allow us to maintain and evolve our games indefinetly in the manner we have become known for.

U suštini igra je sasvim igriva, ali ima još nekih stvari koje fale, plus će igra dostići svoj maksimum tek posle par ekspanzija, kao što je bilo i sa prvim delom.

Edited by Dandy

Dandy [RUR]

Link to comment
Share on other sites

Poruka sa zvaničnog foruma od jednog od developera:

U suštini igra je sasvim igriva, ali ima još nekih stvari koje fale, plus će igra dostići svoj maksimum tek posle par ekspanzija, kao što je bilo i sa prvim delom.

Super, ne mogu da dočekam...

Samo ne znam da li da se zaletim odmah ili da iskuliram? Hmmmm....

Link to comment
Share on other sites

Došao i taj dan :P

Hey folks!

Sorry for the long wait but I am extremely happy and proud to give the all clear signal and invite you all back to a bright and shiny SotS2. While “all clear” in no way means support for the game has ended or that we have no plans for additions, it does mean that the game is in the shape we would have wished it to be upon release. From here we will be going on to a regularly scheduled set of updates that continue to fill out and flesh out the SotS2 universe as well as adding new maps, scenarios and plenty of quality of life suggestions.

We would like to thank Paradox for continuing to distribute Sword of the Stars/ Sword of the stars 2 and look forward to working with them on any future expansions. We also want to issue a heartfelt thanks to the players who stood by us in those dark early months and who believed us when we said this game would be fixed. We owe a great deal to the players who stuck it out through all the dozens of updates and fixes and kept reporting the bugs and posting their saves. Their input has made for a bigger and better SotS2 than could have been achieved at release even under the best of conditions. Everyone who enjoys playing this game from this date on, owes those impromptu testers a great deal of thanks. And finally for those of you who are reading this now and booting up the game, we would like to thank you for your patience and welcome you back. There is a great game waiting for you now and a big universe waiting to be explored.

The Future:

As said, this announcement does not mean the end of SotS2 support. In fact, should any of you be curious, feel free to come by our boards and see our plans to support SotS2 indefinitely. For now, you can look forward to your next SotS2 update in approximately 3 weeks and it should include such tasty treats as:

--Selectable Teams at startup

--Revised Empire economics screen

--Even more AI tuning

--SotSpedia tuning and more entries

--And a pack of new maps.

While too far down the line for particulars, I can tell you that the following update after that should see the return of scenarios and a treat or two for the holidays!

So once again, I would like to thank you all for your patience and understanding during the road back and hope you all enjoy this game as it was meant to be!

Martin E. Cirulis

CEO/Creative Director

Kerberos Productions

Dandy [RUR]

Link to comment
Share on other sites

  • 4 weeks later...

Sword of the Stars II Expanded into New Enhanced Edition

ci-Fi Strategy Game from Paradox Improved and Updated

NEW YORK – November 16, 2012 – A year ago, Sword of the Stars II: Lords of Winter was released and while full of potential, didn’t quite meet expectations, including those set by the developer and publisher. Since its release, the main focus from publisher and developer has been to serve all of those that purchased and believed in Sword of the Stars II. Paradox Interactive has financed and distributed updates, giving Kerberos Studios the opportunity to continue patching the game to get it into a state where everyone can be proud of the product.

Now, a year later, Paradox Interactive and Kerberos Studios are finally happy to declare the game in good condition and are celebrating by revealing a brand new expansion “End of Flesh”, alongside new content and improvements in Sword of the Stars II: Enhanced Edition.

As a token of appreciation and “thank you” for their patience, Paradox Interactive will arrange for existing Sword of the Stars II owners to receive “End of Flesh” for free on release. Sword of the Stars II: Enhanced Edition is scheduled to release on November 30th.

The “End of Flesh” expansion to “Sword of the Stars II” introduces players to the Loa, a shape shifting artificial intelligence that can settle some of the most foreboding of landscapes. A former slave race, they now have freedom and an incentive to use their powerful and unique vessels to teach their old masters a lesson.

Features of the Sword of the Stars II Enhanced Edition include:

  • The new Loa race with a new drive for their ships – the Neutrino Pulse Gate
  • Over 25 new technologies including a new tech tree for cybernetics
  • 10 new weapons and attack systems
  • Expanded ship building options for all six original factions, including new Leviathan class ships
  • 2 new independent races to seduce or bludgeon into your imperial orbit
  • New random encounters and mission types
  • All previously released faction based DLC – the voices, the badges, the avatars, the skins...all of it.

Dandy [RUR]

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




×
×
  • Create New...