Sword of the Stars 2

Make an LP of a single player game so those uninformed about the game can learn :3
 
I'll inform Resok of your request. You are not the only one. I think he will be setting some up soon.

Also I heard he will be recording almost all multiplayer games from now on. I think during my Christmas break I might make a LP.
 
Eddy- Yes the game is ready. Kerb is going through the suggestions lists now since the game is very playable.

Note only fights with lots of battleriders (35+ riders) are cpu hogs because this game tracks everything and bring down the frames (10fps is my lowest but my normal is 30-50) but other than that combat and the game runs smooth. Kerb will continue to make things run smoother. Turn times are fast and so is switching between menus.

Multiplayer is very fun (though gamespy is kicking the bucket ie you can only do direct connect right now) but Steam multiplayer is coming this month (thank god).

Yes the ai still needs work but its up and running. Remember this is a Kerberos game so you can expect them to keep working on the ai. Every 3 weeks we get a major update and hotfixes every week if they are needed. No one else kicks out updates as fast as these guys.

The mission system is different but man I love it over the old system. Fleets are not throw aways like in sots 1. Naval station placement (move your fleets here and keep pushing forward from your new base of operations), admiral sniping (keep them safe or your fleet retreats back to base and you have to give it a new command ship and admiral), multi fleet attacks (you can only control 1 fleet per fight so make it a multi fleet attack so you get multiple turns to wear down your enemy), etc are fun.
(so i have 3 fleets, first combat turn fleet one goes, then fleet 2 on combat turn 2 and then my assault shuttle fleet goes on turn 3 and quickly burns the worlds down, you get the idea design you own combat strikes and you could do some mean things).

Hey want to colonize that world, load a fleet full of colonizers and launch it, later it will say hey colonies up but do you want us to continue work on it, yes or no (you can add other colony fleets to support to speed it up too after the colony is founded). No more colony ships being used up.

You can have repair and support fleet sitting out of fights waiting to come in to salvage and repair after fights. 1 Salvage ship = 3% chance for salvage so its better to have a full combat fleet (1 or 2 supply ships are good for a fleet). ie you have 2-4 combat fleets fighting in a system and the salvage fleets sits out of the fight at the system since you pick who fights what each turn and salvage ships are squishy).

In the late game you can have dread support fleets that take care of your combat fleet supply needs. Early on not really possible ie those early fleets need a supply ship or 2 but later down the road ie antimatter, supply techs, you can finally do this so you can have a full combat fleet.

Combat fleets work in 5 ways, (note certain admiral perks are better for certain missions)- http://sots2.rorschach.net/Admiral

Patrol- guard this system (rarely if your fleets are so fast aka a huge morrgi fleet you can defend a neighboring system too but this is rare and you have to have a REALLY FAST fleet). Note if you have a fleet idle in system it will defend but if the enemy fleet's admiral has better stats than your admiral I believe he has a better start (reaction time, evasion, loyalty,... you get the idea).
intercept- see a fleet coming and your fleets are faster, stop them in deep space.
Strike- Attack this system or target for 1 turn.
Survey- scan the system, if you have a fight and don't win your survey is cut short. So you bring more fleets next time with patrol, strike, invade mission setup to clear the system out and then survey (you could survey with multiple fleets and win then you can survey the system). Its possible for this to become a headache if you have really bad luck but you adapt and bring bigger fleet(s) :)
Invade- Keep hitting the system until supplies run out or you win (endurance = how many turns you get to do a mission so faster fleet and better supply fleet gets longer missions/ farther targets)
Other missions-
Colonize- colonize world
Construction- Build station
Relocate- relocate fleets to the front lines or areas that can speed up certain missions like colonize, build stations, etc... You can also transfer reserves between systems. If you build naval stations you can have more fleets and reserves at that system. Build more modules on those naval stations (upgrade those naval stations) and hey more logistics!

I think this will help you for missions- http://sots2.rorschach.net/Missions

Seriously I don't know why people hate/scared/don't understand this system, yes new way of doing things and once you wrap your brain around it, its way better. You can easily track your fleets and keep them working. Keep pushing forward, build naval stations on the front lines and move your fleets up.

Community F.A.Q. for Beginners- http://www.kerberos-productions.com/forum/viewtopic.php?f=37&t=35957

Small questions and answers thread- http://www.kerberos-productions.com/forum/viewtopic.php?f=37&t=31083

This game has one of the best combat mechanics in my opinion (yes some areas need little more quality of life issues to be fixed but its all there). You never know what cards your dealt (combat wise and system wise). Galaxy also wants to kill you (they know where to strike you at your weakest points) and most your neighbors want you dead. Da weapons, dat tech forest... The ships are damn beautiful and the system look great also!
 
Note how some people are claiming that the game is now "playable".

Playable isn't the same as fun. The game was so broken on release that I don't think any amount of patches will fix it. Even it it will run properly this time, that doesn't mean it will actually be A GOOD GAME.
 
I remember people saying that about Sots1, hell i couldn't play sots 1 at all at launch. I was not a happy camper. Came back a year or so later and it still had its rough edges ie ui and managing big empire is still a pain. With every update, every expansion the game slowly was made into a gem. Perfect nope, better yes.

For some it may take longer than others. If your not looking for multiplayer and only good ai then yes more time is required. Patches are still coming out.

Multiplayer is fun, been getting games going every other weekend. I have about 9+ games I am currently in. Though doing a few games against the ai to warm yourself up isn't a bad idea.

For single player I put the ai on hard and giving it a head start is required still. For my single player games I experiment with my strategies.

Randoms and grand menaces are working and every other month new randoms and grand menaces are added.

Its only a matter of time for the ai. They are still working on kicking out stuff and expansions are already being worked on. Kerb is a small team. Things take time. It will be ok... http://youtu.be/iWuibmO4NFw?t=5m
 
Yeah thanks Hawawaa for taking so much time to answer our questions and explain the game to us. I appreciate it even if I'm not sold on SotS 2 yet. :)
 
Heads up beta testing for Steam Multiplayer starts on Friday. I am also assuming everyone else gets a big patch. Lots of bugs are being reported and squished. I'll keep you informed.
 
Update: Steam Beta tomorrow due to lots of new steam multiplayer features needing more love. I will miss most of the early beta action due to school. (6am- 10pm on Mondays got to love em...)

Everyone else will finally get the big update Wednesday.

Oh ya I never linked the awesome screenshots, steam sots 2 community- http://steamcommunity.com/app/42990/screenshots?p=1&browsefilter=toprated

Also Kerb forums sots 2 ships pics- http://www.kerberos-productions.com/forum/viewtopic.php?f=40&t=22050&start=405
 
So far in the beta and here is the change list
Crap ton of fixes and more so I'll keep this post size down but its huge.

Other changes and additions:
- started the transition to Steam multiplayer
- Implemented pending/resolving combat screens (thank god)
- Implemented free-fly and tracking camera modes that can be toggled in combat
- Implemented a random ship name feature (continued tweaking this week)
- Implemented tech boosting (love this too)
- Implemented special failure events for some tech
- Implemented right-click weapon fire mode / target filter control
- Implemented auto-fire for AOE weapons (need to field more aoe weapons but theres so many weapons)
- Implemented Zuul minimum 5 overharvest rate
- Revised empire manager screen (love this one)
- 2 new maps and new Hiver & Liir Badges.
- Race balancing and ai tweaks
 
An expansion and an enhanced edition have just been announced.
The expansion will be free for everyone that owns the game, and the enhanced edition will contain the original game + the expansion.

Content addition:
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.

trailer:

Link to video.

Original announcement
 
Patch day oh boy!
Critical fixes:
- Converted MP from GameSpy network to Steam network
- Fixed end turn CTD
- Fixed post-combat CTD
- Fixed combat CTD
- Fixed multiplayer CTDs, including due to updating colony history
- Fixed CTD on Station Built dialog if station was destroyed during combat phase
- Fixed being able use hot-keys between turns in MP
- Fixed allowing hot-keys to change state in build screen when confirming invoice name
- Fixed being able to enter comparative analysis screen without having seen any enemy ships
- Fixed Suul'ka leaving when tribute station is destroyed
- Fixed bug allowing Hivers to build gate stations without the required tech
- Fixed issues with assimilation plague
- Fixed client being sent home after 1 invasion mission
- Fixed not being able to do a strike mission on any system
- Fixed CTD with getting Suul'ka info
- Fixed system killer being stuck at a system with a mining station
- Fixed dev-mode being activated in the design screen

Other fixes:
- Improved screen transitions between mission overlays and starmap
- Tweaked VN planet killer
- Prevented neutral indy planets from disabling slew mode if a station is next to it
- Enabled suicide drones to upgrade with warhead tech
- Disabled operations slider
- Fixed sound channel issues
- Fixed Suul'ka voices not being available
- Fixed auto goop module
- Fixed 0 level station remaining at a system after the construction mission is cancelled
- Fixed bug when transferring some assets via relocate
- Fixed bug that moved police cutters into the defense fleet when a relocation was canceled
- Fixed bug allowing design attributes from being visible in the ship tool tip before they have been discovered
- Fixed not being able to relocate to systems when exact number of required CE
- Fixed display of civilian population in empire manager screen
- Fixed display issue with rider manager screen
- Fixed mission turns remaining display issue
- Fixed scrolling hot keys with mouse wheel
- Fixed bio war modules not saving bio missile data
- Fixed bio missiles not getting replenished when the ship is repaired
- Fixed boarding pods getting stuck when docking with their carrier
- Fixed slave disks from auto launching when they are full of slaves
- Fixed weapons ricocheting off of dead sections
- Fixed missiles from blowing up before hitting their target after researching microfusion tech
- Fixed bolt weapons from blowing up before hitting planets
- Fixed "shot gun" style weapon fire so that it fires with a better spread.
- Fixed chance of fading from sensors when ship is outside of sensor range
- Fixed interceptor missiles from hitting own ship's shield
- Fixed formations not updating in auto-resolve
- Fixed morale high/lows when colonizing a planet after killing off the original inhabitants
- Fixed bug where fleets could get stuck arriving at a system, but not set to being at the system
- Fixed not being able to auto target VN collector pods
- Fixed display issue with rider manager
- Fixed scrolling hotkey manager with mouse wheel
- Fixed admiral traits not correctly displaying on admiral info cards
- Fixed defence assets being stuck in a system after the owning player has been evicted
- Fixed issue where Zuul AI would create "super" fleets
- Fixed bug allowing players to access dev design screen
- Fixed priority issues with Planetary Salvage, should now be more common
- Fixed being able to enter rider manager with hotkeys when you normally would not be allowed
- Fixed Zuul node lines disappearing when out of range
- Fixed issues with special / salvage projects not using up all allocated research credits

Other changes and additions:
- Teams
- Revised empire manager screen
- Implemented pending/resolving combat screens
- Implemented free-fly and tracking camera modes that can be toggled in combat
- Implemented a random ship name feature
- Implemented tech boosting
- Implemented special failure events for some tech
- Implemented right-click weapon fire mode / target filter control
- Implemented auto-fire for AOE weapons
- Implemented Zuul minimum 5 overharvest rate
- Removed 64 bit option
- Allow time acceleration in MP when only 1 player in battle
- News events for that turn are now displayed when loading a game
- Movement psionic now shows range
 
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