Page 2 of 4 |
|
Posted: Fri, 17th Sep 2010 18:26 Post subject: |
|
 |
I don't have the past experience from the later titles so I can't compare.
There is a thread in the official forum, about the differences between this version and the later ones:
http://www.starwraith.com/forum/viewthread.php?tid=6249
Why not download the demo and test it?
EDIT: By the way, AFAIK, people with Legends and/or Renegades can have a discount.
|
|
Back to top |
|
 |
|
Posted: Thu, 21st Oct 2010 15:25 Post subject: |
|
 |
New update.
Version 1.108 offers the following improvements, fixes, and changes:
- More solar systems made available in demo.
- Occasional player drop due to rapid sector-to-sector travel fixed (server).
- Update rate for player status in multiplayer for shipyard and other menus increased.
- Jump drive control for NPC ships now properly bound for high energy nebula clouds.
- Players can now transfer installed equipment items directly to hangars and back to their ships.
- Custom cockpit system implemented to import external designs (see customizing kit for details).
- New 'Arc' sensitivity setting for flight control devices to offer an alternate response mode for axis inputs.
- Improvements to quest system to keep multiple waypoint patrol objective more manageable and accurate.
- Players can now destroy any player-built station type (including Research, Energy, Constructors, and Ore Processors).
- Single key/button mapping options added for quick save, autopilot, lock mining beam, padlock view, and cinematic view.
- Texture image quality for nav map and 3D radar waypoint and jump point markers improved.
- Power of throttle trim keys increased to match closely with lateral and vertical thrusters.
- Removed docking fees for player-built stations in hostile systems (for non-building players).
- Removed ship detonation when exiting shipyard with more fuel than tank capacity.
- NPC/AI controlled ships fly faster for added challenge in ship-vs-ship racing.
- Players can now use the jettison option for satellite delivery contracts.
- Rank icons would sometimes overlap from view in player list, now fixed.
- Players can now scuttle deployable stations while remaining in-sector.
- Axis control for energy setting not unbinding when remapping fixed.
- Target range list now includes offset spacing for improved legibility.
- 'Toggling' tractor beams on other player ships in multiplayer fixed.
- Map log entries now pause at the last character when scrolling.
- Reduced text display mode added for text/chat messages.
- Mod option for changing the ambient light level added.
- Auto-centering added for force feedback devices.
- Improved planet terrain collision detection.
- Several minor bug fixes.
|
|
Back to top |
|
 |
|
Posted: Fri, 22nd Oct 2010 15:39 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 03:19 Post subject: |
|
 |
seems to be out on that RU site. Doesnt mention demo at all anywhere but just over 200MB who the hell knows ??
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 06:24 Post subject: |
|
 |
pakrat2k2 wrote: | seems to be out on that RU site. Doesnt mention demo at all anywhere but just over 200MB who the hell knows ?? |
Are you referring to this?
Evochron.Mercenary.v1.108.cracked-THETA
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 07:22 Post subject: |
|
 |
but there is a new version 1.128 not cracked yet
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 08:01 Post subject: |
|
 |
is it only online game?
i mean 200mb means most of the game data sits on server or the game is 200mb?
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 35006
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 09:18 Post subject: |
|
 |
Define "expanded" ?
Their original demo is pretty terrible. It takes ages to do anything and you only have an hour, I don't see how that'd pull anyone except impulse buyers.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 10:47 Post subject: |
|
 |
thanks for the info @ JBeckman:)
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 35006
Location: Sweden
|
Posted: Tue, 2nd Nov 2010 12:37 Post subject: |
|
 |
You use a fighter craft, weapons are a bit limited as well but you are free to design it as you want in terms of scale, position and parts, only the later end more advanced ships support the better components and upgrades though without the hull being overloaded.
Didn't know about the time limit on the demo, version changes on the page I linked to do say that you get more galaxies and systems to explore in the demo compared to the previous version and some other changes.
EDIT: Ah the changelog is from 1.108 not 1.128
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 13:03 Post subject: |
|
 |
Overlord123 wrote: | pikachupi wrote: | is it only online game?
i mean 200mb means most of the game data sits on server or the game is 200mb? |
That's the current generation of gamers for you, if a game is not bloated with 4 GB+ cgi it's obviously shit.
Ever heard of procedural generation? Check this out: http://en.wikipedia.org/wiki/.kkrieger a full blown ego shooter only 97,280 bytes big. |
well...i am from the old generation:)
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 13:08 Post subject: |
|
 |
The control of capital ships is really a gamebreaker for me. Could you tell me if you can still control a fleet of ships, including cap ships, which you own through fleet management. Also how far does having property go, does it go to the size and depth of X3, or can you just own stations and are dependent on NPC factions for trade, supply and protection. I really like the tiny space empire management within games like this. If I can control cap ships through an advanced fleet management system I might just give this game the benefit of the doubt.
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 35006
Location: Sweden
|
Posted: Tue, 2nd Nov 2010 13:10 Post subject: |
|
 |
It's a bit simpler than X3 (I'm not saying the game overall is simple though, it can actually be quite complex.) which is more of a space sandbox game whereas this is a space combat game mostly, from what I know, I think you can have wingmen though but not exactly fleets of them, the two are not very comparable.
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 13:19 Post subject: |
|
 |
Im not quite sure how to interpreted this:
# New fleet command system. Send single player commands to AI ships and multiplayer commands to other players. You can order your fleet ships to form up, attack hostiles, defend you specifically, mine asteroids, or order them to reload and refuel which parks them in a local station until ordered to do something else. In multiplayer, the new command system broadcasts the order in a message, so clans can use the same command system to issue orders to their human wingmen.
Source: http://www.starwraith.com/evochronmercenary/features.htm
Considering hes calling it your fleet, I'd assume you'd be controlling a considerable amount of ships and perhaps even capital ships? Considering the NPC has them I dont see how you wont be able to purchase one as a station protection fleet for example? If I would construct a large amount of stations within a system or whatever you want to call it I'd like to have a protecting force there. I know this game is not instanced or anything like it so dont misunderstand my meaning of system.
Last edited by Ragedoctor on Tue, 2nd Nov 2010 13:38; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 13:26 Post subject: |
|
 |
jermore wrote: | Define "expanded" ?
Their original demo is pretty terrible. It takes ages to do anything and you only have an hour, I don't see how that'd pull anyone except impulse buyers. |
Expandable, in this case, means that more solar systems are available in the demo.
If one hour is not enough, you can uninstall and install it again.
But yes with one hour,you haven't a full feeling of what the game is.
In my opinion it's the new Elite. By saying that, I'm not meaning that's a copy of the legacy.
It has enough different features to be another game.
The game has some flaws, but all the games have. Vice (the developer) is always listening to what the community wants and implement some of the ideas. So the game ,and the series, are always evolving.
I believe the game might be boring for some, in my case I haven't touched any other game since it's launch.
1.152 it's the new test build. It has some optimizations, specially for low end systems.
Last edited by Roger_Young on Tue, 2nd Nov 2010 13:38; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 13:33 Post subject: |
|
 |
Ragedoctor wrote: | Im not quite sure how to interpred this:
Considering hes calling it your fleet, I'd assume you'd be controlling a considerable amount of ships and perhaps even capital ships? |
I'm not, yet, familiar with the multiplayer part of the game.
What I know is that in SP you can hire some ships. I think there is a limit. You won't have a full fleet at your disposal and surely no capital ships.
This is more a lone wolf type game.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 18:38 Post subject: |
|
 |
it is true that not all the big size games are actualy well done(most of them are crap) and many of the "big size"=video files, but 200mb...come on:D too small almost like big fish games which i like many of them, but again for 3d games , it is hard to create something visualy cool with small size like this, i created few 2d levels in the past and even those took nice amount of space, so..i was just wondering..thats all.
|
|
Back to top |
|
 |
|
Posted: Tue, 2nd Nov 2010 18:58 Post subject: |
|
 |
pikachupi wrote: | it is true that not all the big size games are actualy well done(most of them are crap) and many of the "big size"=video files, but 200mb...come on:D too small almost like big fish games which i like many of them, but again for 3d games , it is hard to create something visualy cool with small size like this, i created few 2d levels in the past and even those took nice amount of space, so..i was just wondering..thats all. |
Like someone already explained. Procedurally generated textures. Can save HUGE amounts of space at the expense of increase load times spent generating textures.
|
|
Back to top |
|
 |
|
Posted: Fri, 5th Nov 2010 14:06 Post subject: |
|
 |
Anyone still playing this? How is it?
(EDIT)
I mean, does gameplay last more than a few hours before it's stale?
|
|
Back to top |
|
 |
|
Posted: Fri, 5th Nov 2010 14:39 Post subject: |
|
 |
JackArbiter wrote: | Anyone still playing this? How is it?
(EDIT)
I mean, does gameplay last more than a few hours before it's stale? |
Like I've said before, I'm not playing anything else since it's release. I must have some 25 hours of play. I don't have much time to play this days. So it makes me a special kind of player.
There are people who are playing this all the time; for some the game doesn't appeal at all, and don't last more than a couple of hours.
Sorry, I can't say more to help you to decide.
|
|
Back to top |
|
 |
|
Posted: Wed, 17th Nov 2010 15:24 Post subject: |
|
 |
New patch.
Quote: | Test build 1.184 is ready for download and includes a couple significant changes.
There has been a long standing request to incorporate beam weapons into AI ships. Since certain other changes to the game kind of relate and likely help offset the additional challenges this may pose, this build seemed to be the right time to include this option. So AI ships will now be able to load and use beam weapons in combat. The frequency of their use is kept fairly moderate, but they are still effective. So while it does add another strategic element to counter in combat, it should be a fairly easy transition. General rules still apply (such as don't fly directly in toward your attackers and never let yourself be caught in the middle of a swarm of them). Another significant change, detailed below, provides some new defensive and strategic options in combat as well, particularly against beam weapons (along with particle cannons and missiles).
Per Aures thread regarding the reduced thrust potential at various rotation angles, the physics system has also been updated to allow for near 1:1 momentum/thruster control regardless of ship angles. This opens up the higher speed ranges to a much more flexible range of maneuvering tactics and I've spent the better part of the day tweaking and learning the new limits. You can now change course much more rapidly at high speed, even with just using the IDS. And thruster offset inputs are far more responsive, especially at angles around 45-degrees from original course. Peforming high speed arcs around a target can now be done with a much higher degree of precision and control. With some practice, you'll likely find high speed combat to be much more controllable and easier to manage.
Here is the running list of changes, fixes, and improvements in this build so far:
- AI ships now use beam weapons.
- Several performance improvements.
- AI not following orders properly in war zones fixed.
- Array error message occuring after deleting all text lines fixed.
- Hangar storage inventory duplication when building new stations in close proximity fixed.
- Inventory items in war zones now update in single player using the same system as multiplayer.
- Sensor indicators on nav map now render with proper transparency with planet city indicators.
- Physics system updated for more consistent thruster behavior at high speed.
- Quadrant map can now be zoomed in for a more legible view.
- Inbound missile indicators appearing when HUD is off fixed.
- Custom imported ship designs enabled for external views.
- Player built station capacities increased (server).
- Improved cloud layer scaling.
- Tech data text updated.
- Several minor bug fixes. |
|
|
Back to top |
|
 |
|
Posted: Sat, 20th Nov 2010 00:06 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
Page 2 of 4 |
All times are GMT + 1 Hour |