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Posted: Fri, 13th May 2011 13:23 Post subject: |
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T6chikom6 wrote: | Can someone explain the goon/crew stuff?. I almost max out my crew capacity getting pods, but whenever i jump or change location my goon stock is still 0. Slider is at 50%. |
Crew quarters size differs among the ships. Every time you jump to new location, all your cargo and crew goes into mother ship, then crew is redistributed among all your ships according with slider setting for each ship.
The best way to stockpile crew is to set crew slider to 0% for AI ships as they will be dying quite a lot.
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Posted: Fri, 13th May 2011 16:20 Post subject: |
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Can someone please check the console.log for missing file entries?
Like these:
Missing file: D:/SPAZ/game/gameScripts/crewProjectileWeaponClass.cs!
Missing file: D:/SPAZ/game/gui/MultiButtonPopup.gui!
Missing file: D:/SPAZ/game/gui/loadingHintScreen.gui!
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Posted: Fri, 13th May 2011 16:57 Post subject: |
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Nope, no such lines in my log.
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Posted: Fri, 13th May 2011 19:57 Post subject: |
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Apparently it's a problem with the Impulse wrapper, it sometimes can't find files even if they are there.
If I rename the folder I get different files that seem to be missing but are actually there.
When using the default folder name it works. Stupid Impulse crap.
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Posted: Fri, 13th May 2011 21:20 Post subject: |
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Bispoo
Posts: 221
Location: Portugal
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Posted: Sat, 14th May 2011 11:44 Post subject: |
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Im stuck a little on a mission. The mission is called Trojan Horse:
Spoiler: | I have to sneak up a carrier and fly it away from the armed UTA guards but to get close to it i must use cloak. At first i didnt have cloak at all in my levels so i had to level to put 2 levels in cloak to use cloak at all so my cloak is BAD. The thing is i cant find a way past the detection mines. Any clues? |
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Posted: Sat, 14th May 2011 18:12 Post subject: |
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Stinky244 wrote: | Im stuck a little on a mission. The mission is called Trojan Horse:
Spoiler: | I have to sneak up a carrier and fly it away from the armed UTA guards but to get close to it i must use cloak. At first i didnt have cloak at all in my levels so i had to level to put 2 levels in cloak to use cloak at all so my cloak is BAD. The thing is i cant find a way past the detection mines. Any clues? |
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Spoiler: | Found myself in the same situation earlier today, however managed to find something that works, though porbably isn't intented to i'd guess. Basically get a ship that has quite a few launcher hardpoints, fill them with the longest range missles you have avaliable, and everything else with the missle upgrade module. With this setup you can sit far off, cloaked, and kill their ships one by one, once all are dead proceed to complete the escort without worry. Hope this helps! Amazing game! |
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Posted: Sun, 15th May 2011 21:36 Post subject: |
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Holy shit, just got my first huge ship, The Carrier.
This thing is amazing.
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Posted: Sun, 15th May 2011 23:18 Post subject: |
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dezztroy wrote: | Holy shit, just got my first huge ship, The Carrier.
This thing is amazing. |
That is the only huge ship I still haven't unlocked yet, in my game only colonists at systems with science station are using them, but I am always try to ally with them BTW, science stations at inner systems are more efficient, 1 goon = 10 data, there at outer systems ratio is 1 goon = 2 data.
Currently, my main ship is Sunspot with
- Huge Point Defense x 2
- Large Fighter Drones x 3
- Huge Particle Cannon x 1
- Small Ion Emitter x 1
- Small Leech Emitter x 1
As long as drones are alive, nothing can touch it. And due to limited weapons mounts, it never runs out of power and drains ships of power and shields very rapidly. Very useful at defend your mother ship random encounters and during assault on stations protected by drones or huge shield. Still, think that drones are overpowered IMHO.
Also very liked Star Cruiser with
- Huge Particle Cannon x 4
- Huge SRM Launcher x 4
- Small Ion Emitter x 1
- Small Leech Emitter x 1
What a sight then all four bays of swarm missiles are chasing targets and particle cannon producing tracer like effect Unfortunately, ships drains its power reserves very fast
Oh, also started using cloak instead of shields in zombie infested sectors, less crew and ships casualties.

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Posted: Tue, 24th May 2011 16:54 Post subject: |
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got a break from awesome witcher, and played a bit of spaz.
copy paste from oficial feedback forum :
apologies for my english mistakes, is not my 1' language. not even 2' .
i have mixed feelings about spaz. at this time, i have no wish to play it again.
was a bit enjoyable, but one time is enough for me.
why ?
well, i dint like the grind you need to do, or the afk mining for rez.
i dint like the random mission generator, with the mission pool so small. and some mission are plain crap.
i dint like the 5 jumps i did at the minimum for a mission to popup to get the faction rep i need. (and when i was thinking that i need to do that at least for another 100 systems)
i dint like that i got bored to jump jump /mass retreat, jump, /mass retreat that leaded me to find holes in gameplay to get my precious blueprints.
like getting missiles, and shooting station from far away. after that, i dint feel any need to do a mission again. i got rez from mining afk station, and goons from hotels and purchase mainly. not really hard to keep them up. and bp's from blowing up stations. even stations that previously killed me by sneezing in my direction.
hell, i let a book on my right click button, and i go to get dinner, a beer or read a book and so during high level station shooting.
i dint like that i got stuck with a useless tiny ship the whole game.
meeting zombies was a nice change. for about 15 minutes it taked me to adjust my play to deal with ship zombies infestation. rest was the same, but i used mass retreat a bit often.
dont know what changes could be apealing to me to touch it again, but at least, after this, i had a urge to install homeworld + complex mod. now, to make them work on win 7 x64 ....
tldr, is a great game, but in curent stage i got bored really fast.
tech tree is a balance mess, ship itslefs are balance mess ...
dont know what they can do to convince to play full version.
well, at least i did my part, i helped with some money. 
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b0se
Banned
Posts: 5901
Location: Rapture
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Posted: Thu, 26th May 2011 19:50 Post subject: |
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Currently on my laptop, using xp sp3 x86, can't click the OPTIONS tab ( it doesnt open ) also 2 minutes after entering a game i get a dont send error .
[spoiler][quote="SteamDRM"]i've bought mohw :derp: / FPS of the year! [/quote]
[quote="SteamDRM"][quote="b0se"]BLACK OPS GOTY[/quote]
No.[/quote][/spoiler]
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Posted: Sat, 28th May 2011 13:25 Post subject: |
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Space.Pirates.and.Zombies.v0.9.005.beta.cracked-THETA
Spoiler: | Changes:
- New resource loading scheme with multi part loading to prevent not responding errors and to increase loading and re-loading speed.
- Added game configuration screen before loading commences
- DirectX compatibility mode for cards with OpenGL issues (is slower, but may resolve some compatibility problems)
- The game now pauses on minimized and on loss of focus
- Full screen toggle on alt-enter (takes about 7 seconds)
- Alt-Tab speed vastly improved
- Rez pickup by beacon that is off screen is fixed
- Mission tuned for difficulty: “The Hijack” (Pandora’s box base defense)
- Lots of spelling/grammar fixes
- Double hammerhead spawn in Big Fish fixed
- Starting up SPAZ a second time while not rebooting machine has a huge initial loading speed increase.
- Large and Huge SRMS are now forward facing
- New tactics panel mouse over info for ships. Shows much more detailed data.
- Loading hint system
- Zombie Hives (the largest stations) have lower health.
- Fixed bribing past the initial Titan gate.
- Now get a FULL refund when refitting a ship at maximum mothership Rez.
- Increased the number of ambient quests in systems
- Increased quest rewards (rez and data) mainly at the top end.
- Made goons easier to recruit (they get spaced less often)
- Fixed empty hull unlock/component unlock callout
- Created a fallback area in Chapter 4 to allow for some mining to re-establish the fleet.
- We allow faction relation improvement through bribing down to the enemy level. So only Hate causes a no bribe situation now.
- No docking with a cascade exploding station
- Destroying any station higher than level 0 will increase your relations with the other faction. (a good way to resolve hate situation with the other faction)
- Fixed using hotkeys to construct ships during mass retreat
- Mining tractor (small one) works like other tractors now and picks up data and goons.
- Reworked the freighters basic design to remove weapons that the player may not have acquired.
- Datacube lifespan increased
- Stopped events from spawning into empty instances you are traveling to as you are in transit. It was a confusing surprise.
- Fixed broken firing on ships with a combination of constant beams and projectiles.
- Accelerated build time when not in combat.
- The basic engine upgrade is always in Proxima now. No more getting stuck with surplus garbage
- Cloaking shielding is MUCH More powerful. It can take a decent amount of punishment before collapsing.
- Drones no longer need to re-arm at the hangar.
- Cloaked drone bays contain as many drones as non cloaked bays
- Drone construction and launch times improved especially with higher level research
- Drone health modifications. Zappers = low, Fighters = med, Bombers = High
- Minimum galaxy size set to 150 stars to prevent overly grindy scenarios. |
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ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
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Posted: Sat, 28th May 2011 13:49 Post subject: |
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This game is amazingly addicting , simple to understand but yet rather deep and challenging *arrgh*. It's very polished too 
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Posted: Sat, 28th May 2011 13:51 Post subject: |
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Overlord123 wrote: | Space.Pirates.and.Zombies.v0.9.005.beta.cracked-THETA
Spoiler: | Changes:
- New resource loading scheme with multi part loading to prevent not responding errors and to increase loading and re-loading speed.
- Added game configuration screen before loading commences
- DirectX compatibility mode for cards with OpenGL issues (is slower, but may resolve some compatibility problems)
- The game now pauses on minimized and on loss of focus
- Full screen toggle on alt-enter (takes about 7 seconds)
- Alt-Tab speed vastly improved
- Rez pickup by beacon that is off screen is fixed
- Mission tuned for difficulty: “The Hijack” (Pandora’s box base defense)
- Lots of spelling/grammar fixes
- Double hammerhead spawn in Big Fish fixed
- Starting up SPAZ a second time while not rebooting machine has a huge initial loading speed increase.
- Large and Huge SRMS are now forward facing
- New tactics panel mouse over info for ships. Shows much more detailed data.
- Loading hint system
- Zombie Hives (the largest stations) have lower health.
- Fixed bribing past the initial Titan gate.
- Now get a FULL refund when refitting a ship at maximum mothership Rez.
- Increased the number of ambient quests in systems
- Increased quest rewards (rez and data) mainly at the top end.
- Made goons easier to recruit (they get spaced less often)
- Fixed empty hull unlock/component unlock callout
- Created a fallback area in Chapter 4 to allow for some mining to re-establish the fleet.
- We allow faction relation improvement through bribing down to the enemy level. So only Hate causes a no bribe situation now.
- No docking with a cascade exploding station
- Destroying any station higher than level 0 will increase your relations with the other faction. (a good way to resolve hate situation with the other faction)
- Fixed using hotkeys to construct ships during mass retreat
- Mining tractor (small one) works like other tractors now and picks up data and goons.
- Reworked the freighters basic design to remove weapons that the player may not have acquired.
- Datacube lifespan increased
- Stopped events from spawning into empty instances you are traveling to as you are in transit. It was a confusing surprise.
- Fixed broken firing on ships with a combination of constant beams and projectiles.
- Accelerated build time when not in combat.
- The basic engine upgrade is always in Proxima now. No more getting stuck with surplus garbage
- Cloaking shielding is MUCH More powerful. It can take a decent amount of punishment before collapsing.
- Drones no longer need to re-arm at the hangar.
- Cloaked drone bays contain as many drones as non cloaked bays
- Drone construction and launch times improved especially with higher level research
- Drone health modifications. Zappers = low, Fighters = med, Bombers = High
- Minimum galaxy size set to 150 stars to prevent overly grindy scenarios. |
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Heh, nice. Thanks. 
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Posted: Tue, 14th Jun 2011 22:23 Post subject: |
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Patch 0.9.007 released ... and finally a non-Impulse solution! BMT Micro is up on their site and they're working on expanding onto GamersGate right now.
Quote: |
Hi All,
It has been a while since I did a blog entry so here is a big one.
Phew, since release on May 9th, it has been the busiest time of our lives. We have managed to stay number 1 on Impulse's weekly top seller list since the 9th so we are really shocked/proud/happy
For those that are curious, we have sold 8595 units as of this post. That has put a decent dent in the development costs and gets us about 1/3 of the way to being profitable. At the very least it means that we will not lose out homes, this year anyhow
In the past few weeks we have spent a lot of time getting our distribution options in order, and working on compatibility patches. This meant a lot of time solving problems instead of making progress on gameplay. We are VERY pleased to announce that we are now ready to get back to work improving on SPAZ full time, instead of building/fixing infrastructure.
The key result of our work is that SPAZ is now available for purchase from us! If you had been waiting to grab your copy because you wanted to ensure the devs got the largest cut, have a less than legal copy, or if you had your doubts about Impulse in the past (although they are a great company actually) then we have the solution. Click the link below to purchase through our new page on BMT Micro. We have not branded the page with our art yet, but it does the job.
https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=6775&PRODUCTID=67750000
We also want to give a special shout out to ScarletMadness and Colin. Those two went above and beyond providing expertise/code for our new key activation system.
We have also uploaded the new build (Version 0.9.007) to GamersGate this morning, and once we give the green light we will be live there as well.
We are also in contact with Direct2Drive and Desura and are waiting for contracts from both to begin distribution there as well. So in the near future, hopefully you will see SPAZ logos everywhere Luckily, most of the distribution work now can be done on auto pilot from us and we can get back to building content. Please keep telling your friends and posting about us. Word of mouth has been huge.
As you can see, we have been quite busy. On the marketing front we had gone quiet for the last couple weeks, but now that the distribution net is widening we plan on doing another big push. We are also going to start gameplay polls so you all can vote on the features you want to see next as well as setting up some townhall meeting nights on the IRC (well sometimes days so our European brethren get a chance to talk too)
And yet there is more. We do have a new version out after all. Since we were so tied up with what was mentioned above the patch notes do not contain any major features, but the next patch certainly will.
0.9.007 Patch Notes:
• Last mothership hull has a correct name
• Various spelling fixes
• Distance indicator on target HUD
• Combat mouse color overlay does not give away enemy cloaked ships
• Trojan Horse mission tuning (pickup ship set to passive, UTA is forced to hate during the mission)
• Mission health bars now understand ship shields
• Tactics panel buttons that have hotkeys will now show them on mouse over
• No more invincible ship exploit
• Better objective tracking on chapter 4 infection missions (shows remaining count, health, etc)
• UTA Distress mission will now fail if you aggravate the UTA or allow both stations to be destroyed.
• Drone component mouse over now shows connection to other weapon research categories
• Mission space props have a tiny bit of dampening to prevent them from flying off into oblivion
• Front end buttons don’t get confused when there are no save games present
• Subsystem stats on the research screen are not so confusing compared to beam research.
• Scavenger hunt mission objective more clear
• Saving a game drops the player out of the save menu to prevent accidental save clobbering
• Artifact discovery tuning (Artifact x2 health, more time between enemy waves)
• Shield and cloak recharge ratio shown on the HUD now
• Research screen categories now have descriptions
• Level up and warp gate cleared callouts now stack correctly
• Removed some lip smack and ticks in cut scene dialog
• Ally and friend icons on relations tutorial is now correct
• New front end buttons take up less space (in prep for upcoming feature list)
• Can no longer get front end and tactics panel to co-exist
• “Follow me” flavored escort mission Ai is more obedient and won’t be so distracted by enemies and pickups.
• No more cloaked escort targets.
Thank you all so much for your support. We plan to continue to put our all into SPAZ, and we look forward to hearing your ideas on the forums.
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£9.49 on BMT Micro. Purchased, thank you MinMax games <3
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Posted: Wed, 15th Jun 2011 20:30 Post subject: |
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Posted: Wed, 20th Jul 2011 07:57 Post subject: |
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killer sweet
i7 5820k @ 4.4 || MSI X99S XPOWER AC || Samsung XP941 256GB M.2 SSD || G.SKILL Ripjaws 4x4GB 2666 DDR4 || Gigabyte GTX 970 GAMING-4GD || Dell 2407 || Razer Blakcwidow Ultimate || Logitech G502
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Posted: Mon, 15th Aug 2011 19:59 Post subject: |
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Posted: Mon, 15th Aug 2011 20:06 Post subject: |
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Ayeyup, 1.0 now -- and, even better, all non-Impulse keys are compatible with Steam as well -- so you can simply use your existing reg key to unlock and activate on Steam. Devs said this might take a day or so, while the keys propagate onto Steam.
Quote: |
v0.9.007 -> v1.000
Added tutorial skipper
Added cloning system
Added update checker
Added in game upcoming feature list
Added respec
Added difficulty levels
Added specialists
Added stored designs for each hangar for easy switching
Added a reset design button to reset the design to the current ship
Added ships have a sense of self preservation (avoid exploding ships, if it will do major harm)
Added cloaking stealth damage 1.5x + specialist and research boosts.
Added Surplus cloaking device.
Added zombie killers have shields
Added zombie killers have armor
Added on killer conversion shields and armor gone but will repair
Added an extra set of 3 intro stars to make game start more sane
Added critters damage shields armor and hull over time, progressively
Added level down difficulty option (one way only)
Added option to turn off auto pause on lose focus
Added goon pods.
Changed doubled critter shield damage.
Changed higher critter health
Changed smoother critter spawning
Changed cull extra effects when frame rate is low.
Changed critter updates optimized
Changed self destructing ships cut their engines to drift into targets
Changed zombie ships cannot spawn eggs for 5 seconds after birth.
Changed ruptured eggs cause greater damage to the spawned ship.
Changed rammed zombie critters do double damage but go splat
Changed armor must be < 25% for critters to invade
Changed hull must be < 50% for critters to invade.
Changed zombie ship repair rate lowered
Changed doubled boarding combat speed
Changed zombies will not fire on infected ships.
Changed zombie tech level scales with the progress toward the final battle. instead of being locked at 90
Changed increased data cube lifetime
Changed mass bombs inherit ship velocity
Changed mass bombs now explode to drop a gravity well (does not effect allies)
Changed mass bomb flight time effects grav well radius.
Changed research damagestrength effects wisp damage too
Changed research damagestrength also effects strength of gravity well.
Changed mass bombs impact with high projectile damage
Changed hunter srms are do ion damage but can hunt cloakers too (ion damage trippled)
Changed lowered SRM count. spamming was overpowered. (also cpu pig)
Changed launcher boosters from 25% bonus to 20% bonus to reload speed.
Changed slight increase to missile reload times
Changed slight increase in power consume for missiles
Changed escorted ships get much less angry from friendly fire.
Changed mass bombs no longer player pilotable. fire like torps now
Changed upped mission counts in general and made metagame changers more common
Changed lowered spread on scatter and particle cannons
Changed drone bombers do high explosive damage
Changed increase to disruptor cannon damage and speed
Changed particle cannons, shoot 2x as fast as disruptors, do universal damage, shorter range than cannons, more power effieient shoot 6 shots at a time
Changed scatter cannons longer range and do ion damage.
Changed tractor beams work while cloaked
Changed Auto target and first press of prev or next target target closest to reticule
Changed targeting system will target the ship under the reticule on prev or next target pressed, always
Changed inertial engines upgraded. Better top speed and acceleration. Very nice engine now.
Changed removed inertial engines ambient damping
Changed ai avoids wisps dropped by mass bombs
Changed leech beams 40% weaker.
Changed +50% goons cap, 20% default goons
Changed more turns between zombie attacks
Changed leech beams effect zombie killers but not breeders
Changed ion damage effects zombie killers but not breeders
Changed dont allow zombie ships to shoot crew pods
Changed turret firing mode made global and saved
Changed collection mode made global and saved
Changed request crew hotkey added (M)
Changed lots of upgrades for mines. beware.
Changed AI better at deploying minefields.
Changed mine droppers cloak disrupts when they lay a mine
Fixed ai should not attack spaced goons anymore
Fixed Cloaking booster hooked up properly
Fixed repaired ships inheriting current design instead of just fixing current ship
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Posted: Mon, 15th Aug 2011 20:31 Post subject: |
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Looks good but its a shame they didn't use a 3d style view with a panning camera.
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Posted: Mon, 15th Aug 2011 21:59 Post subject: |
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akwar wrote: | Looks good but its a shame they didn't use a 3d style view with a panning camera. |
Nope. I wouldn't want to wait til 2015 for the playable beta.
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Posted: Mon, 15th Aug 2011 22:00 Post subject: |
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Just a head's up; Your keys now work to activate the game on Steam <3
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