Sword of the Stars 2
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ExcaliburB




Posts: 364

PostPosted: Mon, 31st Oct 2011 07:19    Post subject:
Well, I tried the Skidrow release before I went out and bought it but it crashed from turn one. With retail, it's actually working with relatively few problems so far. Strategy is working, combat is working. It's got a few quirky problems but I'm sure they'll be ironed out. I'm fairly pleased with the game so far.
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frogster




Posts: 2860

PostPosted: Mon, 31st Oct 2011 08:15    Post subject:
my issues until now :
i canot set lesser than 3 system from start. i dont like it.
ship design is not intuitive at all. camera reset almost every time i do something, systems i have no ideea what they do until i look in encyclopedia... i kinda prefer old 2d system for fitting + 3d preview in target weapon test.
there is a noticeable delay in moving trough different windows. solar system -> ship design and so. i wait for like 2-3 second on a faded screen.
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ShadowB




Posts: 894

PostPosted: Mon, 31st Oct 2011 13:53    Post subject:
frogster wrote:
moose, comparing a real car, or hell a real cookie with a bunch of pixels ...

Laughing
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Skipinder




Posts: 106
Location: Derpland
PostPosted: Mon, 31st Oct 2011 17:49    Post subject:
We have access to new manual technology,Varkona.Smile

http://forum.paradoxplaza.com/forum/showthread.php?566832-Manual
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ExcaliburB




Posts: 364

PostPosted: Mon, 31st Oct 2011 19:29    Post subject:
Hmm. New patch is out. Quite a few fixes.
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JackArbiter




Posts: 203

PostPosted: Mon, 31st Oct 2011 19:34    Post subject:
http://forum.paradoxplaza.com/forum/showthread.php?567748-Monday-Patch-Notes

Quote:
Monday Patch Notes
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.



So... is AI working yet?
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Mon, 31st Oct 2011 19:36    Post subject:
JackArbiter wrote:
http://forum.paradoxplaza.com/forum/showthread.php?567748-Monday-Patch-Notes

Quote:
Monday Patch Notes
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.



So... is AI working yet?


In combat? Nope.

Just give the game a few weeks. Trying to play it now will only spoil your experience.
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moosenoodles




Posts: 18411

PostPosted: Mon, 31st Oct 2011 22:04    Post subject:
ShadowB wrote:
frogster wrote:
moose, comparing a real car, or hell a real cookie with a bunch of pixels ...

Laughing


why fucking not? they compare my money it seems to the daily air we breath right?
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ShadowB




Posts: 894

PostPosted: Tue, 1st Nov 2011 04:22    Post subject:
I was lol'ing at his oversimplification of computer games to "bunch of pixels". As if they were that different from other, "real" products. Rolling Eyes
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frogster




Posts: 2860

PostPosted: Tue, 1st Nov 2011 07:06    Post subject:
moosenoodles wrote:
ShadowB wrote:
frogster wrote:
moose, comparing a real car, or hell a real cookie with a bunch of pixels ...

Laughing


why fucking not? they compare my money it seems to the daily air we breath right?


when you were transported to a hospital because a game crashed, vs a brake malfunction on your car ?

you trow yourself trough a window when game crashes occur ?

i will put a better post when i get to work Smile.
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Tue, 1st Nov 2011 07:22    Post subject:
frogster wrote:
moosenoodles wrote:
ShadowB wrote:

Laughing


why fucking not? they compare my money it seems to the daily air we breath right?


when you were transported to a hospital because a game crashed, vs a brake malfunction on your car ?

you trow yourself trough a window when game crashes occur ?

i will put a better post when i get to work Smile.


You make absolutely no sense.

A game is far more than "a bunch of pixels".
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frogster




Posts: 2860

PostPosted: Tue, 1st Nov 2011 07:26    Post subject:
read his analogy with a a car and a sales man.
you canot compare a real life threating situation with a dangerless bunch of pixels.

in his analogy i would probably smack that salesman with a tire.

in the case of pixels, sots pixels, last of the 4x game announced that i know of, i can give the devs the time to repair their game, becasue my life dont depend on it.
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Tue, 1st Nov 2011 07:34    Post subject:
frogster wrote:
read his analogy with a a car and a sales man.
you canot compare a real life threating situation with a dangerless bunch of pixels.

in his analogy i would probably smack that salesman with a tire.

in the case of pixels, sots pixels, last of the 4x game announced that i know of, i can give the devs the time to repair their game, becasue my life dont depend on it.


Sure you can. The salesman sold you a car that didn't work. Just because he tells you it doesn't work doesn't make it any better. Just like with this game.
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moosenoodles




Posts: 18411

PostPosted: Tue, 1st Nov 2011 10:26    Post subject:
frogster wrote:
moosenoodles wrote:
ShadowB wrote:

Laughing


why fucking not? they compare my money it seems to the daily air we breath right?


when you were transported to a hospital because a game crashed, vs a brake malfunction on your car ?

you trow yourself trough a window when game crashes occur ?

i will put a better post when i get to work Smile.


dont be daft now Very Happy, My life is in the balance everytime I put money in these peoples hands waiting for that fucking crash one knows is coming these days, the stress involved is surely enough to take yearrrrrs offmy life, the heart could go into arrest and then I would be in hospital. Very Happy

I really see no diff..
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Ghworg




Posts: 924

PostPosted: Tue, 1st Nov 2011 10:32    Post subject:
dezztroy wrote:
frogster wrote:
read his analogy with a a car and a sales man.
you canot compare a real life threating situation with a dangerless bunch of pixels.

in his analogy i would probably smack that salesman with a tire.

in the case of pixels, sots pixels, last of the 4x game announced that i know of, i can give the devs the time to repair their game, becasue my life dont depend on it.


Sure you can. The salesman sold you a car that didn't work. Just because he tells you it doesn't work doesn't make it any better. Just like with this game.


Agree.

If you buy something, it should be good and not a half finished product.
It would be worse if it was a car ,more money and possibly more dangerous but both should be worth the money.
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Casus




Posts: 4429

PostPosted: Tue, 1st Nov 2011 10:36    Post subject:
This game is a fucking travesty, and no amount of smooth talk can change that. I don't care how hard it is to develop games. If you can't do it, you shouldn't do it.

Releasing a game with bugs is ok, as long as it's playable and will be functional in the foreseeable future. Releasing a game you KNOW to be totally broken is not ok, and if you can't own up to it fully - you will be facing contempt from me.

Recompense the people who bought it, and fix your game.
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Tue, 1st Nov 2011 15:34    Post subject:
Casus wrote:
Recompense the people who bought it, and fix your game.


They are.

As I said earlier, if you're at all interested in this game, do yourself a favor and ignore it for a few weeks/months.
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frogster




Posts: 2860

PostPosted: Tue, 1st Nov 2011 16:59    Post subject:
damn work, dint have the time to wrote some pages about pixels vs reality.
:d
ok, i will say no more.
i lost isk value of about 10.000$ in eve during my 5 years of play with a smile on my face.
if i would have lost that kind of money in real life, i would probably be in prison. for me pixels vs reality is a net difference. i buy games after i "iso" tested them, in this case i did the same, read what that man said, and i purchased after fully knowing that the game is a disaster because i want to support them.

Recompense the people who bought it, and fix your game.

they are doing that. anyone who played sots 1 and know kerberos knows that they are taking good care of it. and after a while, you will be able to play it like is suposed to play from begining.
i've seen worst.
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human_steel




Posts: 33269

PostPosted: Tue, 1st Nov 2011 19:51    Post subject:
Sword.of.the.Stars.II.Lords.of.Winter.Update.3-SKIDROW
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moosenoodles




Posts: 18411

PostPosted: Tue, 1st Nov 2011 19:54    Post subject:
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human_steel




Posts: 33269

PostPosted: Tue, 1st Nov 2011 19:55    Post subject:
 Spoiler:
 
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moosenoodles




Posts: 18411

PostPosted: Tue, 1st Nov 2011 20:01    Post subject:
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Mussolinka
Banned



Posts: 2782

PostPosted: Tue, 1st Nov 2011 20:40    Post subject:
dezztroy wrote:
JackArbiter wrote:
http://forum.paradoxplaza.com/forum/showthread.php?567748-Monday-Patch-Notes

Quote:
Monday Patch Notes
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.



So... is AI working yet?


In combat? Nope.

Just give the game a few weeks. Trying to play it now will only spoil your experience.


Rolling Eyes
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JBeckman
VIP Member



Posts: 34998
Location: Sweden
PostPosted: Wed, 2nd Nov 2011 19:43    Post subject:
Another patch got downloaded, currently unsure about what it did.

EDIT:
1.0.17507

EDIT: There it is.
http://store.steampowered.com/news/6682/
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Wed, 2nd Nov 2011 20:22    Post subject:
Mussolinka wrote:
dezztroy wrote:
JackArbiter wrote:
http://forum.paradoxplaza.com/forum/showthread.php?567748-Monday-Patch-Notes




So... is AI working yet?


In combat? Nope.

Just give the game a few weeks. Trying to play it now will only spoil your experience.


Rolling Eyes


Please do explain, or are you just here to troll?
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human_steel




Posts: 33269

PostPosted: Sat, 5th Nov 2011 18:00    Post subject:
Sword.of.the.Stars.II.Lords.of.Winter.Update.4.to.6-SKIDROW
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moosenoodles




Posts: 18411

PostPosted: Sat, 5th Nov 2011 18:13    Post subject:
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Surray




Posts: 5409
Location: Europe
PostPosted: Sat, 5th Nov 2011 18:27    Post subject:
I tried it several times, also today after the latest patch.
It seems the sound cutting out issue is fixed so that's good news.

I was stopped by crashes after a few turns every time I tried to play so far including today, and it's still a pain to switch to the different management screens like research,design, etc as it still takes a while to load those.

I think I would give it a go and try to play an actual game even with the slow screen switching but yeah.. the crashes.... they won't let me.


there's also a thread on the official forum that suggests the AI never attacks (in the strategic map I mean) which I would consider a gamebreaking issue but I can't confirm or deny it yet as I didn't get that far with the damn crashes!


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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farne




Posts: 3736

PostPosted: Sat, 5th Nov 2011 18:32    Post subject:
Cant even run the game. "Object reference not set to an instance of an object."
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shadak




Posts: 1097
Location: Prague
PostPosted: Sat, 5th Nov 2011 18:38    Post subject:
Mine does the same after the update.

Log says Steam not running and when I run the steam its trying to access the game ID and closes anyway :S
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