Sword of the Stars 2
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sat, 5th Nov 2011 18:53    Post subject:
Skipinder wrote:
Mecron "Putting things right", posted on Kerbs forum. Thought I'd copy it here because their servers a still a little shaky.

 Spoiler:
 

Lol does he think he's talking to retarded cavemen ? Trying to convince ppl that they put out the wrong build and now it's all broken etc and they'll need a few months to fix it ?

They knowingly released a broken and unfinished game, anyone who thinks otherwise is naive and stupid.
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frogster




Posts: 2860

PostPosted: Sat, 5th Nov 2011 19:07    Post subject:
the cracked version updated works better than my steam payed one. Smile

latest update resolved the sound issue for me in x64 exe, x86 dint had any issue.
still unplayable for me because of the duration of fade screens.

steam version crash a lot more than stand alone cracked on my box. even if they are basicaly the same.
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locke_digitalus




Posts: 337
Location: The TARDIS
PostPosted: Sat, 5th Nov 2011 21:35    Post subject:
wizarD. wrote:
Cant even run the game. "Object reference not set to an instance of an object."

Same here. Not sure if I should blame Skidrow or Kerberos. Philosopheraptor


Sertorius wrote:
Just be careful to your ass while surfing on the net and NOTHING will happen to you.
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AnarchoS




Posts: 2142
Location: An Archos
PostPosted: Sat, 5th Nov 2011 22:14    Post subject:
locke_digitalus wrote:
wizarD. wrote:
Cant even run the game. "Object reference not set to an instance of an object."

Same here. Not sure if I should blame Skidrow or Kerberos. Philosopheraptor


Same here
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ShadowB




Posts: 894

PostPosted: Sun, 6th Nov 2011 00:55    Post subject:
Same. Both x64 and x86.

I had installed SKIDROW's 4 to 6 update.
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Overlord123




Posts: 2335

PostPosted: Sun, 6th Nov 2011 10:41    Post subject:
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sabathius___




Posts: 557

PostPosted: Sun, 6th Nov 2011 14:22    Post subject:
Someone should go to hell for this.


Future of gaming by Bioware:

"WHEN YOU PRESS A BUTTON, SOMETHING AWESOME HAS TO HAPPEN."
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ShadowB




Posts: 894

PostPosted: Sun, 6th Nov 2011 15:28    Post subject:
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locke_digitalus




Posts: 337
Location: The TARDIS
PostPosted: Sun, 6th Nov 2011 15:47    Post subject:
Yeah. That list is why I'm not buying the game right now. I was going to pre-order it, but decided to wait -- just in case something bad happened during the launch phase. Glad I held off.

I'll buy it once it's actually feature complete and reasonably stable. Maybe the end of next year, heh.
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fawe4




Posts: 1786

PostPosted: Sun, 6th Nov 2011 19:47    Post subject:
I think its pretty obvious they were having some financial problems so they released whatever they had to get in some cash from preorders and suckers. They also let go all contractual workers and only keep core workforce left to hopefully get the game into working order.
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zyro3321




Posts: 9

PostPosted: Sun, 6th Nov 2011 20:23    Post subject:
Anyways, was anyone able to run this with Skidrow 4-to-6 update?

ADD:
I'll take that as a 'no'. So this time around Skidrow are to blame.
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Adahn




Posts: 163

PostPosted: Mon, 7th Nov 2011 20:35    Post subject:
Guys, we deserve a working game!
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ExcaliburB




Posts: 364

PostPosted: Mon, 7th Nov 2011 20:58    Post subject:
Legit version is working reasonable well. I can do most functions that are essential to the game but the long turn times are putting me off right now. I don't have the patience to wait that long for a turn.
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AnarchoS




Posts: 2142
Location: An Archos
PostPosted: Mon, 14th Nov 2011 11:01    Post subject:
There is another source for patches that work ill post it later when I get home. Skidrow patches r corrupted.

demonoid has a working 7 and 8 patch


A.F.A.


Last edited by AnarchoS on Mon, 14th Nov 2011 14:34; edited 2 times in total
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Taffelost




Posts: 798

PostPosted: Mon, 14th Nov 2011 12:50    Post subject:
I'm just gonna wait until crossmass and then pick it up extremely cheap on the Steam sales or something. Shame because Kerberos really deserved some recognition for their hard work. It's just that you can't go around and award software which is half-done. Even if you like their style. The question is rather; will it be done even by crossmass? I'm not completely sure after what I've heard.

Another example is Il2 II: cliffs of dover. It's gone completely below the radar now. It might now be the game it should've been but no one knows because it's bee publicly burried. It's a shame this happens to devs willing to make something original. By releasing half-done games no one will buy it. When no one buys it the suits doesn't make a profit. When the suits doesn't make a profit they make another CoD or WoW clone. I really wanted Kerberos to succeed.
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human_steel




Posts: 33269

PostPosted: Mon, 14th Nov 2011 12:55    Post subject:
Sword.of.the.Stars.II.Lords.of.Winter.Update.7.and.8-SKIDROW
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Surray




Posts: 5409
Location: Europe
PostPosted: Thu, 17th Nov 2011 18:23    Post subject:
new update


Code:
r17948b

*** This update hasn't been tested extensively on old save games. ***

Critical fixes:
- Fixed a bug that prevented income from being generated when doing a feasibility study.
- Fixed a crash that could occur when trying to automatically distribute sliders from a hidden slider.
- Fixed a crash with support missions trying to open a dialog twice in a turn.
- Fixed a crash that would occur if closing the game while it was booting up.
- Fixed a von neumann crash caused by the faction running out of resources for a new collector fleet.
- Fixed an issue with crashing gem/forge world events from trying to apply moral bonus.
- Drones can now be designed and assigned to ships.
- Battle Riders may now be launched and recovered via their weapon icons in combat.
- Combat turn flow was rewritten. All combat queries are now answered at once, and then all combat simulations play out.
- Fixed a bug that stopped biome colonizers from improving terraforming values.

Other fixes:
- Fixed a recent issue where only the default player profile would be used.
- Fixed tech requirements on a few freighter ship sections.
- Removed "freighter" designation from ship sections to which it was incorrectly applied.
- Tarka freighter savings cost has been reduced from 1.5-million to 150,000.
- Leviathan stats have been improved.
- Tweaked turret arcs on a number of ship and station sections.
- Stations whose crew die off stop rotating in combat.
- Patrol battle riders now follow their tenders better.
- Fixed an issue where battle riders were not swarming around stations effectively.
- Fixed feasibility speech cues from using wrong speech library.
- Fixed admiral driven speech to use proper case.
- Fixed researching sound.
- Fixed research completed early sound cue.
- Fixed the battle draw and winning battle speech cues.
- Fixed under-the-hood sliders to automatically reset themselves to zero.
- Fixed an issue with swarmers trying to assign themselves to systems with no planets.
- Fixed an issue with the flock bonus not being used as a percentage.
- Moved the overharvest warning event to the correct location to stop it spamming every time the IO was queried.
- Fixed an issue that caused the gem and forge world events to spam.
- Fixed battle manager bug when entering system with no Naval base.
- Made visual culling much more subtle on star map to avoid labels popping in and out.
- Cleaned up view filter modes, populated list through code instead of through xml.
- Fixed issue in battle manager where station slots where being displayed even if no CP was available.
- Properly hooked up Mission/Engine section name display to riders in rider manager.
- Combat ready animations no longer loop incorrectly on ships.
- Save games should stay significantly smaller now due to the disabling of a debug feature that was storing a detailed history of all previous changes.
- Fixed a visual issue where tracking torpedoes would draw erroneous lines across the screen.
- The trade view filter on the star map now shows different icons for star systems.
- Fixed a bug that caused the admirals to return an incorrect admiral prefix to sound cues.
- Fixed a bug where Liir Naval Stations were displaying Hiver station assets.
- Fixed visual jitter for battle riders returning to tender.
- Fixed an issue where turn events were not displaying for some.
- Fixed various sizing bugs in GUI lists.
- Protean pods will return attacks.
- Fixed incorrect terrain names in Clouds and Ring star maps.

Other changes:
- New entries have been added to the encyclopedia's Galactic Atlas.
- Added new weapons: Blast Storm Missile, Polaris Blast Beam Missile
- Added new Rift star map.
- Added the ability to skip camera transitions with the escape key.
- Added a tutorial help screen for trade.
- Added Zuul freighters.
- Added missing Von Neumann PD weapons.
- Adjusted station visibility distances for combat.
- Added default ship names for command ships, bore ships, and gate ships.
- Implementation of initial, new post combat dialog.
- Added trade Modifier for trade distances.
- Added a table to keep track of trade results to stop clients from not being able to see trade.
- Stopped the ability to trade with someone you are at war with.
- Increased the max planet range for provinces by 1 ly.
- Added a configuration ability for disabling the main menu combat scene. There is no user interface for this diagnostic option, but it can be modified at your own risk in

'%localappdata%\Sword of the Stars II\settings\settings.xml' by adding or modifying the LoadMenuCombat element with a True or False value.
- Added launch effects for planet-to-orbit weapons.
- Added "Reserve Slot" label to reserve rider slots.
- Added events for post combat.
- Added realtime feedback to trade slider adjustment in trade view.
- Added filter to battle rider manager to display only carriers in widget.
- Added color coding to riders in rider manager.
- Added max flock bonus to strat mods and hooked it up to morrigi drive tech.
- Added a function for adding orbits with orbit numbers.

Key known issues:
- There is no post-combat popup.
- Screen transition time still slow for some.
- Game not running in 64-bit for some (running 32-bit works).
- Looking for people unable to connect to GameSpy for MP.


They're making progress at least.


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




Posts: 1128
Location: Paul's Boutique
PostPosted: Thu, 17th Nov 2011 18:29    Post subject:
Unfortunately the game still is not finished, tried a game this morning, options menu still is not in, played 40 turns got into a fight and crashed.
I will wait for the next patch.


Per Ardua Ad Astra
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locke_digitalus




Posts: 337
Location: The TARDIS
PostPosted: Thu, 17th Nov 2011 19:01    Post subject:
Just gave this another shot with the latest updates while taking a (brief) break from Skyrim ... feels like pages and pages of patch notes since when I last played, but combat is still clunky and broken and pages of features are still broken, missing, or work improperly.

But it's cool, because Skyrim is out. And Saints Row 3, but I haven't tried it out yet (soon).

And lol @Mecron on his forums. He sounds like Brad Wardell after the release of Elemental War of Magic.
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Surray




Posts: 5409
Location: Europe
PostPosted: Sat, 19th Nov 2011 09:46    Post subject:
Another update on steam

Code:
r18002b
------

Critical fixes:
- fix crash when current formation is removed.
- Fixed a crash when you killed the system killer.
- Fixed random, occasional crash in the encyclopedia code.
- Removed nonsensical option to roll stations, which caused a crash.
- Fixed a crash with proteans.
- Fixed a potential crash issue in the battle manager.
- Added text box filtering for ", ', and ; to prevent known crash issues (e.g. when giving ships a name).
- Fixed circumstances under which canceling a mission might crash game.
- Fixed bug where fleets were getting forced to center of the sun.
- Fixed bug where fleets could be placed inside planets.
- Post combat dialog now shows information on destroyed ships and other useful things.
- Blastmissile technology now researchable.
- Fixed the issue where armor damage patterns were being swapped to different ship sections between combat rounds.

- Fixed drones firing while docked on carrier parent.
- Fixed spacing issue when adding a drone carrier to fleet.
- Adjusted base volley and weapon range deviation (note: shotgun deviation may be a little high).
- Fixed drones attachment points on some carrier sections.
- Fixed so non-tracking torpedos no longer able to damage own ship.
- Combat data will now be sent after determining victory status.
- Added power bonus to modules.
- Added default weapons to module banks.
- Fixed an issue with some music not looping.
- Updated the strat modifier cost when you acquire rapid prototyping.
- Fixed an issue that allowed humans to see and use zuul node lines.
- Fixed an issue that allowed players to do missions outside their sensor range.
- Changed the stations to use 'under construction' assets when being built.
- Made the first arrival of colonization missions apply the support factors from its fleet.
- Added fix to ensure that randoms and grand menaces don't spawn if all of them were disabled.
- Fixed missing suulka cannon beams.
- Fixed auto-picked targets by ship/fleet stance (function did not always pick a valid target to pursue, stand off, or retreat from).
- Ships without crew are now removed after Combat, counted as destroyed.
- Fixed inaccurate locations for applied damage patterns.
- Fixed a localized text thing in the empire management screen to accurately represent trade income.
- Added a fix to stop the Von Neumanns from continuously building stuff.
- Fixed beamers not doing damage.
- Added fading to various interface elements.
- Fixed bug where battleriders would show up in battle manager.
- Fixed bug where stations could be built around enemy colonies.
- Fleets without admirals no longer display "Defacto" as their admiral.
- Combat events now show names properly.

Other changes:
- Post-combat popup has been added.
- Added trade view slider display.
- Added in-game game and audio options.
- Added categories for the option screen for all effects.

Key known issues:
- The design screen must be re-entered before new Drone designs can be applied to ships.
- Biomissiles and boarding pods may not appear with ship designs.
- The post-combat dialog does not completely fit information for combats involving more than two players.
- Certain Battle Cruisers and Destroyers can carry riders, but these are not showing up in combat.


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




Posts: 33269

PostPosted: Sat, 19th Nov 2011 16:43    Post subject:
Sword.of.the.Stars.II.Lords.of.Winter.Update.9.and.10-SKIDROW
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pfeiffchen




Posts: 264

PostPosted: Sat, 19th Nov 2011 17:18    Post subject:
so this is worth playing now!? or keep on waiting for more patches or just never touch it Smile?
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Anticasper




Posts: 1128
Location: Paul's Boutique
PostPosted: Sat, 19th Nov 2011 17:25    Post subject:
Maybe wait for a few more patches, the game itself could be really good, if only it were finished.


Per Ardua Ad Astra
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Overlord123




Posts: 2335

PostPosted: Sat, 19th Nov 2011 17:40    Post subject:
human_steel wrote:
Sword.of.the.Stars.II.Lords.of.Winter.Update.9.and.10-SKIDROW

Do the skidrow patches work this time?
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Surray




Posts: 5409
Location: Europe
PostPosted: Sat, 19th Nov 2011 18:18    Post subject:
pfeiffchen wrote:
so this is worth playing now!? or keep on waiting for more patches or just never touch it :-)?



not yet, at least for most people.

right now it's getting to the point where it's actually playable, but it's still not quite even beta as there are still features missing and crashes and shit.
probably gonna take a few more months for the game to be at the state it should have been released at.


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




Posts: 171

PostPosted: Sat, 19th Nov 2011 19:24    Post subject:
Overlord123 wrote:
human_steel wrote:
Sword.of.the.Stars.II.Lords.of.Winter.Update.9.and.10-SKIDROW

Do the skidrow patches work this time?


Same old "Object reference not set to an instance of an object." here.
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GreatPlayer




Posts: 222

PostPosted: Sat, 19th Nov 2011 22:51    Post subject:
Yes, it´s not work...and there is no demonoid patch(until now)
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moosenoodles




Posts: 18411

PostPosted: Sat, 19th Nov 2011 22:58    Post subject:
this crud still bowled over with shitty bugs Sad ?
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emdeec




Posts: 54

PostPosted: Sun, 20th Nov 2011 07:16    Post subject:
locke_digitalus wrote:

And lol @Mecron on his forums. He sounds like Brad Wardell after the release of Elemental War of Magic.


..at least he doesn't sound like "doctor'' Derek Smart.. yet. Laughing
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Surray




Posts: 5409
Location: Europe
PostPosted: Fri, 2nd Dec 2011 18:14    Post subject:
another big patch hit earlier. I gave it a try and it's getting playable it seems.
I only played for an hour or so but it's definitely much improved from when I last tried it 2 or 3 weeks ago.

still has more than enough issues but they're getting there.

Code:
r18221b
------

*** This update hasn't been tested extensively on old save games. ***

Critical Fixes:
+ Improved turn times, especially for games with a large number of systems or players.
+ Fixed an issue in combat that was preventing players or AI from issuing waypoints for ships.
+ Fixed a crash the could occur when issuing orders to a ship with no crew.
+ Fixed a crash when entering combat with a beam-equipped planet.
+ Fixed an rare crash when entering combat that could be caused by destroyed turrets.
+ Fixed a combat AI crash related to ship formations.
+ Fixed a potential lock-up at the end of combat.
+ Initial pass at Diplomacy mechanics and interface.
+ Treaty and Declare War options are now available in the diplomacy screen.

Other Fixes:
+ Fixed minor issues with the players list in the lobby.
+ Fixed a server browser issue where more players than the max allowable would be displayed for a game.
+ Fixed known issues with combat AI not detecting enemy ships.
+ Fixed known issues where AI controlled ships could get stuck navigating around planets.
+ Fixed an issue where AI ships could fly into planets when performing fly-by maneuvers.
+ Combat AI will now attempt to lead targets when in pursuit instead of lagging behind.
+ Fixed minor issues with the Von Neumann Collector AI.
+ Fixed an issue that was preventing combat AI from listening to defense objectives.
+ Fixed a minor issue with Protean AI that would cause Proteans to venture too far from their planets in pursuit of targets.
+ Protean AI will now engage multiple targets.
+ Scattered AI task groups will now attempt to regroup when they get too scattered.
+ Civilian ships will now attempt to evade enemies unless they are the only ships left in combat.
+ Randomized AI patrol directions.
+ Fixed intermittent bug where ships in weapon test would not fire after a round of multiplayer combat.
+ Fixed an issue where a ship coming into combat with a dead module or turret would still get benefits of that module or turret.
+ Fixed a number of turret errors (placed inside ship, placed backwards, etc.)
+ Fixed Torpedo and Barrage ship sections to remove possibility of accidental torpedo imapacts when firing.
+ Fixed an issue where destroyed ship sections were coming into combat with modules and weapons.
+ Fixed the issue where unlocked Steam achievements were not being published. The game will post all currently unlocked achievements the first a players starts it after the update.
+ Fixed the issue where the steam overlay was not available in many cases.
+ Ships now drop out of overthrust when they reach their destination.
+ Ships awaiting docking of riders will now slow to 50% speed during the process.
+ Overthrust now prevents the launching of riders, and ships now recall riders before going in to overthrust.
+ Fixed a number of log file spam issues.
+ The System Killer will no longer run into stations.
+ Fixed bug where design name would be different than default if no name was entered.
+ Restricted prototypes to their own build orders.
+ Changed design display style and added delete buttons to items.
+ Made fleet summary button disable on end turn.
+ Added fleet summary dialog.
+ Added skills to initial admirals.
+ Added tooltips to admiral traits in admiral manager.
+ Removed preferred fleet icon from various places where it should not show up.
+ Ship prototypes are now class-specific.
+ Constrained drone turret arcs.
+ Ballistic weapons now only collide with deflectors and graviton shields.
+ Energy weapons now only collide with disruptor and meson shields.
+ Increased costs of technologies by about 20-30% in general.
+ Many minor tweaks to weapons.
+ Various minor weapon and ship section art fixes.
+ A loading screen is thrown up when transitioning back to the main menu.
+ Drone designs no longer get random faction names.
+ Fixed build order removal.
+ Locust menaces are now implemented.
+ Fixed an issue where muzzle node scaling was doing odd things to weapon effects.
+ Fixed an issue where some beams were firing backwards due to negative scaling factors.
+ Fixed an issue where idle animations were not playing in the weapon test screen.
+ Fixed an issue where ricochects were no longer occurring.
+ Fixed missing module icona and descriptions.
+ Added module information display classes
+ Fixed bug in battle manager when entering with both your own and enemy colonies in the system
+ Added module information display to build screen
+ Introduced new color scheme for build items.
+ Fixed a bug where players from previous games could show up in the diplomacy screen for subsequent games.

Other Changes:
+ By popular request, a SotS1 Human avatar makes it's return.
+ Added turret viewing filters to the design screen.
+ Rotation of the ship in the design screen is now constrained to a single axis.
+ Added more obvious differentiation between prototyped and non prototyped designs.
+ Added color coding to admiral trait display in admiral manager.
+ Diamond icons now show up for ships at a distance in combat.
+ It is now possible to configure options for ship sections in the design screen.
+ Weapons can now be configured on ships in the design screen by clicking points on the ship model as well as the icon itself.
+ Added tutorial pop-up for Diplomacy screen.
+ It is now possible to scrap ships by clicking the trash can icons.
+ Selected design weapons are now displayed in the build screen.
+ Improved module selection in the design screen.
+ Added new star map: Jax.

Key known issues:
- Default options are not being enforced in the design screen.
- Scrapping ships does not yet yield bonuses.
- AI is not assigning design options correctly.
- When playing in single-player mode with the end turn delay, UI elements do not get locked out between turns.
- The game is not allowing alien habitation modules to be constructed even after encountering other players.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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