Stardrive
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inz




Posts: 11914

PostPosted: Sun, 10th Mar 2013 20:04    Post subject:
Divvy wrote:
I really don't think it's a case of nostalgia, because I go back to that game every now and then and it's great every time, which can't be said about the vast majority of games I feel nostalgic about.


No you're right, MoO2 is still the champ as far as space 4x's go. I never liked GalCiv 2, myself - it just feels so sterile and plain boring.
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briangw




Posts: 1754
Location: Warren, MN
PostPosted: Sun, 10th Mar 2013 20:34    Post subject:
This needs a better tutorial. Although, the Dev agreed on a Facebook post. Still, it's a pretty fun game. Glad I purchased it.
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WhiteBarbarian




Posts: 6011
Location: Russia
PostPosted: Sun, 10th Mar 2013 22:48    Post subject:


Quote:
I started recording a series for my channel yesterday and the first episode is now online.

I tend to play games very slowly and explain things as fully as I can. I know this approach drives some people nuts but others find it helpful. I'm a new player myself and will most likely make a lot of mistakes. Please feel free to comment and add advice (preferably on the video so that other viewers can learn).


Guy makes very great Let's plays and his voice is very medicinal Smile


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briangw




Posts: 1754
Location: Warren, MN
PostPosted: Mon, 11th Mar 2013 00:43    Post subject:
Thanks WhiteBarbarian. I will check that out.
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Overlord123




Posts: 2335

PostPosted: Mon, 11th Mar 2013 20:28    Post subject:
Also Birth of the Federation is awesome.
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reassor




Posts: 19

PostPosted: Tue, 19th Mar 2013 18:00    Post subject:
you can buy it in Poland for 15 euro (probably US keys - did not ask seller)
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briangw




Posts: 1754
Location: Warren, MN
PostPosted: Tue, 19th Mar 2013 20:25    Post subject:
Overlord123 wrote:
Also Birth of the Federation is awesome.


Iirc, that game was pretty brutal. But so was Star Wars Rebellion. Still, both were fun.
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VonMisk




Posts: 9469
Location: Hatredland
PostPosted: Tue, 19th Mar 2013 20:44    Post subject:
I love Birth of the Federation. GOG should get the rights to it and release it.


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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dannofdawn




Posts: 2227

PostPosted: Tue, 19th Mar 2013 21:53    Post subject:
Anyone know what I need in a ship to make it a troop transport? Just the barracks? Or do I need the Assualt ship module as well?
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Mikey5449
Superdad



Posts: 3408

PostPosted: Tue, 19th Mar 2013 22:23    Post subject:
Good question. I'm not 100% sure, but I think you need the assault ship module as well as that will allow for the actual transportation of the troops (as well as being able to board/capture other ships). I haven't tried it w/o the Assault module yet but I do know I can take over planets with having both modules on my ship by dropping marines. (After I nuke the shit outta it hehe).


couleur wrote:
Everything I don't understand is a mental disorder. Laughing

couleur wrote:
If the illegals are drowning its their fault for attempting to cross the river in the first place. Especially the children. /s

russ80 wrote:
Who cares about gameplay. It's one of the few next-gen looking titles out there so BRING IT ON.
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hailey




Posts: 866

PostPosted: Tue, 19th Mar 2013 22:32    Post subject:
reassor wrote:
you can buy it in Poland for 15 euro (probably US keys - did not ask seller)

Anywhere I can buy it for that much with paypal?
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webtax




Posts: 463

PostPosted: Tue, 19th Mar 2013 22:41    Post subject:
i skipped ground combat entirely on EaW, just played a ton of space skirmish Razz
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reassor




Posts: 19

PostPosted: Tue, 19th Mar 2013 22:55    Post subject:
bought it - count not resist anymore !!!!! --- argh
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sausje
Banned



Posts: 17716
Location: Limboland, Netherlands
PostPosted: Mon, 15th Apr 2013 17:43    Post subject:


Proud member of Frustrated Association of International Losers Failing Against the Gifted and Superior (F.A.I.L.F.A.G.S)
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7thunders




Posts: 1480

PostPosted: Fri, 26th Apr 2013 19:57    Post subject:
StarDrive-FLT
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VonMisk




Posts: 9469
Location: Hatredland
PostPosted: Sat, 27th Apr 2013 13:39    Post subject:
I am a little bit disappointed. The game would really benefit from some more tutorials, half the things aren't explained in the game. And there is not enough information about events in the game. Half the time I loose a colony to those damn dropships due to the fact that the game doesn't inform me that the enemy fleet is in my system or that enemy colony ship is enclosing on the system I just liberated.
The ship design UI could use a little bit more work as you can't change the exisiting designs in fast and easy way as well as no retrofitting.
Probably not bad for a kickstarter game, still better than SotS Wink


Last edited by VonMisk on Wed, 15th May 2013 11:36; edited 1 time in total
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Stevenmack65




Posts: 62

PostPosted: Sat, 27th Apr 2013 18:49    Post subject:
Ship customising could be better done, alerts and information tabs could be better... I am wondering though, who done the beta testing for this game and did the actual developers take note of what was wrong?

Seems that it could have gone through another round of testing for me, ah well.... MODS?
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ace2kx




Posts: 1992

PostPosted: Sat, 27th Apr 2013 20:08    Post subject:
7thunders wrote:
StarDrive-FLT



Thanks men
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polosistealth




Posts: 3447

PostPosted: Sun, 28th Apr 2013 15:45    Post subject:
it's utter crap Evil or Very Mad neeeeeeext


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A-A




Posts: 3156
Location: New york
PostPosted: Fri, 10th May 2013 22:44    Post subject:
Any update releases yet?
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scaramonga




Posts: 9800

PostPosted: Sat, 11th May 2013 02:35    Post subject:
polosistealth wrote:
it's utter crap Evil or Very Mad neeeeeeext


Explain why?

Rolling Eyes
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Il_Padrino




Posts: 7571
Location: Greece by the North Sea
PostPosted: Sat, 11th May 2013 17:22    Post subject:
I'm enjoying it, although I'm not much of an expert in the 4x genre. Some things like UI and navigation could use some improvement. It makes the game a bit overwhelming at first, also because you're just dropped in the game with no real explanation on what to do. Reminds me a bit of CKII in that aspect Razz
But the exploration and ship design is fun so far.

Any advice on starting a game? What to do first, which technologies to focus on and such?


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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Anticasper




Posts: 1128
Location: Paul's Boutique
PostPosted: Sun, 12th May 2013 01:46    Post subject:
Il_Padrino wrote:


Any advice on starting a game? What to do first, which technologies to focus on and such?


Before starting the game I like to configure the race I play pretty much as humans are more % industry, faster research, and the meticulous ? trait for more tax revenue. huge homeworld is nice too. Also I like to make use of the gravity well rule with 25% warp speed in gravity wells to avoid instant invasion from the AI if it tries.

I usually start a game with 4 techs lined up in any order. Aeroponics, Industrial foundations, scientific foundations and interstellar governance. Then after that I go for 1 or 2 new ship hull sizes and some basic weaponry like missiles and some basic armor.

Build a few extra scout ships to explore and a few ground troops to go after anomaly's on planets. They can have nice perks like 10% faster research or 10% stronger ground troops.

Build a small fleet to start with 15 or so default fighters to clean out a few systems with the remnant guys, they quite often orbit rich or fertile planets which are nice to colonize.


Per Ardua Ad Astra
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Il_Padrino




Posts: 7571
Location: Greece by the North Sea
PostPosted: Sun, 12th May 2013 14:09    Post subject:
Yeah, I've been playing along those lines. I finally have a good game going with the humans (default traits).

My starting tactic was the following:

On the homeplanet, I immediately set food production to something like 0.2 (makes no point setting it higher with only one planet), and research to 0. This allowed me to quickly create scouts, some soldiers for those anomalies and another colony ship.

Once I built these, I set production to 0, and rush aeroponics and industrial foundations. By the time I had these techs, my scouts found some nice planets to settle. I take everything with fertility or production > 1, as long as the planets can have high population.

Planets with less than 1 fertility are not a big problem with aeroponics and food from the homeplanet. I set my homeplanet to export food and store production, so that transports only take the food.
Production on these planets is set to 100 to maximise money income.

During the first 100 turns I had to frequently switch research and production rates on my homeplanet, but once those industrial planets start getting high production yields, I could set my homeplanet to max research.

With this tactic, I had a steady income and research rate after just a little while (+4 each, at around 15% tax rate).

I just destroyed those space bears. They had claimed a good planet, which I took right before their colony ship arrived, so I kinda pissed them off. Very Happy
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mvp




Posts: 553

PostPosted: Mon, 13th May 2013 09:55    Post subject:
So i played this a little yesterday, i like it, but the limited tutorials and lack of general information needs to be improved. I often have empty build queues, because i'm distracted by something else, and dont notice my ships/buildings has finished.

How do you manually build those constructor ships, that creates a form of highway (forgot the correct name) between your systems? The only way i can get them, is by settings the ai to automatically build and control them.
Regarding transport ships, you guys manually build those or just set the ai to control it? I tried with the ai, but it spammed a lot of transporters, personally i though half would have been enough.
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Il_Padrino




Posts: 7571
Location: Greece by the North Sea
PostPosted: Mon, 13th May 2013 19:34    Post subject:
I use the automated AI, haven't bothered yet with building those. I think the amount of transport ships depends on the amount of import/export your planets do. I try to limit it at the start, by only exporting food from the homeplanet. But after a little while, it doesn't really matter if you have tons of them. They don't cost a lot, the AI handles them, and with the mercantilism tech you get money for every unit of food/production you transport in your empire.

I think the constructor ships have to be built from the universe screen, there's some button next to the minimap that enables the building overlay or something.
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A-A




Posts: 3156
Location: New york
PostPosted: Wed, 15th May 2013 10:25    Post subject:
I have pushed out two small patches yesterday / today. Combined patch notes to 1.10:
Fixed the bug where loading a mod would not load your modded ships
StarDrive will now remember what mod you have loaded between plays
Fixed a crash referencing the Agent Operations list
Added modding support for adding or overwriting default ship designs with a mod
Fixed an issue where the game would freeze sometimes when firing beam weapons
Hotfix for a Repair Drone related issue that could cripple your game to 1fps
Fixed race condition crash involving the drop-down notifications
Fixed a crash that could occur when trying to save if there is a corrupted saved game file
Small improvements to the combat collision code to speed things up. 5-10%
Fixed a race condition involving AI tasks
Fixed a crash in the planet list if you hide owned planets when all known planets are owned
Fixed a crash that could occur when loading a saved game
Fixed an issue where if you bomb the shit out of a planet and then colonize the leftover wasteland, then you can sometimes find an alien build queue still waiting there for you
Fixed issue where repair drones would not fire when out of combat
Resupply shuttles will now disappear when they complete their supply run. Should help clean things up
If you have an invalid ship design file (Like one made with an external tool; sometimes these are faulty) the game will no longer choke up trying to load it, and will instead skip loading that design
Fixed some odd behavior with scrollbars
Fixed another race condition crash that could occur if a building list for a planet was accessed by a different thread at exactly the right/wrong moment
Added potential fix for "Attempted to Read or Write Protected Memory" crash related to late game Beam Weapons
Fixed an issue where "BuildOnlyOnce" tags on buildings were not being respected
Fixed some issues where the Pacing setting was not correctly affecting the cost of Buildings
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A-A




Posts: 3156
Location: New york
PostPosted: Mon, 27th May 2013 00:24    Post subject:
Stardrive 1.11B English/Russian installer no rars (fixed)

1.3gb
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JBeckman
VIP Member



Posts: 34995
Location: Sweden
PostPosted: Mon, 27th May 2013 12:22    Post subject:
Has there been any info on when the Desura build will be updated?

From what I can see the author has switched to Steam and there's been no info on Desura since the 1.07b update.
(I checked the Desura forums and they are pretty dead but there's a number of people wondering the same.)

I could just download the latest rip though so it's not really a issue as such.
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WhiteBarbarian




Posts: 6011
Location: Russia
PostPosted: Mon, 27th May 2013 14:50    Post subject:
Eventually you should receive a STEAM key.

Quote:
I am going to send Dave Traeger at desura the keys he needs to upgrade you guys


Quote:
Yes everyone will receive one


Quote:
I emailed the Steam keys to Desura today and also sent out the Kickstarter keys today. AFAIK everyone received the KS keys just fine. Steam keys for Desura users are now in Desura's hands.


http://www.stardrivegame.com/forum/viewtopic.php?f=1&t=4756


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