- Official web page: http://www.saintxi.com/
- Publisher:
- Developer: Saintxi
- Genre: Strategy
- Release date: 04-06-2009
- Story/Description:
Light of Altair is a sci-fi colony building simulation that tells the story of man's first expansion into the stars. A fun and challenging mix of colonization and combat set in the near future.
- Screenshots:
- Video :
- NFO :
Eboy
S K i D R O
-> T H E L E A D i N G F O R C E <-
proudly presents
Light of Altair / SaintXi
RELEASE DATE : 04-06-2009 PROTECTION : Serial Auth
GAME TYPE : Strategy DISKS : 1 CD
Release Notes:
The Skid Rowdies are looking new blood to fill up the ranks.
We're a professional team of dedicated sceners with big mark
under sceners. We believe on the ground idealism of the root
of the real old school scene. We do all this for fun and
nothing else. We don't earn anything on our hobby as we do
this for the competition and the heart of what got the scene
started in the mid eighties.
If you think you got something to offer, then don't hold back
on contacting us as soon as possible.
Skid Row 2009
On with the game release information:
Light of Altair is a sci-fi colony building game with a deep
plot. Grow colonies from landing pod to metropolis, while
sending off new spaceships to expand your territory to other
worlds. You are not alone in space, 8 factions from different
parts of the world are all following their own agendas in the
solar system; diplomacy and orbital-combat are essential to
learn.
Light of Altair is based on a custom built 3D engine that
enables easy zooming from galaxies all the way down to
individual moons and asteroids covered in the colonies with
their glass domes, mines and launch pads. Advanced shader
technology is used to add rich details and lighting to
surfaces.
Colony building on planets and asteroids throughout a
system.Manage industries and colonists to grow from a tiny
landing unit into a towering city.
Detailed storyline based on a future-history of Earth. Rich
single player campaign traced across the galaxy. Play out
important plot events from different sides taking on the role
of one of 8 different factions.
Detailed tech-tree with over 30 weapons, buildings, and
ship-mods to discover.
Design ships: Pick a ship schematic and equip weapons, armour
and mods to hardpoints. Then command shipyards to build a
fleet from the design. Cinematic camera views of space battles
in planet orbit.
Install Notes:
1. Unpack release
2. Mount image or burn it
3. Install game
4. Copy the content from SKIDROW dir to your distination dir
5. Play the game
This is a very small indie team develper, and we really had
doubt in, if we should release this or not. Then again, if we
don't do it, then someone else will.
If you like this cool little game, then please do support this
developer and buy it!
Light of Altair RIP
───────────────────────────────────────────────────────────────────────────
Release Date : 04/06/2009 Protection : Serial Auth
Release Type : RIP 18x5.00MB Company : SaintXi
───────────────────────────────────────────────────────────────────────────
Release Notes:
Light of Altair is a sci-fi colony building game with a deep plot.
Grow colonies from landing pod to metropolis, while sending off new
spaceships to expand your territory to other worlds. You are not alone
in space, 8 factions from different parts of the world are all
following their own agendas in the solar system; diplomacy and
orbital-combat are essential to learn.
Light of Altair is based on a custom built 3D engine that enables easy
zooming from galaxies all the way down to individual moons and
asteroids covered in the colonies with their glass domes, mines and
launch pads. Advanced shader technology is used to add rich details
and lighting to surfaces.
Colony building on planets and asteroids throughout a system.Manage
industries and colonists to grow from a tiny landing unit into a
towering city.
Detailed storyline based on a future-history of Earth. Rich single
player campaign traced across the galaxy. Play out important plot
events from different sides taking on the role of one of 8 different
factions.
Detailed tech-tree with over 30 weapons, buildings, and ship-mods to
discover.
Design ships: Pick a ship schematic and equip weapons, armour and mods
to hardpoints. Then command shipyards to build a fleet from the
design. Cinematic camera views of space battles in planet orbit.
Guess I'll have to test it. Have read the devs forums a bit and they seem to have some good ideas. Some people have claimed that it's to streamlined, but the devs rebuttal was something along the lines of that you will see enough critical strategical choices when it comes to larger decisions instead of stupid insignificant choices about what to build on planets. I always like less micro, as long the macro is meaty enough to offer interesting gameplay that is. Graphics seem like nothing special but it was a long time ago I stopped caring about that, still up on the fence about the art style though, seems a bit perky (somehow reminds me of the old spreadsheet Stars!).
Played it for half an hour, wasn't my thing, I was briefly hopeful that it would be a a bit like Millennium 2.2 (old amiga game) but this wasnt the case.
Played it for half an hour, wasn't my thing, I was briefly hopeful that it would be a a bit like Millennium 2.2 (old amiga game) but this wasnt the case.
Elaborate a bit? How'd gameplay seem compared to other 4x?
danger1911 wrote:
Teniak wrote:
Maybe a spoiler for those (crapy) screenshots ?
Fixed
Quote:
Crapy
a. 1. Resembling crape.
Edit: Haha, nvm the above. I though that danger just posted a silly "fixed" oneliner, a wrongly spelled one at that. Thus the dictionary pointing. Blame it on too much coffee.
Last edited by Mental_Hippie on Fri, 5th Jun 2009 18:51; edited 1 time in total
Ok, tried it (4 or 5 missions) and quickly lost interest. If you like hardcore 4x there really isn't much here to enjoy. Somehow they totally fucked up their priorities. The "meat" of the game is to plop down a bazillion buildings with very little thought and actual strategy. A large planet has hundreds of hexes, each able to hold a building so it basically becomes micro hell. The thing is that it's pretty darn mindless too. They could just as well just have implemented sliders or autobuild with the player setting ratios for mining, entertainment, fuel, etc and instead concentrated on the very lacklustre shipbuilding/combat part. The combat part is totally automatic and is mostly RPS (shittiest strategy gaming invention evah) mechanics with a bit of player input depending on how you design your ships. You maybe could call it dual layer RPS since there are weapons/defences that are counters to each other as well as different ship types being more or less focused to battle other ship types. Anyway, sub par is the best I have to say about it. The ship design element isn't horrible but severely limited, same with research.
A few good points: Somewhat realistic movement speeds. For example it takes a couple of months to travel between say Mars and Earth. Could have been elaborated a bit though with gameplay expanded around detection/stealth of fleets and stuff like that. The idea of fuel production limiting your active fleets is a pretty good one. You have to choose between fuel and income. Artstyle kinda grew on me.
If someone is looking for an extremely casual real-time 4x I'd give it a try, otherwise don't bother.
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
Or GalCiv2 and its expansions, or Master of Orion II. But I was looking for something new...
I guess I'll have to try harder to get into Sword of the Stars.
As for Sins of a Solar Empire, last time I played (sometime before Entrenchment came out) there was an extremely annoying bug/feature in the AI's behaviour. I posted this in the official forums a while ago...
Quote:
Seems that, as of 1.12, the Normal AI fleets instantly flee whenever they don't have the upper hand (or forces aren't balanced), even if it means repeatedly leaving friendly, populated planets behind. They turn tail and run as soon as a superior force jumps in, and don't stop till they somehow manage to even the odds (by stumbling onto another one of their fleets, for instance) or have nowhere else to run.
That means that, if you keep the upper hand, you'll only see combat when the AI has no option but to defend its last planet. In the higher difficulties, if you don't maintain your advantage, you get steamrolled, so that's not fun either.
The AI is hardcoded, so the only way to get around this is to mod certain capital ships to have (toggleable) jump inhibitors. If the AI can't escape, it'll fight back. To the last man, if necessary. The thread I made about this is here, and it contains detailed information on how to create this special ability and add it to capital ships.
Or GalCiv2 and its expansions, or Master of Orion II. But I was looking for something new...
I guess I'll have to try harder to get into Sword of the Stars.
As for Sins of a Solar Empire, last time I played (sometime before Entrenchment came out) there was an extremely annoying bug/feature in the AI's behaviour. I posted this in the official forums a while ago...
Quote:
Seems that, as of 1.12, the Normal AI fleets instantly flee whenever they don't have the upper hand (or forces aren't balanced), even if it means repeatedly leaving friendly, populated planets behind. They turn tail and run as soon as a superior force jumps in, and don't stop till they somehow manage to even the odds (by stumbling onto another one of their fleets, for instance) or have nowhere else to run.
That means that, if you keep the upper hand, you'll only see combat when the AI has no option but to defend its last planet. In the higher difficulties, if you don't maintain your advantage, you get steamrolled, so that's not fun either.
The AI is hardcoded, so the only way to get around this is to mod certain capital ships to have (toggleable) jump inhibitors. If the AI can't escape, it'll fight back. To the last man, if necessary. The thread I made about this is here, and it contains detailed information on how to create this special ability and add it to capital ships.
The AI fleeing got fixed ages ago, its pretty fun and challenging now. And Entrenchment adds some much needed features to the game, so give it another go...
SoaSE is ok I guess, I'm just a bit disappointed that it turned out to pretty much be SupCom in space in the end. Lack of customization and RPS mechanics also put me off.
You could also try Lost Empire: Immortals. Even though it's not brilliant it's pretty enjoyable after the wonderful bman (who's also known for fixing up UFO: Extraterrestrials) patched the game up from it's terrible release state.
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