Starpoint Gemini: Warlords is a unique blend of space sim, RPG and 4X games focused on larger ships, ranging from gunships to carriers. Command your starship, send your war fleets into enemy territory, lead your heroic companions into battle, build up your stronghold, trade, mine, salvage and remind your enemies why they fear you.
Warlords is a spin-off to our successful space sim Starpoint Gemini 2. The majority of the planned features and implemented ideas came directly from the SG2 community. All the things asked about and requested that we simply couldn’t implement in SG2, are now integrated into Warlords. And these are not minor features. We’re redoing entire sections of both gameplay and the underlying game engine.
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Key Features
- Headquarters. Construct and upgrade your own personal space station; a massive structure that enables you to conduct research, build ships, assemble autonomous fleets and much more.
- Conquer Territory. Gradually expand your reign over unclaimed territory, by battling minor factions, or conquer the entire Gemini sector, by facing off against familiar strong Gemini foes, familiar from the previous Starpoint Gemini titles. Reinforce conquered regions to defend themselves.
- Conduct Research on simple weapon enhancements, obtain the expertise to construct a titan class behemoth, or boost the effectiveness of your non-combat fleets. Equipment, ship systems, enhancements and ships can still be bought, but he best ‘stuff’ can only be researched, constructed and improved in your HQ.
- Construction and research demand the allocation of resources. Gather them by conducting missions for other factions, trade or purchase resources, or conquer regions providing a steady flow of resources, and bonuses.
- A far larger game world will allow more distinction between ship sizes, pockets of empty space to travel through and your own giant space HQ where ships can be ‘parked’.
- Skill classes, attributed skills and perk progression will be revamped and rebalanced, as will levelling-up, the reputation system and diplomacy.
- Storyline vs Free-roam: The campaign storyline will be blended in with the more generic conquer quests. Free-roam mode strips all main storyline missions, but leaves side quests and generic freelance missions intact.
- A full branching dialogue scheme, the industry standard in modern RPGs.
- Technical additions include: x64 system only, projection mapping, deferred shading, physically based rendering and realistic physics.
Last edited by Bob Barnsen on Tue, 23rd May 2017 21:04; edited 2 times in total
I´m a big fan from SG1 and 2, but honestly IMO i don´t see much variation in this alpha footage, from what we have in SG2. The ships still are too small, and i expected more big ships.
I know about new features like building stations and others, but this could come like a DLC to SG2.
Approximately how long will this game be in Early Access?
“The minimum we plan to stay in Early Access is 6 months, but this will likely increase to 12 months of EA development, which is another thing to keep in mind when considering making a purchase. If you’re not sure, there’s no need to rush into buying the game; we’re not going anywhere .”
[2016/11/17] Mod me gently with the 0.700 update for Warlords
The word of the day for us at LGM is modding. Not really surprising considering the soon-coming reward-dealing mod-contest. We have a number of tutorials, guides, articles and template mods ready for you, but this is only the beginning. We'll be pushing a lot of such materials over the course of production, especially as new features are implemented.
It's time to put your craftsmanship to work. ModDB have joined forces with the Starpoint Gemini Warlords team @StarpointGemini to give you the chance to win cash and ROCCAT hardware by creating an addon for Starpoint Gemini Warlords.
The first 10 eligible entries automatically win a ROCCAT t-shirt and an ice-cool goodie bag from Iceberg, plus everyone who votes has a chance to win SPG2 + DLC keys.
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
Tried the isodemo for a while, loved it and bought it.
Your thorough review convinced me to buy it. Never played any SPG before so I didn't know what to expect, I hoped it to be somewhat similar to Space Wolves.
Played a bit over an hour, I'm just after the prologue.
I suppose that the main (the only?) story is just an addon and the fun is hidden somewhere in the sandbox gameplay, so I tried 2 job contracts - salvage and search & destroy and I'm afraid that these were the dullest 20 mins in my life.
First the salvage - go to place, use salvage swarm, nothing found, go to another pile of junk, use swarm, nothing found, go to another pile of junk... and do the very same thing 10 more times!
The search & destroy - exactly the same as the salvage, go to point A, nothing found, go to point B, and about point fucking K, pew pew'ed some ship in 5 sec.
I really hope this game gets better as it's INSANELY boring at the moment.
Any tips for having some actual fun in this game???
Please don't tell me to try to TRADE
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
It's a nice game, with a lot of obvious flaws. I'm doing the story mode on Hard/Hard.. the resource difficulty is something else but I'm managing to hold territory so far.
Pros:
Nice territory system with some economic fluff going on (not the trade system, but the territory resource system and built structures). Map is a fairly decent size with a variety of transportation methods available.
Pretty fun trying to conquer territory and things with a fleet with you. Not only is it fun, it speeds everything up significantly as six or seven ships laser the shit out of one target mercilessly.
Has a proper turret mode so you don't have to babysit every shot.. but not for the heavy weapons which is disappointing - I'd prefer they fire when they have a shot because I rarely give a shit about ammo. If they were aiming for broadside battles they failed miserably, because these heavy weapons are just about always one shot puff of smoke that doesn't feel particularly powerful. Having a million light lasers or missiles is nice though.
Boarding system seems strange at first, but is actually one of the better systems around. AI actually stops death-lasering targets when I board them, I'm surprised... if I'm quick enough to do it before they pop it. I can't change my power modes when it is happening though, why yu do this to me.
Meh:
Doesn't look bad but runs trashy where it shouldn't (why the hell are you rendering the space ship and entire cityscape in the menu where I can't see it anyway - thanks for the laggy mouse menus in the most used interface in the game). If you must do this, render the fucking scene once and shove it on a texture.
Combat is still pretty mindless and happens far too quickly.. it can be fun though. Lots of weapons and upgrades for them (not bad I guess) but the weapons seem identical and there's zero tactical choice I feel. I chose the sniper perk but I am literally ramming asses because there's no way to increase range significantly, nor are weapons differentiated enough to change tactics. Give depth plz.
If you run into a superior force, you won't know until your ass is on fire from the first salvo. You and your fleet will probably be decimated and there's no useful revival or vessel transfer mechanics so you just mash quickload. Escape pods? Take over another fleet member? rescue your own ships? no, reload your game every time something bad happens - shit design.
Add some god damn identifier icons to the radar. I can't figure out what ships I am fighting and that's half the reason I'm getting fucked up before I realize what I'm up against.
Majority of ship designs are pretty shitty neon things. I signed up with baelor or whatever because they have some nice looking stuff that doesn't glow like a christmas tree. Fairly large selection of ships at least and you can build your opponents vessels with research.
Cons:
Bigger just seems to be better when it comes to space ships. This affects a lot of space games unfortunately - like it is ww1 again (although we do have carriers, so that's something). Ships are also gated behind the magical level number again - artificial extension of the game that isn't needed.
Seems to be little to no fleet control, although I feel the fleet is not too suicidal most of the time (X3 ). Only takes a moment to implement these kind of features and add some strategy to battles that you're not involved in.
I can't blow up enemy facilities - wut? Why do they have a fucking health bar that decreases to 0% and then bounces up to 1% in the first place. Why not have enemy supply affected and forced them to rebuild it?!
They have a fairly good dynamic game world but are still popping shit up magically .
Can't place structures or defenses where you want? again.. WHY? (maybe more stuff will be unlocked later?).
Missions: variety sucks a dick as usual, the design is static, difficulty borderline random. Installation assault anyone? oh you mean lose half of your fleet to missile platforms that vastly outrange your shit and spamming decoy does nothing but make the explosion prettier (fuck off with cooldowns at least, decoys cost enough - let me use them in the only situation they are useful). Or add some proper point defense.. and some mission variety. Spawn a cruiser, make different types of turrets, explosive ammo containers, add friendly/hostile reinforcements, ECM etc.
They have anomalies that affect your ship in a variety of ways, but I have no idea which is which, nor have I ever been affected by these in a location where I was fighting..
UIs are generally designed to provide information and feedback to the player, and this one does very little of that. You picked something up! You got a reward! Anomaly is affecting your ship! Tell the player fucking what/how many, two seconds is all it takes to do this. The combat interface needs to be thrown away. I can't read that shit when I'm in combat, try a normal UI like every other space game.
There's just a fucking ton of easy shit they could have done to make this a really solid title - they have most of the harder stuff implemented. If I were to re-title this game:
Starpoint Gemini: Lost opportunity
Overall I'm having fun with it (even if it doesn't sound like it - it's leagues better than X afterbirth) but if it seemed like I was getting angry talking about it, it's because I fucking am.
Hire me to work on your design, I'm tired of writing rants on how your team dropped the ball when you should be raking in the space dollars by now.
Tried the isodemo for a while, loved it and bought it.
Your thorough review convinced me to buy it. Never played any SPG before so I didn't know what to expect, I hoped it to be somewhat similar to Space Wolves.
Played a bit over an hour, I'm just after the prologue.
I suppose that the main (the only?) story is just an addon and the fun is hidden somewhere in the sandbox gameplay, so I tried 2 job contracts - salvage and search & destroy and I'm afraid that these were the dullest 20 mins in my life.
First the salvage - go to place, use salvage swarm, nothing found, go to another pile of junk, use swarm, nothing found, go to another pile of junk... and do the very same thing 10 more times!
The search & destroy - exactly the same as the salvage, go to point A, nothing found, go to point B, and about point fucking K, pew pew'ed some ship in 5 sec.
I really hope this game gets better as it's INSANELY boring at the moment.
Any tips for having some actual fun in this game???
Please don't tell me to try to TRADE
Well if you can't refund and don't enjoy it, then leave it alone for some months and the devs may improve it.
They improved their previous game, Starpoint Gemini 2 a lot, even released the campaign of the first game as a free DLC for the sequel
@jermore
Thanks for that very informative review mate!
Was more like a rant, just pissed they made a good game but didn't go the extra mile. Will be interesting to see if they keep improving the game.. or what their next title is like.
Even if it was more of a rant, i find those as helpful as a real review.
As then you see what's wrong with the game, and if those problems might have an affect on your playing too or not.
That's why for example on Amazon i often just look on the negative reviews.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
@jermore
Thanks for the detailed review.
Could you post it on SPGW Steam forum, please?
Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
Good new everyone! The game gets better after a while, all the fleets, building stuff, checking signals, and couple more keeps you busy in varied way, that's good actually. I agree with the 'rant'oview' and these are good to go to official forums as a very accurate pinpointing what's wrong and could be quickly fixed in next updates
Dear captains!
You've noticed the size of Gemini? And you remember we promised to keep working on game? Well, time has come to start delivering on that promise.
Next week, on June 20th, Warlords will receive two additions - large update and DLC.
Update will bring a lot of fixes and improvements (courtesy of your awesome feedback), and as special treat - reincarnation of Bounty system. These special NPC's are characters that earned legendary status in Gemini, and someone is offering bounty on their heads. Your mission will be to track them down and bring to justice earning awesome rewards in the process.
DLC, on the other hand, will be named "Deadly Dozen" and will take Bounty system step further by adding reborn legendary characters and several legendary ships from previous games. If you best them, you can obtain these cool ships and also lure some of the Gemini legends to be your added warmasters.
More details and changelog on both add-ons will be revealed soon! Stay tuned and warm up your engines and weapons, the hunt is near!
I'm still in quite early state -> Currently cruising in a... cruiser? (9M costing ship).
Playing the regular campaign. So far I'm unable to push for new sectors as there are fleets with ~20k power going around and capping back everything I take.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
A new threat emerges in the Gemini system. Numibian tribes, once great and ruthless, fell from power having suffered a crushing defeat in the Orion system. Now, they have returned to Gemini. With a new queen crowned, they are plotting to conquer the war-torn Gemini system.
Either play as the Numibians and conquer the Gemini system in a new scenario, or defend yourself against a Numibian invasion.
KEY FEATURES:
Gemini map increased by 30% = more space to conquer
1 new playable faction (Numibia) with new Headquarters
3 new additional factions (Highland, Eastland, Tswana)
New scenarios – Conquest with Numibia, or Defense against the Numibian incursion
New ambassadors for the new factions
7 brand new spaceship designs that include all ship classes (Bonas, Nhoma, Walvis, Okahara, Tantas, Koenos, Aranos)
4 new planets (Kalahari, New Korkyra, Gladstone, Doma), plus a New Korkyra moon
New asteroid fields with stunning visual and gameplay additions
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