Sword of the Stars II
Jelentkezz be a hozzászóláshoz.
Mukodik?
Az elso reszben hatasos volt?
Atmennek legyakjak a legenyseget es elfoglaljak a hajot?
May the force serve you well!
Az ikon alapján nekem az assault shuttle ugrik be, de ez nem feltétlen jelent valamit, mert amikor próbáltam õket, akkor még nem mûködtek. 😊
Nem kizárt hogy ez a modul egyfajta alternatívája a hordozónak vagy kombinációja a hordozónak és egy másik modulnak (kevesebb raider de cserébe valami másból extra)..
Asus P5K, E8400, 8GB DDR2, HD6670, BENQ G920WL
Hat inkabb nagy raketa vagy kis assault hajonak nez ki.

May the force serve you well!
Ha morigi, akkor lehet valami drone tartály.
En is kerestem a neten de semmi nincs rolla.
May the force serve you well!
bocsi
a Morrigi faj suply shipjen van alapbol
May the force serve you well!
May the force serve you well!
------
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.
May the force serve you well!
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.
// Ninju, igen, a leírás alapján benne van minden, csak akkor a neve nem stimmel, vagy legalábbis én úgy neveztem volna el, hogy update 2-6, és nem 5-6, mint ahogy a 7-8ban is lehet, hogy benne van minden, mert a többihez képest méretes...
A commentek szerint ez megy is 😊
http://www.demonoid.me/files/details/2779036/8879520/
Esetleg érdemes lenne megpróbálni update 1-re feltenni nem?
Amúgy igen, az update 6 ami rossz, ezt többen is jelezték a virágboltos fórumon...
r17826b
~~~~~~~
Known Issues
- Drones cannot be designed.
Fixes
- Many additions to the Defense Manager, which has now been renamed to Battle Manager.
- Fixed a crash with weapons doing half a population damage.
- Fixed a crash with the locust updating its turn.
- Fixed crash in Starmap that could occur when changing between maps in game setup quickly.
- Fixed a crash during saving if using unique extended characters as part of your profile name.
- Fixed a crash associated with the admiral trait True Grit.
- Interaction with COL weapons temporarily disabled while fixing crash in Design Screen.
- Added stance control for ships in formation in combat.
- Re-implemented trade layer.
- Bankruptcy system now in effect.
- Biome-colonizers now active.
- Increased sensor ranges.
- Improved Leviathan class death sequences.
- Fixed a bug where station upkeep was not being deducted from savings.
- Fixed a bug where prototype costs were not being applied to savings.
- Fixed some issues with misnamed event images.
- Fixed an issue where dragging and dropping fleets could in some cases duplicate them.
- The game will now only keep the most recent set of log files. Old copies will be automatically deleted.
- Improvements and a handful of fixes made to the meteor shower random encounter.
- Fixed an issue that allowed trade points to be reused in a trade round.
- Made some optimizations to the gathering of planet/system data for the budget.
- Made some optimizations to the gathering of data for players with combat assets.
- Fixed an issue where weapons and modules could display with incorrect materials.
- Swapped battlerider reserve and wing/squad slots to make use clearer.
- Added tooltips to rider squad/wing/reserve buttons.
- Added trade view overlay elements to star map drawing, first pass.
- Combat entrance transition now active.
- Added improved visual cues when dropping into and out of accelerated time in combat.
- Fixed a variety of issues with battle rider behavior in combat.
- Fixed incorrect asteroid monitor locations in combat.
- Fixed broken images in the encyclopedia.
- Tweaked stats of engine sections.
- Removed items in the Starmap Lobby will no longer remain selected.
- Fixed an issue where double the number of riders were being loaded into combat.
- Fixed an issue where riders would detonate instead of returning to tender.
- Fixed an issue where mounted riders could prevent ships from rotating.
- Tweaks to many ship sections, stations, weapons and related art.
Additions
- New politics section added to encyclopedia.
- Added new star maps: Wave (3) and Big Disc (8)
- Added player details to the server browser.
- Added trade view filter to the star map.
ami még nem megy
Tehát kb lényegtelen volt mit hülyéskedsz a design screenen. Lehet persze mindent modellezni.
De mondom, ez csak emlék, rég volt...
A Sins persze jó volt, csak a nagy birodalomépítés hiányzot belõle.
A Ruler az lényegében egy Master of Orion, csak folyamatos RTSbe oltva. Fõleg azért jön be, mert olyasmi mint a Space Empires 4, azt meg nagyon bírtam. Lehetett benne brutális dolgokat mûvelni (pl Ringworld építés).
Nem rossz, sot kifejezetten jo, de a gep olyan modon csal, hogy neha tultermel egy bolygoval amit blokad ala fogsz egy flottaval. 😄
Megnézem 😊
Talan meg a Sins of a Solar Empire ami turheto foleg modokkal.
A Gratuitous Space Battles-t is kiakartam probalni a Galactic Conquest kiegeszitovel, de az meg szinte mindig kifagy, igy aztan ment az uninstall.
Különösen hogy van a "civil" szféra a játékban, azaz a birodalmadban egy csomó hajó nem a te fennhatóságod alá tartozik, nem is irányíthatod õket hanem csak kolbászolnak össze vissza.
De mintha emlékeim szerint a katonai egységek irányitása is elég lehetetlen volt.
Sajnos csak ezek a benyomások maradtak meg róla, sztem egy-két próbálkozás után félretettem és azóta se vettem elõ.
"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB
Nagyon sokat javít a játékon az utolsó 3 patch. A mostani állapot egész kellemes.
Úgyhogy jelenleg azt csinálom, hogy max 2 AI ellenfél, és max 30 naprendszer (de még vhogy ez is sok, a default meg 150 😊 ).
Régen emlékszem hogy én is néztem, nem is jött be, de most vagy ki vagyok éhezve, vagy sokkal jobb lett.
REviewek szerint az 1.0 szar volt, az 1.1 meg olyan mintha egy másik játékod lenne. Elnézve screenshotokat meg video tutorialokat, tényleg sokat variáltak a mernükön, paneleken.
Minden meccsen új dolgokat fedezek fel, szóval tuti hogy a tartalom 5-ös, de hogy rá tudok e szokni arra hogy kolóniák tucatjai és ûrhajók százai legyenek a kezem alatt.. nemtom.
En vagy 5x estem neki de mindig feladtam mert teljsen atlathatatlan, kezelhetetlen. A toturial me egy kaka.
Mielott azt mondanatok hogy velem van a baj a Sots teljesen atlathato es kezelheto.
Lehet, hogy csak az 1.0at neztem.Olyan nagy lenne a kulonbseg az 1.1ben?
May the force serve you well!
"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB
"A tolerancia és apátia a haldokló társadalom erényei" - Arisztotelész ASUS Z170 Pro Gaming, Intel Core i5 6600K, Gigabyte GTX 1070 G1, Kingston HyperX Fury DDR4 2x8GB
Lehet januárig érdemes megnézni.
De érdemes kipróbálni belenézned milyen.
Ha így haladnak decemberben már játszhatónak mondható lesz, január végére meg talán már "készecske" (bár ünnepek is lesznek).
Viszont én amikor belepiszkálgattam, akkor látható változások voltak a grafikában elég jelentõsen, hiába volt fent maximum high-en a launcheres optionban a grafika, ennek ellenére sokat javított az rajta az akkor.
Senkinek sem indul?
Azt mondják a tapasztaltak, Paradox játékot csak minimum fél évvel a kiadás után szabad csak venni. Hearts of Iron 3 például szintén nagyon bugos volt, kellett hozzá pár hónap mire jó lett.
Itt most igazána fejlesztõ durván a hunyó, de ez most mégszarabb állapotban van mint a HOI3. Sokat javítanak rajta ez tény, de rohadt sok is hiányzik belõle még. Nemcsak bugok, komplett featurek hiányoznak.
sajna még nem tudtam kipróbálni, mert nem vagyok otthon.
De van. Csak a játékon belül van letiltva, ahhoz valóban patch kell, viszont a launcherben (amikor az ikonra klikkelsz) ott az options azzal a "rengeteg" grafikai lehetõséggel 😊
A harc az nekem kicsit furi volt az elsõ rész után. Nekem tetszett, hogy automatikusan mentek a célpontra és nem kellett minden hajót mozgatgatni mint itt, de meg lehet szokni és azért sok elõnye van.
A lõ táv az ágyú függõ. Azt meg ki tudja, hogy a valóságban milyen lenne ezeknek a lõ távja. 😄
De elsõben is ilyen volt kb, szerintem jó ez, mert lehet messzebbre visz az ágyú de minek ha úgyse talál el vele semmit. Gondolom ezért ilyen.