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silvaril wrote:CnC is now a radius thing, which ties in sensor net and collaborative firepower, instead of a limitation on number of ships in the combat.
Interview wrote:...the Lords of Winter are Liir in their Winter years, so to speak. So, to all the snarks out there, there is Winter in space. And if you meet it, it will likely try and eat you...
...until you encounter a particular alien race, or research a particular technology, they will not have a listing. So, no spoilers. And as the game grows, this encyclopedia will grow as well...
...If you’re going to have real-time combat, it’s one thing to have things moving in real-time… it’s another thing altogether to have them toss light sources around that cast shadows in real-time as well...
...targeting improvement with the Hawkeye module. And some modules are just unique in their function, like carrying more crew, or liquid polysteel to temporarily patch up a ship in battle...
...Ships are meant to last longer than a single round of combat – so much so that you can name your ships...
...The short-lived ships still exist as system defense boats and battleriders, but the core of your fleet, from Cruisers to Leviathans, are meant for big capital battles...
...Trade has had the most change ... with the old system of sector based being overhauled to a system that takes into account planets you control in a system, nearby planets you control in other systems, and of course provinces...
...Research is still very familiar to players ... But we’ve added feasibility studies that let you do exactly what a feasibility study does – look at a technology, find out how hard or easy, roughly, it will be to research, and decide if you want to undertake that research now...
...planets you don’t own in a system are potentially beachheads for opponents, they are a factor in setting up provincial territories made up of multiple star systesm, and they even require you think beyond the use of interstellar ships and to think in terms of intrastellar ships – system defence boats that can’t go star to star, but are designed with buttoning down a star system...
Zurai wrote:GamrIrv wrote:OMG the planet in the lower left corner on the tv is YOUR NAME!!!
YOU ARE NOW IN THE GAME!!!!
Silvaril was in the original, too. Several of the systems were named after people who post regularly on the developers' forums.
Dog Soldier Rewards wrote:Now you all ask, what can I get with these points? Good question - here's what we have in mind.
5 - Set of 4 buttons
10 - 1 mini poster (your choice of species)
12 - Set of 4 buttons and SolForce bumper sticker
18 - 2 mini posters (your choice of species)
20 - Mug
25 - 3 mini posters (your choice of species)
30 - 4 mini posters (your choice of species)
35 - 1 full sized poster (your choice of species)
40 - Copy of Spaceship Zero CD (music from trailers, features SotS voice actor, Toren Atkinson)
50 - Copy of Spaceship Zero CD, signed by Toren
60 - We'll name a planet after you in-game. (depending on time, may have to be in an expansion. Some negotiation may be required - Silvaril for example is a fine planet name. Mr.BingBong, not so much, so a middle ground will be required)
70 - Hang out at the Kerberos office, play some SotS, gab, that sort of thing (we're letting you in, but you have to make your way here.)
90 - Personalized Dog Soldier T-shirt
100 - Set of 4 Full sized posters
120 - Early Tark Recruitment poster that's currently hanging in our office, signed by entire team.
150 - Copy of the game, signed by entire team
And if we think of anything else, we'll add it, but let's just start there.
jp161 wrote:The bag itself, is bright red with silvery Paradox logo. Then there's a black Paradox shirt, 4 (morrigi?) ship silhouettes, codes for EU 3 Complete, Crusader Kings Complete and Sword of the Stars Complete Collection (my... fourth SotS code ). And of course the 6 SOTS DICES with the rules for SotS dice game!
rimbimbambo wrote:Trust me we're working VERY hard to try and make the (Game) framework as solid as we can and the modding will take a backseat to actually making sure things are running smoothly, but if there are quick questions about how to change things that I can help you guys with, I'll be the guy to ask.
At the moment, we are using editors with some GUI interface - Most of it is coded in WPF (Windows Presentation Foundation) - so you get text boxes, combo boxes and other things for general organization. If you REALLY have to edit with a text editor, you can... Most of the modable file formats are in XML. Here are the tools we have at the moment:
A Starmap Editor - has a drag and drop type of interface and some other functionality for hooking up node lines/provinces/starting positions/terrain chunks and the like...
An Effect Editor - for creating explodey stuff and lazers - this is a pretty technical app and you would need to build your assets afterwards with the asset pipeline (which we'll most likely be including).
A Module Editor - for changing bonus' to ships from attached modules.
A Scenario Editor - for in game triggers and win conditions.
A Ship Editor - for (one lucky guess) ships!
A Tech Tree Editor - for editing techs costs/feasibilities unlockables - If you wanted to actually change the tech tree, you would need to modify the source art files, so for the first little while you might want to start only editing the existing tree instead of changing the actual tree
and a Weapon Editor....
Obviously, all these tools are DEV TOOLS and (have) not really (been) put through a rigorous testing process or anything - so they crash and have their quirks if you use them incorrectly. If there's anything REALLY bad I can always try and keep them updated in future patches or add easy to add functionality. I'm sure there'll be a wishlist in a few months....
silvaril wrote:And Pre-Orders have Opened...
xwraith wrote:silvaril wrote:And Pre-Orders have Opened...
Is Steam going to carry the game? I don't see it on their list of upcoming games...
baelthazar wrote:xwraith wrote:silvaril wrote:And Pre-Orders have Opened...
Is Steam going to carry the game? I don't see it on their list of upcoming games...
I would assume so, given that Direct2Drive has it listed and Steam has Paradox's other games (i.e. Sengoku, etc.).
We are now at the 10 day to go mark. I'm so very very excited for this one!
Sepiche wrote:From what I've heard it requires DirectX 10 which XP doesn't support, so yes.
ColdSteel wrote:
Wow, that's kind of surprising considering XP still makes up a 60% share of the MS OS install base. Seems like they are limiting their sales a lot by doing that. I guess I won't be able to get it until I get a new box sometime next year. Too bad, I was really looking forward to it.
gbasden wrote:ColdSteel wrote:
Wow, that's kind of surprising considering XP still makes up a 60% share of the MS OS install base. Seems like they are limiting their sales a lot by doing that. I guess I won't be able to get it until I get a new box sometime next year. Too bad, I was really looking forward to it.
Given that XP is 10 years old at this point, how long should Devs continue to limit games so that they will work with an antique OS?
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GreenGoo wrote:As long as their customer market continues to use it?
This is one of those trick questions, isn't it?
silvaril wrote:According to the Dev's, the game will run without having to run the third party client, which is being used for rolling out the game and updates only.
gbasden wrote:GreenGoo wrote:As long as their customer market continues to use it?
This is one of those trick questions, isn't it?
Apparently. In this case, the Devs have obviously decided that they need the extra features available with the newer operating systems to make the game they want. I simply don't see the logic in complaining that devs are no longer going to support a decade old operating system. Do we have a lot of people that still think that devs should be coding for System 9 for Macintosh?
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