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Reverse?

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Is there any specific reason we do not have the ability to reverse?
Do you all think that being able to fly backwards would mess with the game balance to much?

[2016/6/20]Update v0.505 - Adding something extra, piece by piece

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http://steamcommunity.com/app/419480/dis...426488308/

You'll notice in the change-log the addition section is now a bit larger. We've still done a lot of fixes though. No worries on that front. The whole change-log is listed below, so I'll just point out a few things we've also been working on and which you can expect in the next update (planned for July 15th):

PLANNED FOR NEXT UPDATE
A completely overhauled encounter system
Procedurally generated dialogue system - hail anyone and have a little conversation, with added gameplay functionality of course
Overhauled conquest system - The changes will be quite extensive, so we're not 100% sure this will be ALL done for the next update
Additional structures, ships and stations

CHANGE-LOG
FIXES
There was an in-code problem with mission tasks, those little bits that appear "on objects" telling you what next to do.
Some freelance jobs were missing their descriptions. This is no longer the case.
The autopilot will no longer freak out and get you killed when you use "Go to" on a nearby object immediately after loading a save.
When a quest-related target, that is also marked accordingly, is behind you, you will no longer see parts of the quest marker on your viewport.
SETH platform now has an appropriate-size explosion
Fixed a problem with displaying structure names on the Starchart in some instances
Fixed a problem with setting a waypoint onto the HQ, where the waypoint would "hover in empty space", above the station
Fixed a "Ghost" faction-related issue that could cause the game to malfunction or even crash
Props (those small bits that aren't derelicts or ships or any other "important" object) now explode as intended. In some cases this simply wouldn't happen.
Planets now have their own appropriate Starchart markers as intended.
Fixed a problem with the dialog system where an action script wouldn't fire off if there was only one single dialogue node available as "choice".
When you use beam weapons on your own SETH platform, your ship will no longer decide to spontaneously self-combust out of spite
Using "Go to" context menu action is now possible on defense platforms
Fixed several smaller errors related to destroying structures that, when combined, could cause the game to malfunction or crash
Fixed a problem where Power redistribution would "twitch like crazy" if related hotkeys were not set.
Convinced several structures to "return" to their proper sectors. For some reason, they appeared in the wrong places.
Fixed strange loading error where the skybox would disappear or to be more precise, it would turn completely black.
Fixed an error with the Cloak effect that could potentially appear. Only a visual error, though, nothing drastic.
The grappler effect is now always visible in the initial Prologue cutscene, as inteded. In some cases, it wouldn't show.
The "Game over" panel would sometimes display the wrong text. This is no longer the case.
Fixed a problem with commodity name being displayed wrong (overlapping other text) on the Buy/Sell panel
Saving when you have a deployed SETH will no longer create a new building in its place when loading that save
Commodity description on the Trader panel now displays the correct text
Commodity type in its tooltip on the Trader panel now displays correct "commodity type"
Security ships will no longer decide to check your ship for contraband in the middle of a fight.
If your auto-pilot destination is a structure or a garrison, the auto-pilot should no longer smash into it, but rather steer around it, or stop in front of it
When purchasing a new ship, the weapon batteries will now come with at least one turret by default
Fixed a problem where plasma cannons and railguns didn't do any damage to SETH platforms
When control is taken away from the player, turn, pitch and roll are also "cleaned up" to prevent going in circles
The "AUTOPILOT" label is realigned
Fixed an error that would in some instances display the wrong text on the Records->Bonuses screen
SETH platforms deployed by the player will now attack hostiles as intended
Fixed a problem with displaying enhancement bonuses on their tooltips. This could happen in some instances
Notification showing a new fleet is ready, now displays proper region name
Fixed a problem with some structures being marked on the Starchart, while in fact the structure isn't actually "there"
Fixed numerous text errors and typos
Hailing a SETH platform will no longer crash the game
Defense platforms no longer fire on the player when he/she is cloaked
Fixed a bug that would prevent spending skill points
Skyboxes/ambients are now set properly when loading a saved game
Fleet->Cargo now displays proper Commodity descriptions
You can now mount weapons on the Dynastes as intended
The "Configure turrets" panel now displays appropriate info

FREELANCE JOBS FIXES & CHANGES
Delivery
Fixed an error where you decide to pay up, the ship starts leaving, but doesn't respond when you attack it.
Fixed a problem where you could flee from a hostile ship, then return, and the ship wouldn't attack you when in range... or do anything basically.
Destination ship will no longer turn hostile for no apparent reason when you complete the job.
When you forfeit a job and then destroy a job-related hostile ship, you will no longer be able to continue the mission. It will "stay" deactivated as intended.
When forfeiting the job, job-related structures will no longer feature job-related markers.
Installation assault
Fixed a problem where you couldn't really and completely destroy defense platforms. Now they die as they're supposed to.
Fixed a balancing issue with structures being too weak on high-level jobs
Installation defense
The structure you're supposed to defend will no longer simply disappear when you complete the mission
Salvage
Destroying a job-related derelict instead of using proper equipment will fail the mission
Search & destroy
Fixed a problem where in some instances the "Go to waypoint" objective didn't get replaced with the proper objective once you reached the waypoint.
If the NPC decides NOT to surrender, you'll get some form of notification of his hostile intentions instead of him just turning red and going mad.
Fixed a problem where in some instances the flow of the quest wasn't logged in the Personal log correctly
If you tell the NPC you'll "let him slip this time", you actually do "let him slip this time", so don't expect him to go all gun-ho on you
Fixed several instances where random encounters could get triggered during a mission stage, causing the whole mission to "freak out"
Mission areas now work as intended. Don't go all "Lemme just go to that planet on the other side of the system and I'll get back to you."

CONQUEST FIXES & CHANGES
Garrisons will no longer switch back ownership to the original faction. Once you conquer it, it will stay yours, at least until someone conquers it back or something.
Sending a fleet to attack a hostile garrison will no longer trigger your HQ to go nuts and turn hostile for no reason what-so-ever.
Fixed a problem where a Garrison could become "nameless" on the Starchart
Fixed a problem where a Garrison could no longer be selected on the Starchart
Fixed a bug where you could not set a waypoint on a Garrison on the Starchart
Fixed a problem where placing a waypoint on a Garrison that switched alignment would actually set the waypoint to some object on the other side of the world

ADDITIONS
"Go to" waypoint now snaps to "Mission" waypoint so you no longer experience that weird vertical offset
Off-world prisons are now added to Gemini. Don't expect too much interaction with them FOR NOW. They're added more like scenery for the time being. Further interaction will be added in future updates.
Auto-repair facilities have been added to Gemini. They are also capable of repairing your Hull in space as intended, but usability and visuals will be changed in future updates.
You can now invert mouse buttons in the Options menu, as was requested by community members.
Added Dithering effect on objects. Dithering "strength" depends on distance to object.
Added two new station models
Kepler in Aethera
Holocom HQ in Union claim
New "Level up" SFX
New explosions SFX
New Game launcher (visually very similar, but with additional functionality)
Added splash screen between launcher and main game
Game launcher creates its own log so if you encounter any problem, you can check out that file or send it our way
Added keybinding section to the Settings screen
Added Glow quality option
Added 5 new ships: Nyxian Consortium fleet
Europa and Neptune can be purchased on Atlantean station
Nibiru, Jupiter and Eridan can be purchased on planet Nyx
Hellion ship model upgraded
Omicron ship model upgraded
Added the new Perk system. Most Perks don't have the actual gameplay effect yet, but you can spend earned Perk points and give feedback on the general setup
Added two new Freelance job types
Hunt - Hunt down a wanted criminal. His or her exact location is not known, though.
Prospector - Get paid to collect ore samples.
Constructing structures and gathering resources
You can now construct resource structures (for now only Reclaimers, Mining operations and Gas collectors)
Construction costs resources, which you collect with resource buildings
Headquarters now provide income for all three resources (ore, gas, materials) to get you started
Constructing HQ modules now costs resources too, instead of just Credits
Ore, gas and materials as resources (the actual words) are displayed via icon in text
"Credits" (the actual word) is now displayed via icon in text (not in all places though; this will be "cleaned up" through future updates)
Ambients in the game world are completely shuffled. This is only a preparation in advance. As individual new skyboxes and corresponding ambients are finished, they'll simply be "plugged in".
Station production lists are now switched to so-called templates. This is important for modders and further balance iterations. This also means the first trading balance pass was done.
Added new Grappler visual effect
Added new Scan visual effect
More than 20 station models are updated with particle effects
A lot of new loot drop added for more diversity and easier modding and balancing
Added sound effects to a number of structures. This is only partially done, however. More SFX will be added through future updates.

TWEAKS
We're starting to purge the "old" reputation system, taken over from Starpoint Gemini 2. As an intermediary measure, you'll notice your reputation with factions are reset to their default states. Attacking a faction still produces the desired "hostile with faction" effect.
The currently targeted ship is now always marked in the viewport, even when "off-screen"
Increased "trigger" distance for structures, which means events can happen on greater distances
Tactical overlay will now automatically appear when you target a defense platform. It works in the same way as with hostile ships.
"Task" label on a quest-related object is now a bit more visible
Changed camera maximum zoom out so the tactical overlay can be seen properly on the largest ships
Tweaked the area of the screen where the Starchart starts panning
Implemented numerous safety-checks to prevent certain variable names used in scripts to crash the game
Any manual speed or direction change now shuts down Follow command
Stations, planets, structures and garrisons have received a position tweak (vertical offset if you will).
"Fire at will" mode now remains active when using Sublight so once you exit Sublight, FAW will continue to do its work
Did some changes to game logging. Some false errors were being logged.
Did a clean-up of enhancement databases. This is only a preparation for further changes.
Jobs board list of avaiable... well... jobs, scrolls back to the beginning when reopening the screen.
Planetary atmosphere (rim) effect improved. It "smoothes" out into space
Repositioned a couple of resource structures to be closer to their "resource" (Reclaimer -> junkyard, Mining operation -> asteroid field)
Numerous ships had their "drone points" redone. These points are used for various visual effects.
Updated "Quick Start Guide" to include info on structure construction
Updated Glow VFX for improved quality on higher settings, but also as optimization
Tweaked camera-related parameters for the Nova ship.
Increased damage of Orpheus mines
Optimized rendering of transparent or semi-transparent objects for faster framerate. Nothing major, but every little bit helps.
Optimized rendering pipeline for improved performance
Added Glow settings and optimized setups for improved performance

MODDING
Updated Scripterion documentation
Numerous changes to database cross-referencing, switching from IDs to Keynames
Loot drop files changed to reference keynames instead of IDs
Commodity names are now retrieved by keyname (in database) from the appropriate text file, and no longer directly from the database as value
Drone points (used for a variety of VFX) are now no longer a part of only ships, but of all object types. They are saved as separate ".mg" files
Continuing to switch the script language to use strings (keynames) instead of integers (IDs). GetProfession and SetProfession now reference profession keynames (database)
A lot of structure parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .str file, while the sector files only hold overrides.
A lot of platform parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .def file, while the sector files only hold overrides.

KNOWN BUGS
Repairing currently doesn't have a visual effect

BETA branch testers wanted!

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Anyone willing to participate in BETA branch for testing purposes is welcome to apply at official forums by sending me the private message.

Beta testing means you will get access to new, but partial patch, that will most likely be riddled with bugs and other issues. If you use this opportunity to get access to the newest content exclusively you will most likely leave disappointed. Major point of being a beta tester is to help us polish the patch as fast as possible and to improve the quality of a final product. Beta branch is usually up to date with development only on the day we release the patch, afterwards we fix the issues but they might not go into beta branch or live any time soon so you have to count on that too.

- before you are allowed to access the beta testing branch send PM to me here with the following data:
List any games you played as a beta tester:
your detailed computer specifications:
attach your dxdiag file:
Steam name:
your full name:
age:

Shield indicator colors

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Can you transpose the colors from the tactical overlay shield indicators onto the radar shield indicators. So they change from blue - red when low.

Conquest objectives

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Assume that each sector has a limited number of ships available to it at any given time. Each sector also has the ability to rebuild ships / structures each cycle.

If I take my fleet in and attack the enemy garrison every ship in the sector should come and respond to the attack. If I first take my fleet out and pick some fights with the enemy ships I should be able to thin the forces for the garrison fight.

If I take my fleet out and damage the enemy's resource production it should inhibit their ability to build for the next cycle. I want to be able to raid their convoys and steal their resources.

If I take a fleet out and destroy their communications hub it should inhibit their ability respond to attacks in a timely manner.

Taking control of enemy structures should require that I bring along enough troops to get the job done and people work the station. The troops / workers will have to be transported in the cargo holds of the attacking ships.

I want to be able to make a fleet and have it complete objectives independently from me. This way I can dispatch some ships to take out their communications hub and pick a fight with the defenders while I escort some troop transports and a siege fleet to the enemy garrison.

Apology For Absence

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I've been afk here because I hated to admit that I just don't have the funds to invest into a PC (that money was spent entirely on a UHD TV and Xbox One console). I love what you are doing; and want to beta, but at this time it appears that all I can do is 'donate' the money as I cannot afford the platform to test it. I just happen to be on a fixed income so it takes me some time to save for major investments... more so than I initially thought,

Until things change, I must resign myself to at least another 6 months of frothing and drooling at the thought of 'Warlords'.

PEACE

Guys im baaaaaaaaaaaaaaaaack

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Hi guys and girls at L.G.M im back and glad to be here as i just picked up warlords so im looking forward to breaking that shit and enjoying it at the same time!!

Ship destruction and Game over

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Instead of ending the game on ship destruction how about you let us get into an escape pod.

If you are in friendly territory your pod can be picked up by and brought back to station for you to purchase a new ship.

If you are in enemy territory you can be captured and held for ransom.

You could also let the NPC's use escape pods and let us tractor them in.
This way I could capture specific individuals for quest rewards, or help recoup the loss's from a fight by recovering personal from destroyed friendly ships.

[0.505.2] Nvidia drivers crashes in cutscenes + freezes

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GPU: GTX650
So I got something more nasty than just low fps or crashes. First of all, SOMEHOW cutscenes cause severe heavy freezes (from 0.1-1 sec up to 8-15 sec) and screw up my gpu driver so hard I can only reboot my PC with reset button. I'm pretty sure driver was crashed, but when it occurs in windows, it somehow restore in few secs. And yeah, I know about that shit with totally screwed up Nvidia driver recently (what the hell, Nvidia? Was it that hard to fix in following versions?). Is it some kind of cursed generation of drivers or so?

Especially weird how cutscenes kill the game, first attempt of starting a new game ended with black screen on the first cutscene (I'm sure it was driver crashed), in a second attempt I skipped it instantly, but got game killed in second cutscene of scanning Icarus... Don't really like to reboot my PC each time, so I want to get an answer there first before trying to play with skipping all of them instanly.

Before blaming a game itself, I hope to receive some help here about those drivers. What was that cursed version was and how to downgrade to good ol' stable old versions? I hope it will help to solve issue on my sides.

Other driver crash appearance:
- Don't Starve Together - driver crash when I host server with caves and huge world, almost always on first run, it automatically restores in few secs. When I restat game and try to do it again - everything is fine with 100% chance;
- Updating drivers - yep, It should do switching to black screen for few secs when installing new drivers, but several last time it ended up with permanent black screen, so reboot needed;
- Random driver crash for 2-5 secs when trying to play GIFs or videos in Chrome - restore every time successfully;

Secondly, those freezes - not sure what cause it, same source with screwed up drivers (you had one job, nvidia!) or something else? Yep, my PC is definetely not high-end, but between those (rare in gameplay itself, often in cutscenes) freezes it was smooth 60 fps on medium settings, but task manager show it ate most of my RAM... (yeah, only 4 GB) is it a memory leak of some kind? Can it cause freezes like that? So those (literally) moments of prologue gameplay feeled really smooth and nice, don't really want to make refund (and wait for further development to buy later), so are there any ways to make it playable for me by helping to solve issues on my side?

Upd: oh lol, totally forgot about the most vital info there - driver version is 368.39, last one... How the hell it updated without noting me? O_o

Upd 2: so yeah, if I skip all the cutscenes instantly, it runs perfectly fine, until I got stucked in starchart window with no option to escape (sent report with "support" button)

multiple missions

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would it be possible to add a feature that allows you to say take 4 cargo missions at once (assuming you have enough cargo space) or 4 search and destroy missions ?

also when i first started the game i didnt get told about the power system for shields,weapons and engines until after the battle protecting the new ship, maybe it should be moved to before that fight.

well thats all i have atm being im not that far in to it but again im enjoying it so far and good work L.G.M!

Blue Pulse on the starmap

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Good morning all,

I have recently started playing this awesome game and I have found something that I have no clue what it is. I am not sure if I got distracted during a game prompt or something.
Okay, so i just finished a ferry mission I think and I go to check my map and I see a new Icon/Legend on the map. There is what looks like a subdued seafoam green waypoint indicator pointing into the middle of several rapidly pulsing blue circles. I have been sitting on this point for about 2 ingame months and have only had a small 3 Brotherhood gunship attack. There is what looks like a gas mining station (Installation Korkyra) in the Icarus region. Does anyone know what this is?

Thank you for your time. And DEVS. Thank. You for this awesome game!
-CustosUrsus

!VIDEO! stealth hit and run gameplay

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so my first time back in the game and i thought i would make a video out of 2 of the fights i got in to: /x4ifmii

Docking pictures

FEEDBACK

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so ive been playing now for around 12 hrs doing missions and thanks to one of the devs/mods over on the steam forum i managed to initiate a take over of a nearby secter/base now this is where i was taken back i tried twice and couldnt kill the ships there i died to quickly so i dunno if this is as intended but it seems a little bit to long for no/very little progress.

also now this could just be me but i loved the controlls in spg2 but in warlords something seems off i dunno if its me or if the ships are just quicker (the smallest ships takes me a good 20 mins to kill if there is more than 1 due to there speed) or if its something to do with changes to the aiming??

i have the next ship up from the gunship...cruiser maybe with 4 lvl 1 flux turrets and 2 lvl 1 beams


is this just an issue i have or are others finding this as well??

EDIT:
ive found that you can sort of cheat the construction stuff if you afk as you still build up resources without playing the game granteed not a big deal being its a sp game but i thought i would mention it.

Tractor Beam Judo


Story depends

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Hallo,
bei meinem Spiel hat sich die Story aufgehängt. Ich habe alle Wachen am Katapult zerstört. Es kam auch ein entsprechender Dialog. Aber es geht nicht weiter. Es wird keine weitere Hauptmission angeboten. Ich habe die Mission jetzt 3-mal gespielt. Immer dasselbe. Hat jemand eine Idee, wie ich weiter komme?

Hier sind die Log.txt, 2 Save und 2 Scrennshot.

https://www.dropbox.com/sh/8rj3chzmlziaf...Bgq9a?dl=0

Gruß Maeher1

PS. Übersetzt mit Google!


Hello,
in my Game, the story has hung. I have destroyed all the guards at the catapult. It also came a corresponding dialog. But it goes no further. It offered no further main mission. I have the mission now played 3 times. Always the same. Does anyone have an idea how I get ahead?

Here are the Log.txt, 2 Save and 2 Scrennshot.

https://www.dropbox.com/sh/8rj3chzmlziaf...Bgq9a?dl=0

Greeting Maeher1

PS. Translated with Google!

crash after long fight in a nebula sector

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Hi I cant send via support button with the luncher, so i send my log this way.
I often have a crash after long fight in a nebula sector. I hope it will help you to sort out this.


.zip  Log.zip (Size: 324.83 KB / Downloads: 1)
.txt  DxDiag.txt (Size: 75.49 KB / Downloads: 1)

I had to zip the log.txt because it has 3.500kib and only 1.500kib allowed for attachment? Confused

Traid jobs

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I had some traid jobs, were the location was changing to another destination after reaching the first way point. When i reach the second way point, i have to transport to a station but there is no installment, so there is nowhere to transport to.

luncher failure to start (from steam)

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im getting an error on the lunching from the game luncher i can lunch the game with out it but still

this is from the txt log of the luncher

Error adding font resource to system! Function : Main_class::Create

Could not initialize main program! Function : WinMain

i have tryed to use compatibility and admin rights on it with no sucsess

im running

windows 10 pro -64bit
amd fx™-6300 six-core processor 3.50GHz X64-based
16 gigs of ram
GeForce GTX 960
with the latest driver updates

SPG Warlords Map (Cause you know you want it!)

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Tanvaras the pirate, has decided to give you his map to the galaxy.

[Image: SPGW%20Map_zpsn3wz5g07.jpg]

Cheers

Tanvaras - SPG Warlords Pirate!

Will add a legend and map notes soon with station names and so on. This was whipped up quickly to help players who wanted to see the whole map opened up.
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