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Out of Pod Experience

 
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Your thoughts on Sword of the Stars II

First post
Author
Richard Aiel
The Merchants of War
#61 - 2011-11-05 13:45:34 UTC
Given the fact that if you ask for a refund, they go "um yea we're working on that" let alone that not giving refunds could blow up in their faces at LEAST as much as the launch in the first place

http://i144.photobucket.com/albums/r188/buddahcjcc/SOA-3-2.jpg

Richard Aiel
The Merchants of War
#62 - 2011-11-07 14:40:24 UTC
As an idea HOW bad it is I point (And quote) the five page thread of all the things currently wrong with the game

http://forum.paradoxplaza.com/forum/showthread.php?568872-List-of-gamecontent-that-does-not-work-at-the-moment

Quote:
Here's a list of technologies that do not behave the way they should, in terms of either not working, not allowing access to their systems, or in terms of leading to a crash.

Here is my (Delsana) updated and formatted list.

-- Key:

No description of error - System is not reading technology correctly.
Not implemented - Technology not yet added to game.
Not accessible - Technology added to game, but selection method is not working or present.
Not available - Weapon added to game, but not available for use.
Error in description - Research tree description has errors or is unreadable.
No image - Research tree does not have a valid image.


--- Undetermined Issues ---

Zuul (AI section unavailable)
Zuul (3rd and 2nd tier riders unavailable)
Zuul (Dancer?)
Hivers (Defense Boats unavailable)
Tarka (Defense boats unavailable)
Liir-Zuul Alliance [Zuul-side] (AI section unavailable)
Mines (Not available save Fusion)


--- Technology Tree Issues ---

Shield Technology:

Shield Mk. I - (Not working as intended)
Shield Mk. II - (Not available)
Shield Mk. III - (Not available)
Shield Mk. IV - (Not available)
Meson Shields - (Not available)
Grav Shields - (Not available)

Torpedoes Technology:

Enveloping Anti-Matter Torpedo - (No image)
Enveloping Fusion Torpedo - (No image)

Warhead Technology:

MW Warheads - (Not deploying as intended)
Interceptors - (Not available)
Blast Beams - (Not implemented)
Blast Storm - (Not implemented)
Heavy Ship Missiles - (Not implemented)

Drive Technology:

Grav Cannon - (Morrigi) - [No description, not available]
Node Maw - (Zuul) - [No image, no description, not available]
Node Maw - (Human) - [No image, no description, not available]
Far Casting - (Hiver) - [Error in description]
Casting - (Hiver) - [Error in description]
Warp Pulse - (Tarka) - [Error in description, not available]
Curvature Compensator - Liir) - [Unintentionally available, not working as intended]

Ballistic Weapons:

Grav Pulsar - (No image, not available)
Tumbler - (No im


Quote:
Stationdesign for Naval Bases
(Weaponhardpoints)
Space Station Upgrades
(Some are got to high requirements and cannot be fitted with req. module ammount, some are deactivated on purpose, like the level 5 Science Station that was deactivated in Patch 4th Nov. 2011 for Bugfixing.)
Defense sattelites
Morrigi Void Mastery Drive
(you can research it, but not fit it in designer)
Tarkan Warpdrive
(Same as the Morrigi. You can research it, but not use it...)
Drones, Assaultshuttles, Nodefighters, Battlecruiser and Battleships
(All part of the Battlerider Technology tree)
Starbase Hangar for Battleriders
Cloaking Field
Shield Technology of all kind
Siege Driver
Armorplate fitting in the Shipdesigner
Traderoutes
(at least you cannot assign any Tradeships to any kind of Traderoutes)
Moral boosting systems
COL-Launcher
Asteroid Monitor construction
Special project research
Salvage and Reverse engeneering from salvage
Gem and Forgeworlds
(cause crash at the moment if you wanna choose a typ)
Fusion/Antimatter/Leach/Cloak Mines
Diplomacy
(not all features activated yet, but at least you can declare war at the moment ^^)
Delete of old shipdesigns
(they are deleted in the designer, but stay in the list of the available productiondesigns for ships at the shipyard)
Liir Leviathan "The Black"
(its constructed out of modules with weaponhardpoints, it seems not to work propably at the moment)
Random encounter slider
(you can change it, but it seems to have no effect at the moment when you start a new game)
Grand Menace slider
(same as above, it seems the Systemkiller as a Grand Menace just appear or dont, random at the moment)
MIRV Missile system
(Missile shoots and explodes without creating new Missiles)
Ship Module "Auxiliry Fission/Fusion"
(It increases crew need by 2, but dont give you any bonuses, no speed, no energy, no support bonus at all)
Ship AI
(Some NPC encounter like Meteors seems to have bugged AI or missing scriptcommands, Player Ships also behave sometimes in strange ways)
Battlerider Controll
(You can build, fit and take them with you in the fight, but there controll is still bugged or flawd. But they will shoot and kill.)
Hiver Ship AI for Path calculation
(If you want to get to a system by slowboat and got a close by gate, and start from your homeworld as example, the slowboat will NOT automaticly use the gate to the nearest location to travel to the new system without gate. You have to relocate them to the nearest system with gate and start mission from there.)
Hiver Gateship Custom Designs
(The Hiver Gateship dont work if you design a custom one. You can at the moment only play with the Gateship that comes with a new game and is allready in the Design database)
Terraforming Bonuses
(At the moment the Bonuses from Terraforming research seems not to applay at all.)
Fleet Formation
(You can set up Fleet Formations in Fleet Manager, but it has no effect in battle at all)
Hiver Gates from Gateships
(They dont seem to count to the Gateresevoir, only Gatestations seems to affect Gateresevoir)
scrap Ship/recycle Ship/decomission ship
(Or how you would say it, the function dont work at all.)




http://i144.photobucket.com/albums/r188/buddahcjcc/SOA-3-2.jpg

Richard Aiel
The Merchants of War
#63 - 2011-11-07 20:01:23 UTC
mind you: thats AFTER a week of the patches ppl think are gonna save the game.

http://i144.photobucket.com/albums/r188/buddahcjcc/SOA-3-2.jpg

Louis deGuerre
The Dark Tribe
Minmatar Fleet Alliance
#64 - 2011-11-07 21:58:38 UTC
In more cheerful news I had a blast playing SOTS I today.
Was poised to crush one enemy when the other one invaded with 67 ships wtf lol
After settling that fought a 30 turn running battle for control of the second best planet...but when I finally captured it after more than 100 ships had been destroyed the planet had been terraformed into uselessness by my enemy. I guess there's a lesson there somewhere.

My main problems so far are:
- How do I keep my planets from revolting all the time.
- How to deal with suprise fleets that show up 1 turn from hitting a weakly defended system.
- Figuring out a way to deal with swarm alien menace
stoicfaux
#65 - 2011-11-08 00:23:36 UTC  |  Edited by: stoicfaux
Louis deGuerre wrote:

My main problems so far are:
- How do I keep my planets from revolting all the time.
- How to deal with suprise fleets that show up 1 turn from hitting a weakly defended system.
- Figuring out a way to deal with swarm alien menace


Morale. It's not that well implemented, IMO. Morale will start falling once your planet's population maxes out. You'll lose or gain morale by losing colonies or building colonies. You will lose one morale per turn at max pop. If you have one million spacebucks in the back, you gain +1 morale turn. If the planet has max trade routes, you get +1 morale per turn (trade is researched from FTL broadband.) When you get fusion engines, you can build a police cutter (destroyer hull) which provides +1 morale/turn.

Long story short, you have to watch morale in the beginning until you get fusion tech.

Surprise Fleets. You can put deep scan sections on your ships which increase your sensor range. However, the higher engine techs can still result in a surprise invasion. One trick is to let a ship run out of fuel away from your planets in order to act as a picket. Of course the best plan is to destroy any enemy colony within one turn's flight from you. And keeping a defensive fleet that will live long enough for reinforcements to arrive is always a good idea, especially with "instant" menaces like meteors or Van Neumans.

Swarm. Pain the arse. Supposedly auto-combat gives better results than fighting it manually. Check the wiki for more: http://sots.rorschach.net/

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Vmir Gallahasen
The Scope
Gallente Federation
#66 - 2011-11-08 01:04:03 UTC
I haven't had much problems with the swarm. Fit a few point defense destroyers up (I use 2-3'ish) and send them along with a full complement of combat destroyers (with a CnC ship obviously) and they'll handle queens and nests just fine. Don't let those swarms fester anywhere though, they won't be idle threats forever. If you think a nest is bad, wait till you see ... well, I won't ruin it for you Twisted
Sturmwolke
#67 - 2011-11-08 01:05:29 UTC
Also pay attention to your weapons' enviromental impact when capturing planets.
Mass drivers and lasers weapons have the least impact.
Assault shuttles are very effective if you want to preserve the planet's enviroment, though a hassle to use.

Richard Aiel
The Merchants of War
#68 - 2011-11-08 02:40:17 UTC
Sturmwolke wrote:
Also pay attention to your weapons' enviromental impact when capturing planets.
Mass drivers and lasers weapons have the least impact.
Assault shuttles are very effective if you want to preserve the planet's enviroment, though a hassle to use.



lol when attacking the enemy, SIEGE DRIVERS tend to work well. Keeps em from recapturing the planet >:D

http://i144.photobucket.com/albums/r188/buddahcjcc/SOA-3-2.jpg

Sturmwolke
#69 - 2011-11-08 02:51:23 UTC
Well, he hasn't progressed that far yet (when he's worried about the Swarm menace). Smile
Louis deGuerre
The Dark Tribe
Minmatar Fleet Alliance
#70 - 2011-11-08 10:33:43 UTC
Vmir Gallahasen wrote:
I haven't had much problems with the swarm. Fit a few point defense destroyers up (I use 2-3'ish) and send them along with a full complement of combat destroyers (with a CnC ship obviously) and they'll handle queens and nests just fine. Don't let those swarms fester anywhere though, they won't be idle threats forever. If you think a nest is bad, wait till you see ... well, I won't ruin it for you Twisted


Point defense isn't in my tech tree Lol

A suicide fleet of destroyers didn't make it but my armoured and shielded cruisers with dessie distraction support managed to reach the center and take out the problem. I stopped two swarm invasions, one with a surpise, and cleaned out one system. I do lose every ship in the fleet doing it tough. Perhaps emitters are the answer but I have zero tech in lasers.

stoicfaux wrote:
Surprise Fleets. You can put deep scan sections on your ships which increase your sensor range. However, the higher engine techs can still result in a surprise invasion. One trick is to let a ship run out of fuel away from your planets in order to act as a picket. Of course the best plan is to destroy any enemy colony within one turn's flight from you. And keeping a defensive fleet that will live long enough for reinforcements to arrive is always a good idea, especially with "instant" menaces like meteors or Van Neumans.


deep scan sections : this sounds promising, I managed to stop the last 56 ship suprise fleet but just pure luck an anti-swarm fleet was close by.

Thanks for the tips Pirate
Shadowsword
The Scope
Gallente Federation
#71 - 2011-11-08 12:15:49 UTC
My way of dealing with surprise fleets is just to have nodal defense fleets in the rear areas (I should have at least 1 turn to react), and triple Dreadnought (my favorite being 1 CnC + 2 Armor, all phaser heavy) fleets on the worlds most likey to come under regular attack. The dreds will generally shave off 20+ cruisers of the enemy fleet each turn, and rarely need repair.
Grimpak
Aliastra
Gallente Federation
#72 - 2011-11-08 13:06:14 UTC
Sturmwolke wrote:
Mass drivers and lasers weapons have the least impact.



xcept siege drivers, which are excellent to wtfpwn an entire planet in a couple of salvos and make it forevermore an uncolonizable wasteland.

they do shoot asteroids afterall....

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Vmir Gallahasen
The Scope
Gallente Federation
#73 - 2011-11-08 13:19:10 UTC
Louis deGuerre wrote:
Point defense isn't in my tech tree Lol

A suicide fleet of destroyers didn't make it but my armoured and shielded cruisers with dessie distraction support managed to reach the center and take out the problem. I stopped two swarm invasions, one with a surpise, and cleaned out one system. I do lose every ship in the fleet doing it tough. Perhaps emitters are the answer but I have zero tech in lasers.

Emitters are even better than PD vs the swarm, and they're "adequate" to use for missile point defense if you haven't got the real deal or deflectors/shields to use instead
Grimpak
Aliastra
Gallente Federation
#74 - 2011-11-08 13:27:01 UTC
also, train up xenotechs. your own race' ones will make it harder for planets to lose morale.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Richard Aiel
The Merchants of War
#75 - 2011-11-08 15:56:39 UTC
Update:

The "refund" is coming in the form of Steam money -.-

"we'll get you a refund"
"but not of the money you gave us"

http://i144.photobucket.com/albums/r188/buddahcjcc/SOA-3-2.jpg

stoicfaux
#76 - 2011-11-08 16:39:58 UTC
Well, since I use (and like) Steam, I can live with a Steam store credit. I've sent in my refund request.

fyi: refund thread: http://forum.paradoxplaza.com/forum/showthread.php?567108-Email-support-paradoxplaza.com-for-refund

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Zions Child
Higashikata Industries
#77 - 2011-11-08 17:48:21 UTC
Richard Aiel wrote:
Update:

The "refund" is coming in the form of Steam money -.-

"we'll get you a refund"
"but not of the money you gave us"


Yes, because as a small indie developer and publisher, I totally have the assets, the pull,and the lawyers required to make Steam go through the effort of overturning the one rule that they explicitly state they will never overturn under any circumstances to give my customers a cash refund. Take your Steam credit and get over it. PI and Kerberos has literally no ability to give you back your money in cash, it was handled through Steam, and Steam refuses under any circumstances to do refunds.
Louis deGuerre
The Dark Tribe
Minmatar Fleet Alliance
#78 - 2011-11-08 23:20:11 UTC
Vmir Gallahasen wrote:
Emitters are even better than PD vs the swarm, and they're "adequate" to use for missile point defense if you haven't got the real deal or deflectors/shields to use instead


Lol no emitters in tech tree either. Quess I'll stick with kamikaze approach Pirate
87 ships in one fleet one turn out was the latest joke by the the AI. That colony did not survive Cry
My economy is still horrific but I'm slowly, very slowly, making progress.
Incredibly pleased I managed to defeat a 23 cruiser fleet P
Hilariously, a Peacekeeper entity has arrived and is just slaughtering EVERYONE now. I laughed cause I had just watched a Farscape episode before that happened Lol
Zions Child
Higashikata Industries
#79 - 2011-11-09 01:22:48 UTC
Louis deGuerre wrote:
Vmir Gallahasen wrote:
Emitters are even better than PD vs the swarm, and they're "adequate" to use for missile point defense if you haven't got the real deal or deflectors/shields to use instead


Lol no emitters in tech tree either. Quess I'll stick with kamikaze approach Pirate
87 ships in one fleet one turn out was the latest joke by the the AI. That colony did not survive Cry
My economy is still horrific but I'm slowly, very slowly, making progress.
Incredibly pleased I managed to defeat a 23 cruiser fleet P
Hilariously, a Peacekeeper entity has arrived and is just slaughtering EVERYONE now. I laughed cause I had just watched a Farscape episode before that happened Lol


Oh you poor soul. You don't know the horror that is a peacekeeper entity. FIGHT IT FROM LONG RANGE.
Grimpak
Aliastra
Gallente Federation
#80 - 2011-11-09 02:29:30 UTC
Zions Child wrote:
Louis deGuerre wrote:
Vmir Gallahasen wrote:
Emitters are even better than PD vs the swarm, and they're "adequate" to use for missile point defense if you haven't got the real deal or deflectors/shields to use instead


Lol no emitters in tech tree either. Quess I'll stick with kamikaze approach Pirate
87 ships in one fleet one turn out was the latest joke by the the AI. That colony did not survive Cry
My economy is still horrific but I'm slowly, very slowly, making progress.
Incredibly pleased I managed to defeat a 23 cruiser fleet P
Hilariously, a Peacekeeper entity has arrived and is just slaughtering EVERYONE now. I laughed cause I had just watched a Farscape episode before that happened Lol


Oh you poor soul. You don't know the horror that is a peacekeeper entity. FIGHT IT FROM LONG RANGE.



ImpactorsCool

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right