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A turn-based grand strategy game in space: Defend Earth against an alien invasion from the edge of the Solar System. Negotiate with the various governments of Earth and secure their support - One way or the other. Establish your bases on other planets to take the fight to the enemy. Design and build powerful spaceships, then take them into battle. The game is currently in Beta.
0 comments by Cironian on Jan 22nd, 2013
With the Beta update scheduled to be released later this week, the Alpha pre-order bonus will be coming to an end at that point. So this is your last chance to put your own name into the game, complete with a permanent recruitable character designed by you.
So if you have not bought Solar War yet, or have bought it but didn't get around to creating your character, do so now before the chance is gone!
Click here for further information on how to create your own character.
Latest tweets from @snipefish
@terrycavanagh Most likely the previous numbers weren't random enough.
May 31 2013, 1:44am
Just noticed that I forgot to import the last 3 people to make a signature character into the release. Sorry guys, I'll fix that next time!
Apr 20 2013, 9:19am
And you're allowed to exceed the fleet command limit. It just decreases the various bonuses your Admiral gives.
Apr 18 2013, 3:33pm
Base values are Cdre at 0.5, RAdm at 2.0, VAdm at 5.0, Adm at 20.0 and FAdm at 50.0. Then multiply by (leadership / 100).
Apr 18 2013, 3:32pm
@Shajenko Looks good to me. Remember that it's a rank based value multiplied by leadership skill, so skill 0 means 0 fleet command.
Apr 18 2013, 3:26pm
@nothingxs And if your tac officer has the land or sea experience traits, his skill is increased by 5 for boarding purposes.
Apr 18 2013, 12:20pm
@nothingxs Also, remember that crew quality level and the launching ship's tactical officer skill apply to your shuttles.
Apr 18 2013, 12:19pm
@nothingxs The "Alien Physiology" and "Alien Biochemistry" techs give +10% boarding strength each now, that might help a bit.
Apr 18 2013, 12:16pm
@nothingxs Beginner difficulty gives you a huge boarding bonus. Have you tried that?
Apr 18 2013, 11:57am
This one fixes a big issue with new campaign setup, so everyone should get it.
Apr 18 2013, 1:28am
Really excellent game. Had tons of fun with it. There are a few issues I'd like to discuss though.
First off, missions and mission penalties. It's been mentioned before, but the penalty stacking is horrible and makes the game incredibly stressful at the start. Getting a base on the moon is easy, but 6 months to get a outpost on Mars? Which is guarded by a Starbase? And a while after that you recieve a mission to take Jupiter all of a sudden? I had a tremendously difficult time at the start of the game dealing with the constant light cruisers and trying to establish a foothold on the various moons and planets in order to complete the missions. After you've taken Jupiter though, you stop recieving missions at all, and there are no varieties on missions so far either.
Secondly, the slow and awkward start of the game. You spend a long time just chilling at home on Earth and researching stuff. It takes quite some time for you to get going, and it feels incredibly odd that you have two ship classes, fighters and corvettes, who aren't used at all in the game. In fact, why are they even there?
Thirdly, the combat. More sprites would be absolutely great, but the one thing that annoyed me the most was the lack of feedback regarding damage. Beams are better against shields from what I understand, and ballistic weapons are far better against structure and armor, but there was a lack of feedback regarding this, and I'm still confused regarding which weapons you should use.
Finally, more structured UI and more explanatory tooltips. When designing a ship, make objects you can fit on your ship green in the list, so you know what you can safely add instead of doing a quick comparison. Objects which are red cannot be fitted, and yellow objects can be used, but will cause heat issues.
Game's great, but I see the game being even more great if these issues were adressed.
The trick to the Mars mission is to figure out how to efficiently kill a Starbase, which is more about your weapon choice than number of ships.
Here's a big hint: You have one class of weapons which has mostly awesome stats, were it not for that terrible accuracy and trouble getting through shields... and a Starbase can neither dodge your shots nor use shields. Though I'll see about putting that an an in-game hint soon.
Fighters and Corvettes exists mostly for story reasons as a reasonable ground launched ship for the first battle.
Some sort of highlighting of modules that fit your design in the ship designer is a good idea.
Ok got a good play in and I have to say I am impressed. I like the gameplay for the mostpart but a few things really need to be adressed. and i know this is a beta and its a long way from final ballancing but you really really need to take another look at mission penalties. I thought that if i failled to do a mission in the alotted time it would give me a one time negative mark on my review or maybe a short period of negative influence like 5-6 reviews worth. Not only did the negative marks stack they persist until you complete the objective. The mission in particular that i was up against was the mars takeover mission which had a starbase on it that obliterated 2 LCs 1DD and 2FFs in a single turn, leaving me with nothing but one DD. Yeah that was the point I rage quit. I think you should allow transplanetary travel at the DD level it would go a long way to helping with the early game and wouldnt leave you reasearching half the tree while waiting to do anything more than sit there waiting to get killed.
The only other thing I thought needed work was the ship icons. You really need to have different ones for the two species and whats better they could be in full color if you couldnt mistake them with the enemies!
I do have a few suggestions for you that arent something you have to fix like the above two.
I love this campaign its awesome! BUT you should see about expanding the game map a little to nearby earth systems. To be honest it really does not make sense that a species has to have warp drive to tool around their own star system. (Fusion drive would have about the same level of effect your warp drive does as far as moving around a star system)
Making fighters relavent to late game and adding in carriers that can spawn them would be a nice touch but its not necessary.
The main unit balance doesn't work with DD being able to travel between planets: At that tech level the CLs are filling a carrier role: With bad firepower/cost ratio by themselves, but needed to get your actual combat units to where they should go. Just think of your Destroyers as really, really big fighters. Basically, your fleet should have as few CLs and as many DDs and FFs as possible to get the most bang for your buck.
Sorry, I don't have the money to buy any new graphics. (And the game hasnt't sold nearly enough copies to fund it off that, which was my original idea for the beta)
Here's some free back story: The warp drive in this game becomes both slower and much less efficient when far away from an anchoring gravity well like the Sun. That's also the idea behind the roughly spiral shaped trajectory your ships take. To travel between systems in less than decades you need a different drive system. Like the one the Alien Mothership has. ;-)
Not trying to be pushy or too impatient, but when will we see the new build on Desura? Saw the post that it was finished over 3 days ago and been checking here several times a day.
I am currently uploading it, after which it will have to be approved. There were two big problems with the initial 0.90 release, which required a 0.90a and 0.90b before they were completely fixed. That's why I didn't have time to upload it here yet.
If you want a new release the moment it's out, you can always use the Connect feature up in the menu bar to get an account at my own site.
I just hope you keep the idea that ships and crew are valuable and shouldn't be wasted en mass on targets...
Quality over quantity is always better in my opinion, and something alot of strategy games overlook. They just expect you to fling wave after wave of nameless troops at the enemy all in the name of victory.
On that note, I would love to see better damage control and display for ships, nothing flashy but maybe a little diagram with red areas where damage has been done, as well as systems damaged. Maybe a way for crew to make small repairs to damaged systems.
Any plans for carrier ships? As well as late game fighters to go with them? I didn't see any in the tech tree, but I might have missed it... These would be great for the new weaker side and back armor system you are going to add.
This game is awsome and I can't wait to see it when it is finished. Voted for it on Steam, then found it on here and bought it right away and so far has been well worth the money. Thanks and keep up the good work.
I agree that training up quality units should be rewarded, and while you can win the game by throwing units at the enemy it is a lot easier if you build up experienced crews and officers, as those skill bonuses can stack up to impressive heights.
Real carriers are not on my to-do list. The "fighter" role is supposed to be filled by specialized Frigate and Destroyer designs, as they can achieve a much higher thrust/mass ratio than the Warp capable ships. The only difference is that they are significantly bigger than actual fighters and start the battle launched. The Cruisers act as carriers for those smaller ships in this model, in that they transport them from battle to battle.
Glad you're enjoying the game so far!
That would require me to move the weapons to the sides of the ships, adapt the control scheme for sideways firing and most importantly change the battle AI around to handle all of that.
That's a lot of work, so that won't be happening.
Fair enough, I forgot about the AI.