I'm a games developer from the Netherlands! I mainly am working on space games, as space is my passion.
That would require tiny fighters. In the mod the Super Star Destroyer has trouble venturing through some jumpholes due to its immense size.
Nice game! Dumped a posting about it on a scifi community.
You say its an alpha? Its way better playable than even many release games. Love how it is minimalist but at the same time still offers many possibilities. Lacks much of the clutter and bloatware of many games, and instead lets you focus on what matters: Conquering those pesky Sharatar on caturday and doing some duckhunt on the Gavakens.
Time to try this one!
"This includes avoiding as many hard limits as I can (i.e. Planet population, fleet sizes, etc) instead working on game mechanics that encourage you to balance these things yourself."
That's what I've been looking for a loooong time ago.
Looking forward to it!
Just having 3 ships total currently. The taxi cab is doing small trading runs. Got 2 banshees next to that.
Not had much issues so far. Main thing I'm still trying to figure out is how to let one of the banshees escort the cab.
For the rest, in my one other banshee im doing escort runs on AI's, making money with that. I want to acquire a jumpdrive soon.
Ooh! Sounds awesome!
N-squared algorithm. Haven't heard those terms since I was in university. Awesome!
Also, sometimes the UI is fairly unresponsive (IE: takes time to close or not).I noticed it has to do with the GUI window having focus at that moment. It can be annoying at times when you get into a tense combat situation. Any hints on how to lessen the problems around that without minimizing all screens through F5/6?
I noticed it in the comms menu indeed.
And that sounds awesome! So far I've been enjoying the game.
Been playing the game for a bit. Is there any place to view mission progress?
I'd rather say not so open minded people ;)
Streisand effect pretty much :)
i assume then that what is mentioned in the Q&A and on the pledge page is correct :)
Surprisingly my linux mint machine (with dirty hacks employed to make linux accept the AMD A10 6800K drivers without big issues) runs it very well with wine. I did not have to configure wine except for letting it install directX.
On a side note, about the only games I do not have working yet on my linux machine are XNA based. All the rest, ranging from Rome 2 till many others are working entirely fine.
So I suppose if your machine has enough muscle, you could run a linux VM which is allowed to call to the GPU directly (3d accelerated). Likely more people could test to see if that solution won't make it crash.
Well, sort of what sins advertised years later, but a bit smaller scale in terms of map size. But free movement between planets and more action-oriented than a full 4X game. Call it rather RT4X with 4X being the lite version of 4X.
Which version are you running? (GOG, retail, etc)
Which OS do you run? (64 bit windows 7, windows 8, XP, whatever)
Which error message do you get? (or if none, just a CTD)
Do you use integrated gfx or have a dedicated GPU?
Known issues are with integrated graphics from intel (my laptop has trouble running vector prime, which has intel integrated gfx).
I got the game to work fine on dedicated nvidia GPU's, AMD GPU's and APUś (including the A10 6800K). And on all of those also with both windows 7 x64 and linux mint.
What could also be causing problems is incompatibilities between different retail versions. Some of our packages for download here are incompatible with the GOg version for instance (GOG does not supply a serial key, and our game executable is based on the retail version which has a serial key requirement and as such needs one itself too).
I can not test windows 8 unfortunately, but if you are running that, it will likely be the major cause.
Clones is something I can somewhat understand. Droids are good for the era this takes place in.
You won't disappoint me. I know how hard it can be to make a game. Especially a 4X game. The closest I've been so far is a total conversion for Haegemonia (called Vector Prime). So I am happy that you at least take initiative to develop a game.
It is mentioned that the people who backed the game (in my case, influencer tier) get the game once the kickstarter ends. Would that be in about 10 days, or would it be in the few days after the kickstarter?
I am just wondering since I am eager to play it and I want to avoid having to decide between X Rebirth, Pandora First Contact and Rimworld as the new game I'm gonna play first.
np :) I liked the intentions you have to take the game to. So gladly done :)
Nice one adding it in!
Video posted which is also included on the soundtrack download. I do have ingame stuff to show, but it is still very ugly looking actually. Consider it rather a working game engine demonstration than really something which looks nice.
I'm lucky to have broadband in my apartment. It's not very stable, but hey, the price I pay for it is a steal. Hard to get it cheaper in my country.
I give this game one free internets. Love the way how this stuff just gets made and even published on Desura. Have yet to see that happening on Steam or similar.
PS: Also loving the openness just here. As a RL hermaphrodite, I struggle with the close-minded society generally seen AFK.
I think best is to decide that once the game is further in development. With that especially I refer to multiplayer and general balancing stuff.
Honestly I notice that in this game if you dare to take big risks (quick save often!) you get great rewards. Was great fun to use stars as defensive weapons against space monsters!
nice :) It'd reduce annoyance of lags during autosaves while in combat.
Also, is it possible in any way to make the generation of new sectors be more graduately? Currently when you enter a new sector it lags between 1s (early game) and 10s (late game). Also, I noticed some severe lags on the CPU when a lot of NPC frames and bots are nearby. Could be areas to look into ;)
Also, one thing I must say: I heard many friends say it took too long to reach the 1000-research tier. I myself must say it is not so valid. I noticed that if you travel straight from the start to the unexplored areas, find yourself an area with a few pulsars and then kill a few monsters, you get enough stuff to build some brainer bots. After 4h of gameplay I was already almost at getting a refinery.
You kill the monsters without any techs by outmaneuvering them and letting them fly into stars or pulsars. Then you get science points and can grab any remaining materials. Am close to unlocking grav bombs now.
An hour of gameplay without edits. Lagbursts and such btw because of a faulty HDD. My notebook with an i7 (sandy bridge), 6GB of RAM and a functional 7200RPM HDD runs the same savegame without any lags.
A hint for the dev: maybe make the savegame frequency configurable in the options menu? I'd like that for instance to be less frequent. But at some moments you wanna adjust it. And everyone else wants them at a different moment.
The moment you lose a large piece of source code due to stupidity. Really felt like a moron then!
Saw the invite land right while I was playing Total War Rome 2. Coincidence.
Put it into the site link here. Official forums ain't online currently, so that makes those pretty much the official ones :)