Wonder if anyone here has tried the new StarDrive 2 DLC (Sector Zero). Sounds pretty fantastic (8/10) according to a review on SpaceSector. Oh wait. Found Brian’s videos.

Just trying to decide whether to get this or Polaris Sector.

I was considering Polaris Sector. I read this review and it seemed like I’d be disappointed.

Other than an interesting mechanic for research, there is nothing to separate Polaris Sector from the dozens of interstellar 4X games already on the market. With Stellaris, MOO, Predestination, Endless Space 2 and Distant Worlds 2 on the way, the only reason to get this is if you’re a completist.

While I don’t disagree with the conclusion, I disagree with the premise for it. Both Endless Space 2 and Distant Worlds 2 are far out in the future, Moo does not inspire much confidence so far (Especially with its design-by-comitee approach). That leaves Stellaris and Predestination. Of those, only Stellaris looks to be great, unfortunately.

One more person to sign up to my link https://goo.gl/94RyH8 and I can get Early Beta for Beyond Dark. I promise this is the only time ever I will do this shit :)

In advance thanks.

I Already signed up on your link, but do have another email address I can use as well, if that would help?

Oh, I could do that myself I guess too, didn’t think of it, I feel a bit shameful for doing this, sorry but I do like space games…

Haha, not to worry - I know the feeling.
The website recognize me, so I can’t do it here from work - I’ll try once I get home on my other email :-)

Does anyone know if shutting off victory conditions in Stardrive 2 has been added? That is the biggest complaint I have read on various forums on the expansion. Apparently there is a new victory condition set at 1000 turns which interferes with the other new victory conditions that were added. I did read on the Steam forum where the dev stated he will add the ability to turn them off but not sure if that has occurred at this point.

From the Steam page:

March 12

Hello & March 12 Patch

Hi folks - it’s been a hectic week here at Zero Sum Games. We’re thrilled with the reception of the DLC, and I’m pleased to keep on getting your feedback. We have a great community and I’m listening for any bug reports and feature requests and working hard to get them to you ASAP.

To that end, I have I uploaded a small patch today with the following changes.

  1. Fixed the issue …
    .
    .
    .
    6. Added options to disable victory conditions when creating a new game
  2. Fixed an issue …

LIMIT THEORY developer is still alive and coding! :O

No game or engine screenies – I’m still not graphically back to where we were previously (meaning I haven’t brought all of the rendering and shader tech over to the new platform yet)…have actually been focusing a lot more on the gameplay side of things, and can I just say (I think I’ve already said this)…it’s an absolute joy writing gameplay code in augmented Python (yes, this was going to be revealed in the ‘proof’ anyway) as opposed to C++.

(…) it’s an absolute joy writing gameplay code in augmented Python (yes, this was going to be revealed in the ‘proof’ anyway) as opposed to C++.

I’m a Python programmer and I love it. That said… it’s a bit of a weird choice in some ways. First, he went with Python 2.7 over 3.* (which was an odd choice at this point, particularly considering Windows builds), and second, it makes me wonder how he handles multithreading around the global interpreter lock Python has. I’m not sure it was the best technical choice (though I have to be honest and say that it’s not like there are a lot of choices for “main” game programming - Lua is meant to be embedded, Angelscript has its own quirks, etc.), though it is certainly a developer-friendly choice.

Brian, I saw that you are interested in Good Robot. Have you been following Shamus Young’s blog about designing it?

I’ve enjoyed the time I have spent with Polaris Sector quite a bit. It does have some rough edges, I think the pirates are a bit too strong to early and do not seem to have a base to blow up, but overall I like what it brings to the table.

The ships for each race are of a unique style and size, which makes a difference when designing ships. The designs you use change how you employ the ships in combat. Having a dedicated point defense ship and matching anti-capital ship design works well. You are always balancing trade-offs on power/attack/speed/defenses on designs and these things matter in the combat.

There are four types of fighters, from the basic up to gunboats that have a single 360 degree turret as well as their other hardpoints.

The research is pretty well done, if a bit slow for my tastes overall. The whole game is a lot slower paced than most space 4X.

The ability to build fighters and defense satellites at a planet, crate them up and transport them with a cargo freighter out to whatever chokepoint you choose and then poof defensive position is very nice.

Another difference from most 4x’s is the way that attackers are at a disadvantage when coming out of a warp point. The defender gets to preposition their ships, the attackers start spread out across their half of the map. This can make things very interesting as you try to consolidate your fleet, or on the defense, to get fast ships and/or fighters over to destroy enemies in detail.

The other main difference I can think of off the top of my head is the way espionage works. You build freighters with either active, which can do sabotage incite riots steal tech etc, or passive espionage abilities. The passives can be used in your territory to spot cloaked enemies, and in enemy territory to get information on ships/planets etc.

The game is also very moddable, although at the moment at least it doesn’t support steam workshop.

I don’t regret the purchase, and hope that modding/expansions continue to make the game even better.

Does a game have to do anything to be different? Shouldn’t the ultimate question be whether you found the game fun even if it has familiar mechanics?

No, and there are games that I like that trod well-warn ground but are polished enough that the experience feels fresh (MOO, for instance). But after almost 40 years of playing computer games, and another 10 years before that of board games, my number one requirement of ANY game trying to get my attention is that it show me something I’ve never seen before.

Thanks, Dan (for the pointer to SD2 shut off victory conditions)

Welcome, my friends, to another week of spacey game goodness, and I’ve got plenty for you this week! In this week’s game of the week, I take you back thirty years to 1986’s Starflight! I’ve also got a one-off look at The Fleets of Sol, and more coming up this week!

The podcast this week is actually on Saturday morning at 6 AM Pacific time to accomodate our overseas guests. We’ll be talking to the folks at LGM about the soon-to-be-released Starpoint Gemini Warlords.

On Thursday’s Multiplayer Madness at 5:30 PM Pacific, we’ll be giving Space Food Truck a whirl!

Finally, I’ve resumed updating Rogue Game Junkie, starting with Path to the Sky and Good Robot, with more coming up this week.

Thanks folks!

Welcome to another week of spacey game goodness, my friends! For this week’s game of the week, we go back to 1989 with Starflight 2: Trade Routes of the Cloud Nebula. I’ve also whipped up previews for Battlefleet Gothic: Armada and Halcyon 6: Starbase Commander (which will be up tomorrow). I also hope to put up a preview of Starpoint Gemini Warlords latter this week.

On Tuesday at 5:30 PM PDT for the Podcast, we’ll be talking to the lead developer and co-creator of the long-time spacey MMO, Vendetta Online.

On Thursday at 5:30 PDT for Multiplayer Madness, we’re going to try to get some Fractured Space going.

Thanks friends! :)

Hey Brian, does Battlezone 98 Redux count as a space game? It’s out on Steam now.