I would imagine the blasting you’d get would be a lot less nowadays, but one can only guess. At least think about posting over there and letting the fanboys chew on it for old time’s sake.

Yea I’d recommend posting it on the suggestions forum.

Well, 200 + turns out, really stable, 6 player DISC, turn times are good, I’m happy.
AI is somewhat weird, sometimes he gives me absolute hell, I can’t get off the ground, other times he leaves me alone…

Combat in space works, however I keep wondering if they ment for their space combat to contain a lot more ships than it does now.

Woah, what firepower on my new War Dreadnaught, I could sit in design and watch that thing fire on those targets ALL day…
Holy crap what a game it would be just to play one of them…

Yeah I have to admit, despite the huge holes that still remain to be fixed, I’m starting to have a good time playing it. I find I’m kind of liking the smaller scale of combat compared to SotS actually, although I suspect there will be some tech advances down the line that up the number quite a bit.

I know one of their goals was fewer, more important, and less disposable ships.

Did someone say how to change combat distance, I often find my pursuit ships not closing in enough to give proper fire to the enemy.

Pursuit range is based on the primary weapon. You select your primary weapon by “starring” it like a favorite.

Thought y’all might like to see this:

Paradox: Sword of the Stars 2 was “a big failure”

<shrug> There are still a ton of people who never saw a refund like me, and for them to continue to market the game on Steam while talking about how much of a ‘failure’ it is, is hypocritical in the least, and unethical at the most. Why would they even say that at this point, such a slap in the face.

It’s nice that he’s taking responsibility, but it doesn’t exactly explain where the failure happened. The reference to changes in contracts seems to support the idea, to me, that Kerberos was beyond an agreed upon release date and beyond Paradox funding agreements and thus both sides were stuck.

Yea, he mentions the choice between two really bad decisions but I still don’t understand why it had to be like that (because I don’t know the details). Maybe someday the whole story will come out.

Yeah you’d think the normal route would be to fund the completion of the game, in exchange for Kerberos getting a smaller slice of the sales income. That or just drop the game entirely if the expected costs of completion were too high.

I’m wondering if that whole renegotiation broke down? I guess ‘who owns what’ if the game isn’t ready on time is the critical part of the contract.

Well, for what it’s worth, he says they’ve changed the way the do contracts with third parties so that might be exactly what they’re going to do in the future. It’s still a little mind-boggling that people weren’t able to come up with that in time to stave the disasterous release that this was. Then again, one thing I’ve seen with mismanagement is that there’s always enough blame to go around when it comes right down to it. It’s good that Wester took full responsibility for the release, but I doubt we’ll ever know for certain what the nitty-gritty details were.

Thing is in the end I guess it doesn’t matter too much on the consumer side: we’re waiting for the game to be completed (or waiting for a refund that is proverbially forever in the mail for Lorini). At least it’s shaping up to be pretty solid and I’m looking forward to seeing the whole package when they’re done. And yes, they’re still selling it at full price. At least anyone looking to buy it will have easy access to reviews or message boards explaining the state of it. That said, it seems like a worthwhile purchase at this point (at long last)

I think there must have been a breakdown of trust, even if only temporarily, as otherwise Paradox would have extended the delivery deadline. Presumably the sticking point was just how much Kerberos was going to have to give up in exchange for that, and the best they could come up with was to release it as was and patch it into submission later.

IMO it’s pretty fun to play now and it’s shocking to see how far it’s come from launch state. I hope that this has gone some way towards mending the relationship between Kerberos and Paradox; sounds like it’s a risk that comes with working with the smaller dev teams.

Glad to hear it. I ordered it from amazon.co.uk, a few days ago, for about £10. I’m looking forward to trying it out for myself.

And the fixes just keep on coming:

r19278b

Critical Fixes:

  • Fixed a combat memory leak.
  • Fixed a crash that could occur when clicking the research cube on
    the star map.
  • Fixed a crash that would occur in the research screen when the
    slider was set all the way to government.
  • Torpedoes now apply damage to planets.
  • Fixed a bug that caused battleriders to crash the design tooltip.
  • Fixed a crash that could occur when requesting enclaves.

Other Fixes:

  • Fixed missing Bio-missile art for Morrigi.
  • Fixed a couple Human, Hiver and Morrigi DLC art issues.
  • Fixed the problem with some carriers not being able to rotate while
    riders were docked.
  • Fixed an issue with riders taking too long to dock.
  • Fixed a couple issues that were leading to phantom fleets, related
    to deployed gates and defense fleets.
  • Carriers can now carry other carriers.
  • Fixed an issue where loaded games could mix up player ID’s.
  • Fixed known issues with Kingfisher.
  • Fixed issues where ships were not targeting stations correctly in combat.
  • Fixed an issue where destroying the mission section on the ship
    would kill all crew onboard.
  • Fixed an issue with Game Setup options resetting when switching maps.
  • Fixed issues with combat AI splitting targets.
  • Fixed issues where bio-missiles were not launching.
  • Added missing bonus for Expert Systems.
  • Added missing bonus for Orbital Drydocks.
  • Added missing bonus for Heavy Platforms.
  • Corrected bonus for Materials Applications.
  • Fixed a bug that was causing designs to return incorrect attributes
    once they had been committed.
  • Fixed a bug that was reporting the build times for ships with naval
    stations incorrectly.
  • Removed duplicate “destination” text from fleet lists.
  • Made a change to address the concern that missiles would continue to
    move after combat had ended.
  • Battle riders are now silent while docked.
  • Fixed known issues where tracking weapons would fail to hit ship
    targets after their sections were destroyed.
  • Turrets no longer fire missiles after the crew are killed.
  • Fixed an issue where assault shuttles would not return to tender.
  • Fixed combat AI not launching battle riders.
  • Fixed the decimal place in reported post-combat damage.
  • Fixed issue where ships would not point off the horizontal combat
    plane to aim.
  • Fixed an issue where the AI was making poor/mixed weapon decisions
    when designing ships.
  • Fixed an issue where a colonization was available for targets with
    known enemy colonies.
  • Fixed a handful of sounds that did not have attenuation set and were
    therefore audible from everywhere in combat.
  • Fixed known issues where the Hiver gate traffic was not being
    updated correctly.
  • Fixed known issues where Liir were no longer being slowed in
    proximity to gravity wells.
  • Addressed handful of engine types that could be heard constantly
    regardless of distance from camera.
  • Addressed variety of standard turrets that weren’t able to target straight up.

Other Changes and Additions:

  • Psionics can now be researched, designed into ships and activated in the game.
  • It is now possible to repair riders in the repair dialog.
  • Added antialiasing to many parts of the game. 3D scenes now use FXAA
    antialiasing by default, which can be disabled in the launcher if desired.
  • Reduced fleet icon click radius on the star map.
  • Biomissile and other super-class weapons are now reported in the
    post-combat dialog.
  • Added plague effects.
  • Increased pitch range of turrets across the board to make them more
    effective at PD off the combat plane.
  • Sensor range discs now have clearly defined boundaries in combat.

How far are from feature-complete, do we think? I picked it up on the Steam Chrimbo sale and I’d like to play it one day.

Are we already at the point where tactical combat is playable? Having ships NOT chase enemy ships who are running kills it for me.

I’d love to know if this is playable yet? Im teetering on the point of buying, but i would like to know if most things now work as they should?

I’d give it a little more time, at least wait for a good sale (I’d be surprised if that didn’t happen soon).