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Legends of Pegasus - What sots 2 should have been?
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Topic: Legends of Pegasus - What sots 2 should have been? (Read 19238 times)
0 Members and 13 Guests are viewing this topic.
nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #60 on:
August 02, 2012, 05:44:27 pm »
No vermilion, someone as smart as yourself should recognize that juse because something is dumped in the "Future Fantasy" category does not automatically make it bad.
Or you implying the first starwars movies were shit cause they didn't explain how crap worked? explaining the bloody force is what ruined it in the first place. Pretty sure it's regarded as some pretty good sci fi last time I checked.
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Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #61 on:
August 02, 2012, 05:59:09 pm »
I'm not condemning future fantasy at all, I'm saying it's bad when they don't explain the mechanics. Star wars is a very forgivable example, since even if they didn't publish several books explaining many, if not all of the mechanics of that particular universe (which they did), I would still regard it as a decent action film.
In regards to the examples posted by AmPM, I never found anything in the Aliens franchise to be incredibly outlandish as to require the above type of literature associated with it. Of course the latter films and the crossovers became quite overdone, but the original films seemed plausible AKA they appealed to my suspension of disbelief AKA they were good science fiction. I've always hated Star Trek and especially loathed Battlestar so I can't say for those two. I never liked the Foundation books, and much preferred Asimov's Three Laws of Robotics work, but at least in those novels he managed to present the more outlandish elements with scientific backing.
«
Last Edit: August 02, 2012, 06:00:41 pm by Vermillion_Hawk
»
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What is a man? A miserable little pile of secrets.
- Andre Malraux
- Dracula
AmPM
Community Mapper
Posts: 7978
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #62 on:
August 02, 2012, 06:26:44 pm »
Not to mention Science Fiction also covers Fantasy, which is a sub category and uses....MAGIC.
The key to a good story is maintaining the same rules throughout. If magic exists it exists, if it doesn't it doesn't. If something works based on these principles then it always works on those principles.
There are many things that have to be ignored in order to do things, even if a book attempts to explain the technology, it still isn't based in science.
Star Wars is a good example. Really? Flying by eyes? In space? Are you shitting me? Still great scifi, because the idea that it works like WW2 combat in space is continuous and doesn't change.
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Sachaztan
EIR Veteran
Posts: 2667
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #63 on:
August 02, 2012, 08:08:41 pm »
Fantasy isn't a sub-genre of sci-fi.
They're all part of speculative fiction. Though it is true that they sometimes can appear very similar.
«
Last Edit: August 02, 2012, 08:10:17 pm by Sachaztan
»
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #64 on:
August 02, 2012, 08:09:42 pm »
Quote from: Sachaztan on August 02, 2012, 08:08:41 pm
Fantasy isn't a sub-genre of sci-fi.
Its AMPM
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #65 on:
August 05, 2012, 07:25:15 am »
Race trailer time!
Humans... Yup, these are humans, we're pretty dumb are we not?
www.youtube.com/watch?v=hRkRUDM-glA
Aaaaand, an evolving synthetic race of a long forgotten past...
www.youtube.com/watch?v=14pWaXRpDZ8
One thing that second trailer shows is, they seem to play radically different from the human race, even more so than in Endless Space...
If you look at the ship design for the X'or compared to the humans thou, it looks RADICALLY different. THAT, is going to be interesting, actual proper diversity between races rather than a trait here and there, down to fundamental ship designs.
Course, could just be wrong on that, but I doubt it from what the trailers show... cheesy and all, I really like em.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #66 on:
August 05, 2012, 07:42:48 am »
ship graphics look shitty and so does the sound of the guns.
did they really think they would get away with a lazer that sounds like a child playing with his space ships? (Peww peww peww)
Why not this?
http://www.youtube.com/watch?v=v2kHwNKUDfo
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #67 on:
August 05, 2012, 08:19:53 am »
lul, oh you
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #68 on:
August 05, 2012, 08:23:57 am »
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brn4meplz
Misinformation Officer
Posts: 6952
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #69 on:
August 05, 2012, 08:40:59 am »
Those ship physics... Those human ships in the trailer had better be the smallest ones they got. Turning on a dime like that...
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #70 on:
August 05, 2012, 09:00:40 am »
Quote from: brn4meplz on August 05, 2012, 08:40:59 am
Those ship physics... Those human ships in the trailer had better be the smallest ones they got. Turning on a dime like that...
Yeah... It does look a bit iffy that's for sure, but hey, if you showed me the first builds of the original sots I'd be equally skeptical, lol... Gotta keep an open mind about this genre, for what that says about it.
Anyway, already bought the thing so I'll deliver my report when I get my hands on it, good or bad you can count on that much
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #71 on:
August 05, 2012, 10:44:17 pm »
Quote from forum mod q&a on their forum, sounds good on paper, we'll see how well it works in a few days.
Quote
So sorry for not answering your post earlier. So here are the answers to the best of my knowledge:
Technology: Each race has a unique tech tree. Of course some technologiesare the same for each race such as a colonizing module for example. But there will be enough differences for a unique playstyle. Examples: Humans tend to use particle weapons, their tech tree does not feature as much laser/beam weapons as that of the X'or.
In addition to the main tech tree of each race, you can choose bonus tech trees at the star of each match. These give you a special technology branch in your tech tree that you can research in the course of the game. For example, the humans do not have EMP weapons in their main tech tree. But if you choose the ion bonus tech tree, you can develop these weapons as a human. There are not only weapon bonuses. The tyrant doctrine bonus tech tree for example gives your race researchable technologies that you can use to push down hard on your colonies so you can force them to keep producing even when the morale is low.
As a benchmark, the game in it's current state has around 2000 researchable technologies. We had more, but we wanted the technologies to have impact and not only stand for themselves. So we reduced the number a little bit.
Weapons: I may forget some weapon types but I know that we have beam weapons, lasers, particle weapons, EMP, missles/rockets/torpedoes, tractor beams. I dont think we have biological weapons. But there will be hangar bays for fighters, interceptors and bombers. And there will also be special weapons (the tractor beam being one of them). Given the right technolog you can also target four different sub-systems on each enemy ship, for example destroying the engines.
Factions: Each game can be played with up to eight players, be it real players or AI in various difficulty levels. Yes humans can go to war with humans same as against the X'or or Arthrox. Each faction stands alone at the beginning. You can also have diplomatic relationship with each of them. In addition, each faction can also have diplomatic relationships with each of the guilds. They are not real factions and do not count into the eight player limit. They are just randomly roaming the universe.
Orbital defenses: Each race has orbital defense structures as well as deep space military bases that you can freely place in each system. The shipyard produces a special freighter that you can then move to the location where you want the station to be build. With a special command, the freighter then "unpacks" and builds up the station within some turns. Same procedure for some other deep space structures like sensors.
Random events: Yes, we are planning random events for the sandbox mode. But I cannot yet say if these work out or which ones these will be.
Specials on planets: Most of the planets will have certain special charactaristics. There may be ancient ruins on a planet that you can research with a special building. Or there may be native tribe there. But most of the resources are harvested in asteroid fields, not on the planets themselves. The colonies produce credits (for the human race) as a basic resource and of course up the manpower of your faction, resulting in more officers (for the human race) which you need to man ships.
AI: We are still testing this. I dont want to promise too much here. Let me test this a little longer and then ask me again. :-)
Many greetings,
Chris
Guilds are, from what I can tell, subfactions that act sort of like roaming city states, maybe pirates? Among those lines. Dev also confirmed planetary anomalies, special tech ruins and things like that, also random events.
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Poppi
EIR Veteran
Posts: 1080
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #72 on:
August 06, 2012, 12:49:22 am »
again seeing those 2000 research technologies seems like 1800 of minor to non relevant upgrades.... you probably get more out of strategic gameplay with 50 or so.
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #73 on:
August 06, 2012, 01:36:27 am »
Quote from: Poppi on August 06, 2012, 12:49:22 am
again seeing those 2000 research technologies seems like 1800 of minor to non relevant upgrades.... you probably get more out of strategic gameplay with 50 or so.
Never played GalCiv
? but yeah, true enough... will see how it turns out.
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Sachaztan
EIR Veteran
Posts: 2667
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #74 on:
August 06, 2012, 06:40:44 am »
Quote from: nikomas on August 06, 2012, 01:36:27 am
Never played GalCiv
? but yeah, true enough... will see how it turns out.
That was one of the things I didn't like with galciv.
Tech for lazer mk1-mk99.
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #75 on:
August 09, 2012, 07:46:23 pm »
So something I missed earlier, apparently it has a 40 hour story campaign going trough the 3 factions with 1 character... Looking forward to that if it's good.
Anyone remember Haegemonia? That was a good game...
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Poppi
EIR Veteran
Posts: 1080
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #76 on:
August 10, 2012, 02:10:32 am »
i think the campaign will be a good thing.
while its going to make you play in baby steps. Its more satisfy than playing a map for 6 hours then in the end all you get is "you win" text
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #77 on:
August 10, 2012, 10:35:01 am »
http://www.youtube.com/watch?v=cFz-mebyZI4
Trailer for the last of the main races... good lord, if they actually have a good writer on board for the story color me pretty exited... then again, I'll find out in an hour, lol
Also, if I livestream the thing, anyone going to bother to watch that? Seems simpler than explaining everything for anyone that cba to watch it.
«
Last Edit: August 10, 2012, 10:37:04 am by nikomas
»
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #78 on:
August 10, 2012, 11:34:59 am »
First impressions? Voice acting and a storyline, so that's nice...
The less nice impressions? As far as I could tell the only grapic settings you can change are resolutions, and you rotate the camera by holding down the right mouse button... yuck.
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nikomas
Shameless Perv
Posts: 4286
Re: Legends of Pegasus - What sots 2 should have been?
«
Reply #79 on:
August 10, 2012, 01:27:55 pm »
Yo, games pretty much broken, good ideas but pretty, well, broken...
Not Sots2 broken, but still broken
Patchnotes in here!
Changelog Version 1.0.0.3960
- Ships can be self-destructed with ‚del‘ key (included in the key config)
- Cropped tutorial textboxes are working again
- Icons for components from extra techtrees are no longer invisible when build
- Changing your player name in the options now saves correctly
- You should no longer be able to cancel your opponents construction queue
- Needed technologies not available to research in the campaign, should be fixed
- Re-Enabled max player count for skirmish and multiplayer, but only one AI-Opponent possible at the moment
- Tooltips for ship hulls and ship modules not visible in some situations should be fixed
- Different savegame fixes and a minor bugfixes
I mean, just read those patch notes, lol
«
Last Edit: August 10, 2012, 01:37:40 pm by nikomas
»
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