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Sword of the Stars - I am a bit lost

Sword of the Stars - I am a bit lost

Hi there!


I finally caved in and bought Sword of the Stars (with a couple of expansions). I have looked at a couple of tutorials and played for an hour or two. I have a few questions that I would like to ask the great ppl of this forum:

1. My first planet (the one I start with) is always awsome and can produce a couple of ships a turn from the start. Is there any reason not to spam colonyships (with tank ships) from the start?

2. The planets that I colonize have very little production and will take very long to develop as far as I can see. Is there anything I can do to transfer people or other stuff to get my colonies up and running faster?

3. I killed an Alien derelict (or something of the sorts) with some torpedo that I researched. As far as I can see I got no kind of reward for this. In other games you get access to tech, a good planet or something. Are they there just to be in the way of expansion?

4. Any other tips are welcomed!

:pout:  

178,348 views 40 replies
Reply #26 Top

Khardis: All colonizers transport some infrastructure to the planet.  The Biome Colonizers do some instant terraforming when they land on a planet, as well as carrying far more population and a bit more infrastructure than destroyer colonizers.  They're really, really good.

Reply #27 Top

Quoting Martok, reply 23
Dude, that's not much of a comparison.  Just about every 4x game ever released is better than MOO3.

Well, I personally loved it. It wasn't that bad, just it got dogpiled upon release due to few minor issues. Maybe its just cause I skipped MoO2 and and went directly from MoO, but I didn't notice any gamebreaking issues in it. It was fun to play.

 

Reply #28 Top

Quoting DKL, reply 27

Quoting Martok, reply 23Dude, that's not much of a comparison.  Just about every 4x game ever released is better than MOO3.
Well, I personally loved it. It wasn't that bad, just it got dogpiled upon release due to few minor issues. Maybe its just cause I skipped MoO2 and and went directly from MoO, but I didn't notice any gamebreaking issues in it. It was fun to play.

 

 

Wow...

 

Look I enjoy MoO3 quite a bit myself, but without the player patches and mods the game really was FUBARed.

 

That said, it was very fresh to have a macro oriented game, and a lot of the pieces worked, it was just very difficult to figure out how to interact with them properly.  But...

 

The AI *COULD NOT* invade your planets unless they built the transports in the same system.  Kinda completely broken.  Some diplo reactions were the opposite of what they should have been (so improving your trade agreement lowered relations in some cases).  Some espionage missions did nothing...

 

I can agree with the 'it was fun to play' to an extent, I enjoyed it for a while before the patches, but there were gamebreaking issues.

Reply #29 Top

Well, I personally loved it. It wasn't that bad, just it got dogpiled upon release due to few minor issues. Maybe its just cause I skipped MoO2 and and went directly from MoO, but I didn't notice any gamebreaking issues in it. It was fun to play.

Lets hope Atari will release a digital download via Impulse. I want to see what all the fuss is about. I've heard once it was patched up it was a good game.

back on topic. When I got Sword of the Stars I was into SoaSE big time so when the camera didn't work like Sins and my poor destroyers ran out of gas after one jump I got frustrated and didn't give it much of a chance. But I've gotten into SotS now and I am liking how the game plays and appreciate it for its' turn base play and realtime combat. Demos are around and they give you a good look at the mechanics of the game. The more I play the more hooked I'm getting. Turns are flying by now.

Reply #30 Top

Quoting mbaron888, reply 29

Well, I personally loved it. It wasn't that bad, just it got dogpiled upon release due to few minor issues. Maybe its just cause I skipped MoO2 and and went directly from MoO, but I didn't notice any gamebreaking issues in it. It was fun to play.
Lets hope Atari will release a digital download via Impulse. I want to see what all the fuss is about. I've heard once it was patched up it was a good game.

back on topic. When I got Sword of the Stars I was into SoaSE big time so when the camera didn't work like Sins and my poor destroyers ran out of gas after one jump I got frustrated and didn't give it much of a chance. But I've gotten into SotS now and I am liking how the game plays and appreciate it for its' turn base play and realtime combat. Demos are around and they give you a good look at the mechanics of the game. The more I play the more hooked I'm getting. Turns are flying by now.

 

Get it from GoG. The other Digital Distro's haven't been able to be modded or patched, in my experience. I first grabbed it on D2D, before I realized how shit they were, then through Gamer's Gate, but with similar results. The GoG version, though, has accepted the player patches fine. And hell, it came bundles with MOO1 & 2.

SotS does have a bit of a learning curve, and the tutorials aren't great, but the gameplay is pretty damn pure fun once you start to get a feel for it.

Reply #31 Top

SotS does have a bit of a learning curve, and the tutorials aren't great, but the gameplay is pretty damn pure fun once you start to get a feel for it.

Yes.  And it has mods.

Reply #32 Top

Oh, one more question.  Does a sandbox with random map generator mode exist?

Reply #33 Top

For SotS?  It only has two types of games, scenario and sandbox, and both can be played in multiplayer.  And as for random maps, they're always random, at least in terms of planetary climate hazard, resources, and size, which is far more important than whether or not some planets are here or there.  It even randomizes the node lines for humans.  Combined with the randomized tech tree, no SotS game plays like another.  Add in the various racial playstyles where the races all play differently, and SotS has near-infinite replayability.

Reply #34 Top

What SpardaSon said. You pick the shape of the universe/galaxy and there are around 24 choices in the Complete Collection. Flat, sphere, spiral, arm, clusters, rift are examples.

I checked out GoG. They even have I-War with the Defience expansion!

Reply #35 Top

Quoting mbaron888, reply 34
What SpardaSon said. You pick the shape of the universe/galaxy and there are around 24 choices in the Complete Collection. Flat, sphere, spiral, arm, clusters, rift are examples.

I checked out GoG. They even have I-War with the Defience expansion!

 

The galaxy shapes also have a profound effect on the way the game plays due to the different ftl methods that the various races use - some races do a -lot- better on some maps than others.

Reply #36 Top

I just picked up this game again yesterday. Its rather frustrating for me still.

 

1. I researched some torpedotech, but could not fit any into my new designs. I figured they were too big and researched cruisers. Still no option to fit in any torpedoes. What am I missing?

 

2. Then I went for some nuclear missile head tech. Still I could only chose "Missiles" in ship designer. Have these missiles just become better or should there be some nuclar missile choice? I just dont get it.

 

3. I played a few test games as human. Each time I colonized 4-5 systems. Researched a bit. Got some cruisers and then I started to get astroids and space monsters that killed my population. My cruisers didnt have the power to stop them. Are these completely random, or do they come because I expand too fast?

Reply #37 Top

1. You should be able to build torpedo cruisers. Make sure you are checking the mission modules. And destroyers should have it as well.

2. Nuclear missile head tech upgrades the missiles themselves across the board. You don't have to do anything beyond arming missiles.

3. They are random. Suggest Tourney Space Scenario as it allows you full tech tree and removes other things that can cause you issues (like monsters) while you learn.

Reply #38 Top

1. When designing cruisers, check the mission modules (center section) for the barrage section or the command (front) module for the assault sections. Torpedoes have their own specific weapon slot, and different races have different affinities for different weapon techs. If I remember correctly, humans also have heavy beams on their sections with torpedoes, so if you don't have Heavy Combat Lasers as well (usually unlocked by researching ultraviolet lasers), those sections will not be unlocked. In the meantime you should be able to select the "torpedo" section on the human destroyers. I find torpedo destroyers much more fun to field anyways, since they can aim better than cruisers.

 

2. What Ryat said. All the "Warhead" technologies automatically upgrade your missile damage. That includes planet missiles, your ordinary ship missiles and my favorite, the dumb-fire missiles.

 

3. As much as I love this game, SotS has what's called a "sadorandomizer" that can throw a kink into any game. The bad (but sometimes fun) part of having so many map variables completely randomized. Combine that with the fact that many of the random encounters are NOT good and extremely annoying (Von Neumanns annoying, if I could just know they're coming before I get sensor stations please), I usually turn them off because I like to fight against the AI and not the map. When I turn them on I know I'm going to get a much richer landscape of map challenges, so be prepared. It makes for a completely different game. Wait until some of the grand menaces make an appearance... heh.

 

If you need info about the game, there's a great wiki at http://sots.rorschach.net/

Keep in mind much of the fun gameplay is finding out what SotS has in store for you, so have fun!

Reply #39 Top

One thing I forgot to add is that if you're still uncomfortable with the game, try a different race. Each one really does play differently, and it'll help a lot to get familiar with the game while not trying to fight a certain playstyle. I love turtling and building up my economy before venturing out and steamrolling everyone, so usually I play Hivers or Morrigi. I am the most uncomfortable with playing the Zuul, because their whole race is about enslaving other races and chewing up resources for short-term gain.

Here's a short description for anyone loading up the game and trying to figure out which race they'd be most comfortable with:

Tarka (Imperial, Reptilian, can fit into many different strategies):

  • They should be the "default" setting, as their race plays the closest to "normal"
  • Warp Drive technology allows ships to go from point A to point B, no restrictions other than fuel. Somewhat slow at first, later drive technologies make the Tarka very versatile on the strategic map.
  • Balanced technology disposition, slightly favors ballistics tree
  • They get a bonus to cruiser construction costs, respectably sturdy & powerful ships and battle riders (in the late game)
  • Ships oriented towards frontal attack, developers liken the Tarka ships to a 'Spear Thrust'

Human (Ideal for rushing/expansionist strategy):

  • Node Drive technology allows ships to go from point A to point B as long as there is a node line connecting the planets. Drive is like a railway system between planets. Fast, but able to be "choked" as you can go only where the node lines are.
  • Balanced technology disposition, slightly favors energy tree
  • Fastest initial expansion race, gets slight research bonus, medium-fast population growth. Ships have slightly below average toughness and weapon slots, but make up for them with speed & cost.
  • Ships oriented towards broadside attacks, developers liken the Human ships to a 'Sword'.

Zuul (Bio-plague psionic monster horde, Ideal for rushing/scorched earth strategy):

  • The ultimate aggressor race, I would say a 'take no prisoners' race if they didn't love slaves so much.
  • Node Bore Drive technology is similar to the humans, except the Zuul have bore ships that create node lines from planet to planet. Limiting at first, but can you quickly make an efficient node system that allows ships to quickly reinforce your invading fleets.
  • Technology is the "worst" in the game, most techs the Zuul have a lower chance of being able to research.
  • They have an increased chance to salvage/steal technologies from other races defeated in battle. They also are the kings of ship capture/boarding actions. Late game they also get ships that can "eat" the scrap of blown up enemy ships to create their own mobile ship factory.
  • Ships oriented towards swarm theory, super-cheap, really fast (but not agile), tons of weapon slots but all the strength of a tin can in space.

Hiver (Insectoid collective, Ideal for turtling/defensive strategy):

  • The ultimate defensive race. Hivers are built for slow, methodical expansion whose worlds are very, very tough to take.
  • Gate ship technology allows near-instant movement to any planet with a gate open, allowing a network of easily reinforced worlds. They move at sub-light speed to destinations without a gate however, so they are very vulnerable to early attacks and getting boxed in.
  • Technology heavily favors the ballistic and armor trees. Not so much shields & energy.
  • Hivers get production bonuses but reproduce slower than other races.
  • Their ships are the toughest in the game. Moderately priced and respectable weapon loadouts (favors torpedoes). They are also the slowest. Tanks, essentially.

Liir (Psionic space dolphins, Ideal for teching strategy):

  • Great teching race, the Liir are superior researchers and also get terraforming/colonizing bonuses.
  • Stutter warp technology allows inertialess movement, really fast away from planets but slow near planets. Ideal for deep space interception.
  • Technology is heavily favors the energy weapon, cloaking and shield trees. Not so much ballistics and armor.
  • Liir get research bonuses as well as improved chances for colonizing and bio-weapon techs.
  • Their ships are the weakest in the game by stength standards, they make up for paper-thin hulls and lower than average weapon slots through their agility and technology. Their ships also are suited to deflecting small weapons fire. Late game Liir have many nasty surprises up their sleeve.

Morrigi (Ancient Bird/Dragon species, great for mercantile/late game strategy):

  • Trading masters, the Morrigi are also very very fond of ranged weapons such as drones and COL's. Ideal for the late game, if the Morrigi get a good economy going, expect fast, silent and deadly fleets in the endgame.
  • Flock Drive technology allows fleets to move faster the more ships they have.
  • Their technology tree favors drones, point defense and energy weapons and technologies.
  • Morrigi get trade bonuses, as well as many bonuses vs. random encounters.
  • Their ships are the most expensive in the game, but have large numbers of weapon slots (especially heavy energy beams) and are decently fast and tough.  

 

Okay, that was a lot longer than I thought. Anyways, the race you pick will have a big impact on the game you play. Certainly you can try different strategies with each race, I've seen a Hiver rush and a Zuul turtle. The randomized tech tree also may really switch things up. I really had to come up with some different strategies and tactics when as Hiver I only got the first armor tech and the Liir I was fighting ended up with Adamantium (highest) armor tech.

 

 

Reply #40 Top

Thanks a lot. I will dive into it again. I dont mind getting my butt handed to me repeatedly as long as I feel that I progress and learn from it :)