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Poll

SPAZ WIll you be buying it?

Yes! I feel it is well worth the money and will be in the top Steam sales
- 11 (36.7%)
No, I have not heard enough about it to make a valued judgment
- 8 (26.7%)
No, I feel it is too expensive.
- 4 (13.3%)
Yes
- 7 (23.3%)

Total Members Voted: 30

Voting closed: August 19, 2011, 09:26:16 am


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Author Topic: S.P.A.Z  (Read 38849 times)

jocan2003

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #165 on: June 07, 2012, 01:53:43 pm »

Quote from: Richard
V1.600

   - Added Modding tools downloaded separately  (http://spacepiratesandzombies.com/updates.html)
   - Added Random tech progression  option to the Galaxy generator (this is the pre v1.500 method)
   - Added Slider for tech availability to the galaxy generator
   - Added Slider for Bounty Hunter population to the galaxy generator
   - Added Facebook, Twitter, and RSS buttons to the launcher.  Please follow us for future developments

   - Fixed Mothership is fully crewed now so it repairs properly
   - Fixed Gate bribes are never greater than the max goons you can carry
   - Fixed turrets firing on cloaked Ships
   - Changed Increased mass bomb damage 33%
   - Changed Mothership given pre-defined tech levels to keep mothership attacks fair vs. all tech specialties
   - Changed Bounty Hunter random help at high respect does not cost respect since you don't choose to call them
   - Changed Lowered severity of extortion missions
   - Changed Lowered extortion request amounts for goons, rez and data
   - Changed Removed beam boosters in favor of point def for many AI Manta designs to lower damage output a bit
   - Changed Lowered Manta's maneuverability, health
   - Changed Lowered Brute's health and crew
   - Changed Lowered Mammoth's health and crew
   - Changed Removed a weapon booster from each AI Mammoth and replaced with Point defense to lower damage output
   - Changed Lowered Energy Burst Cannon damage 15%
   - Changed Lowered Particle Cannon damage 15%
   - Changed Greatly Increased Respect rewards for missions to offset bounties accrued during the fighting
   - Changed Cloaking Shields 30% stronger
   - Changed Cloaking Engines 30% faster, more maneuverable, better thrust

For thos who liked the game there is a bunch of new updates that you will like, bounty hunter, massive amount of tweaks and new mecanics added!!! Also new ships and most of all MODDING TOOLS!!!!!!

And for the french guys among you my youtube channel is now french, all my video will be recorded in french but some of my old videos are still english. Anyway here is the link! http://www.youtube.com/user/angeldacci?feature=mhee
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Jacob/Lee

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #166 on: June 07, 2012, 02:09:10 pm »

I had better luck either putting mass drivers only on fighter-class ships, or ignoring them in favor of particle cannons on everything.
This. This so much. I put particle cannons on every weapon slot on all of my ships around endgame. You will stomp everything into space dust.

Aoi

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #167 on: June 07, 2012, 06:05:17 pm »

I was having trouble once the gates to the core were opened until I got a Manta Ray. Decked that thing out with beams and the energy siphon beam. Rarely even had my shields down for the rest of the game, even when just staring into the face of everybody else.
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Sonlirain

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #168 on: June 08, 2012, 07:25:15 am »

Soo... are drone carriers with cloaks still overpowered?

I remember owning EVERYTHING the game threw at me once i got my first cloak/flora/drone and things got even more one sided with stealth bombers on a sunbeam (or whatever that UFO was called) that annihilated everything in one pass.
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Kagus

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #169 on: October 05, 2012, 05:45:17 am »

My first stab at the game (which I still haven't gotten to chapter 4 with yet, despite having put in well around 28 hours into it...) I tried focusing on beams and shields (or, "Shields and Zaps", as I labeled the save slot), thinking that might be a good idea.

To some extent, it was alright.  But the game has been kinda pissy with me as far as blueprints are concerned.  So I've generally been aimlessly wandering around the "lesser" systems trying to hunt out the technology that will let me even consider getting past the 60-level warp blockades, despite my ship being level 75.  It took me until the start of chapter 3 before I could even get point defenses, and this is supposedly a high-availability gen.

I'm still hunting for that last piece of my holy grail, the fusion beam.  Even with all my boosters and fixed turret upgrades and triple huge and all that jazz, overload emitters can only get you so far. 

I suppose it was a mistake to not have invested heavily in launchers in order to give me some decent hull damage, but when the game started out I took "You should really only specialize in one or two areas" to the extreme, putting points exclusively into beams and shields.  And now both of those are maxed out (for me, at level 8).  And the few "Just a few points here" sidelines I had are now also either maxed out or very close to, including maxed hull and crew, high-level turrets and reactors, and a smattering of points each in armor, engines, and bombs (I *LOVE* bombs, and they've helped me win a few tricky battles, but I've learned since then that I just can't expect to specialize in them.  Far too unwieldy and prone to friendly fire, destroying either my own ships or pissing off those of an ally I've spent ages getting good relations with).

Boarding is hysterically good fun and has been incredibly lucrative a few times, netting me double the black box info on some juicy ships, but the cost is (funnily enough) astronomical and cannot really be used as a standard in most battles (also, NEVER let the AI take control of your boarding ship, or expect to lose hundreds of goons to a pathetically meaningless death as they're catapulted straight into the enemy destroy-all-humans beam).

As it stands, I don't really have anything to take out the higher-level encounters.  I can't annihilate the swarm of ships that gang up on us unless I can take them on mano-e-mano and have a lot of time to do it, and I have nothing to counter the masses of ion emitters (which I ALSO can't find the last blueprint for) that result in my ships having their super-duper-pooper-booster shields stripped away instantly and then held down under the barrage of fire until they just pop.

The way things are going, basically my only achievements have been unlocking every single tiny, small, medium and large ship design, and two of the huge buggers.  Also, I've found out which ships make for good resource gatherers (hint:  Hammerhead with lots of hull boosts can stock 1200+ rez, while sporting great maneuverability and two huge turrets for concentrated zap efforts at mining stations.  They can also pack a couple decent-sized tractor beams).


And, as others have mentioned, the AI-controlled ships are piloted by rejects from the chimp space program.  This means I can't rely on them to actually do any real FIGHTING, and instead kit them out to perform such noble and valiant roles as "decoy" and "critter-cleaner", or simply stop rebuilding them during a fight to save rez and goons.  Otherwise, I just stack them to the rafters with shield boosters and then plug a single leech emitter onto them so they can at least slow down the tide of incoming death.


EDIT:   Aaand I'm an accidental necromancer.  Whoops.

Viken

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #170 on: October 05, 2012, 07:48:27 am »

Kagus, you should have checked your game settings when you started your game.  Galaxy size and tech availability are the ones you should have been most careful with.  Espeially the availability.  You may end up having to start over, because it sounds like you're going nowhere fast.
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Kagus

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #171 on: October 05, 2012, 08:10:03 am »

I did check the settings.  I gave myself a notch higher tech availability and a few dozen more star systems, then re-rolled until I found one that looked like it had a relatively smooth slope as far as difficulty gradient.

And I did all this only because I'd watched some video where a guy mentioned it, not because the game actually, you know, told me I should pay attention to that.

It's not that none of the stations have tech, they do...  There are blueprints for sale friggin' everywhere.  It's just...  Nothing I use.

jocan2003

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #172 on: October 05, 2012, 08:10:48 am »

There is a mod that i loved i think its called Big fight for meat or something, its a compilation of 2 mod and i loved it. Anyway here is the linky.

http://www.spacepiratesandzombies.com/forums/viewtopic.php?f=32&t=3316

Dont know if it has been updated for the latest version tho.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Jacob/Lee

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #173 on: October 05, 2012, 09:14:12 am »

I like how the death screams for your ships are designed to give you a heart attack.

Darkmere

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #174 on: October 05, 2012, 10:44:35 am »

Kagus:

It's been a while since I played (couldn't get through a second playthrough after the bounty hunter addition), but I'll try and help. First... for the love of Eris don't go into A4 without every ship design and high-level techs. Second, beams are considered the hardmode weapon due to range and function limitations, so don't feel bad. Boarding crews are fantastically wasteful, as you have to spend far more time recouping goons than you gained in espionage. I'd recommend points in hull over points in armor, as armor slows you down. When I played, bombs were utter garbage (the big secondary explosion never hit anything. ever.), so I went with missile launchers instead. Gravity missiles are a godsend for slowing targets down and focusing them, as well as keeping the dumb AI slightly farther out of the line of fire.

There should also be a button on the research screen that lets you take points out of a tree and put them in another tree. It places you at a research deficit, but efficiency is well worth it, usually.

The easiest way to get ship hulls (and free goons) is to go around high level systems and look for civs vs UTA events. Fly around those helping whoever's friendly, take schematics, goons, and rez. Buy out more rez/goons at friendly systems, repeat.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Girlinhat

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #175 on: October 05, 2012, 10:53:23 am »

I had a lot of luck with bombs, actually.  They're great for laying waste to large targets, and really shine at range.  I think... 800 distance, toss a bomb at any given enemy and it'll die?  The AI won't evade bombs until they get into combat range, so hitting them far out is an easy way to wipe them.

I've NEVER gotten gravity missiles until the final bit.  Things were so rare I was never able to mount them.  Everyone's like "use gravity!" but I could never find blueprints for them!

I did like my end-game though.  I think it was the Star King Extreme?  I'd mount energy-drain lasers, heavy cannons, and as many cannon boosters as I could.  Sit in front of the enemy and pound them to hell.  You draw energy from your target as you strike them!  I think I beat the final boss in like 5 seconds, just standing there and blasting it to hell.

Kagus

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #176 on: October 05, 2012, 11:23:03 am »

Like I said, I've got hull research already maxed out (level 8 for me).  And I do know about respec-ifying, but...  Didn't really want to.  You know, principle of the matter.  Also data penalty and, uh, the achievement... 

I really just got enough armor research to equip standard armor and improve regular efficiency by about 65%.  And the slowdown from armor at that level really isn't much, as can be shown by flying a ship around and pressing the 'n' key.

And as for boarding crews, they're basically the reason I had the hammerhead design just a couple systems after Big Fish, not to mention all the bounty hunter ships.  Getting points in crew also increases their efficiency at fighting off enemy boarding crews and zeds, repairing your ships and just generally being available due to the increase in recruiting chance.  They're also great against those speedy cloak ships you encounter from time to time; regardless how fast they run or how stealthy they are, they can't escape a boarding party that's already onboard.


The thing about bombs is that, while the secondary blasts are indeed very rarely going to do much to anything faster than a space station (unless it's a small or tiny ship, in which case it's a one-hit-kill in almost all cases, shields or not), but they have a remarkable tactical usage.  Due to the way the AI will drop everything and just BUG OUT the instant that fiery death pops up, you can buy yourself a great deal of breathing room if you're in a tricky situation, and potentially break up a dense enemy formation so they're easier to take out.  Like I said, bombs saved me from a lot of very difficult situations.  And they're also great for dealing massive damage to stations without loads of PD.

But, then again, the idea here is to not BE in a tricky situation in the first place, and bombs just aren't particularly effective weapons in most cases (except against your own troops, in which case they will always nuke someone with those god damned cloaked helixes...).


For fun's own sake, I genned a parallel game where the idea is to focus on the other side of things; namely cannons and cloaking.  It's, uh...  Well, it's kicking my ass just in the tutorial sections.  Should pick up later on though.  Shame you can't cloak beacons though.

Girlinhat

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #177 on: October 05, 2012, 11:27:59 am »

The idea of the bomb is tackle and smash.  Bomb hits, and the gravity-thinger slows the enemy, so when the secondary goes off it'll hit the slowed-down enemy.  It's worked very reliably for me.

Kagus

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #178 on: October 05, 2012, 12:20:03 pm »

Tends to work very poorly for me though, only when using large-size bombs on huge or less-maneuverable large hulls does it deal enough damage to really be worth it, in all other situations the enemy ship is generally capable of getting away from most of the blast power.

However, as mentioned, pretty much any small or tiny hull will be too heavily affected by the gravity pull to get away, and will remain in the sweet spot until the secondary explosions go off.  This is why even a low-level bomb is almost a guaranteed one-hit-kill against the smaller ships like that, from full health and shields to disintegration.

Unfortunately, there really aren't that many small or tiny hulls you run into later on in the game...  Although bombs do boast the most impressive increase in damage at the end of their research tree (accumulating an 800% bonus total).  Maybe with lots of points in it the secondary blasts would be able to deal appreciable damage to fringe targets, but even so...

miauw62

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Re: S.P.A.Z (Space Pirates and Zombies) (Currently one of steams top ten)
« Reply #179 on: October 05, 2012, 01:11:26 pm »

Hehe, this is a good necro. I was just thinking about posting here. I finally got around to playing this, and i just aquired the titan beam. My tactic was basically "hide behind the mothership!" and "her shields are nearly down, get away from the mothership!". It was surprising effective.

Anybody got some tips for me?
I just upgraded to the 1 huge one large and one small hull stage, currently i have a space dick mule equipped with dual mount turret with overload emitters and rockets, point defense and a booster module on the back turret. Small ships are a ranger with half cannon half lazer and two rockets and a turtle head with half cannon half laser rocket and booster modules.

Research has been all-around, and apparantly that is not a good idea.
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